Something is wrong with the Download link. It's something about violating Google's URL shortener's terms of service.
Bah, it's because the link was to a .zip, which Google apparently don't like. Even if the .zip is completely harmless.
It's fixed, but I had to remove the "[32x]" prefix in the filename, at least for now. Using a URL shortener was the only way I could retain the "[32x]" and still make the link work.
Update: Bat, beacon beam, glass, blaze, book GUI, end portal, end sky, barrier item, lilac, flower pot, allium, normal and double chest, grass colormap, blue orchid, anvil, netherrack, brick block, cobweb, glowstone, raw beef, cooked beef, and boat entity textures added.
But on topic, this pack is simply amazing. There so much love and detail put into every texture you've showed us,and I- at first- mistakenly took this pack as 64px. I am also absolutely in love with your grass, it suits the alternating positions very well. Though, may I suggest that you show some pictures of what you've added before releasing the update, just to keep the thread active and well fed!
Looks really well, do continue!
Thank you for the praise. It makes the many hours spent creating these textures worthwhile when I know they're being appreciated.
I intend to add a "News" section to the OP sometime, in which I might reveal what I've done for unreleased updates. Although, I might also make previews in separate posts if I ever notice that the thread gets stale.
I wanted to give it more of a "natural" shape, but still recognizable as an apple.
I also didn't didn't want to make it look look like Polychromata's apples, so some stuff I wanted to do had to be cut.
I second Deonyi's comment. Also, don't restrict yourself just because the apples might look like mine. If you want to add detail that makes them better, then do so -- even if they end up looking a lot like my textures. They're still going to be different, and have their own unique characteristics.
You gonna share it? Thanks! Oh, and what is actually UV? I haven't been able to find a good explanation of UV yet.
UVs are basically coordinates for pixels in textures. They are literally called u and v coordinates; much like x, y, and z are used in a 3-D context. UVs are like the coordinates in a Minecraft world, but instead of blocks, they point to pixels on a 2D plane (i.e. a texture image).
The subject is probably more complex than that, but that's the basic idea.
I'm going to be completely honest here... I think the glass looks horrible. I strongly recommend either a full border, or only small gaps in the edges. It seems that the dots don't serve much of a purpose and make it look messy; perhaps removing them entirely or going with more default-esque streaks would be better.
On a brighter note, the blaze is nicely done, only thing I would change is to soften the hardness of the black eye pixels.I also really like your book GUI.
The glass doesn't look very neat because the idea was to reduce the appearance of grids and heavy repetition on large scales, which can be painful to look at.
It was the only way I could reasonably achieve that while still maintaining clean and consistent colors, as I think glass should have.
I'm inclined to remove the singular dots, however. They're meant to be imperfections in the glass; specks of debris and unmelted sand. Functionally, though, I can foresee them being rather annoying to look through.
I think it's a good compromise. Of course, all of this wouldn't even be an issue if transparency were allowed for normal glass, and not just the stained versions.
1
0
Bah, it's because the link was to a .zip, which Google apparently don't like. Even if the .zip is completely harmless.
It's fixed, but I had to remove the "[32x]" prefix in the filename, at least for now. Using a URL shortener was the only way I could retain the "[32x]" and still make the link work.
2
The idea is simple, really. Just work at making them for a few years, and you'd be surprised at how easy it is to create something that looks decent.
4
0
Next update:
3
The new lit one looks a little dim. Considering the amount of light redstone lamps emit, I would expect the lit texture to look brighter.
0
0
As I'm sure you've already guessed, I made it myself.
Here's the template if you want to use it:
Thank you for the praise. It makes the many hours spent creating these textures worthwhile when I know they're being appreciated.
I intend to add a "News" section to the OP sometime, in which I might reveal what I've done for unreleased updates. Although, I might also make previews in separate posts if I ever notice that the thread gets stale.
2
I second Deonyi's comment. Also, don't restrict yourself just because the apples might look like mine. If you want to add detail that makes them better, then do so -- even if they end up looking a lot like my textures. They're still going to be different, and have their own unique characteristics.
3
3
1
0
That's strange, they all load for me. If refreshing doesn't work, I guess the host server just won't send them to your location, for some reason.
1
UVs are basically coordinates for pixels in textures. They are literally called u and v coordinates; much like x, y, and z are used in a 3-D context. UVs are like the coordinates in a Minecraft world, but instead of blocks, they point to pixels on a 2D plane (i.e. a texture image).
The subject is probably more complex than that, but that's the basic idea.
0
The glass doesn't look very neat because the idea was to reduce the appearance of grids and heavy repetition on large scales, which can be painful to look at.
It was the only way I could reasonably achieve that while still maintaining clean and consistent colors, as I think glass should have.
I'm inclined to remove the singular dots, however. They're meant to be imperfections in the glass; specks of debris and unmelted sand. Functionally, though, I can foresee them being rather annoying to look through.
I think it's a good compromise. Of course, all of this wouldn't even be an issue if transparency were allowed for normal glass, and not just the stained versions.