• 3

    posted a message on Texture Artists' Union
    32x wool for my new texture pack.




    After a rather long hiatus, I've gotten back to texturing, and I'm now working on an entirely new project. As some of you may remember, I had a long-running texture pack called Logical Aesthetics, which I began developing in 512x resolution near the mid-end of its life. Long story short, it was too much trouble for what it was worth. With the semi-realistic/realistic style I was making it in, the amount of detail and time it required was staggering. I estimate that I would have needed over 4,000 solid hours to "finish" it (i.e. get to version 1.0), excluding further updates for new Minecraft textures and general improvements.

    Additionally, I think that resolutions higher than 32x begin drifting away from Minecraft's optimal aesthetic, since 64x and above don't complement the blocky nature of the game quite so well, in my opinion. I actually think the game would have looked better in 32x by default, but minimal texture effort and programmer art skills kept it at the (sometimes [if not often] too small) 16x resolution.

    So, I started this new texture/resource pack. Since it's at a reasonable resolution, I actually expect to finish this one in months rather than years.

    It's called Vathis Chromata right now, but I'm not sure I like that title. I hate making names for things, since I always second-guess my decisions and I'm rarely satisfied with whatever I think of, no matter what it is. So, I want to know if the current pending name works, or if there's something anyone can think of that is more fitting (and that multiple others can agree works better).

    Edit: I've decided to call it Polychromata.












    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Now that vanilla Minecraft is finally going to support randomized textures (even though I don't entirely like how they're currently implemented in the files), I decided to make some 512x stone variants.


    Base:


    Variants:








    The fossil/bone variant is fairly rare.

    Screenshots:



    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union
    512x lead knot.



    I couldn't find any use for that feather-looking thing on the bottom, so I just kept it default.

    In-game:
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    I revised my 512x creeper.



    Old:











    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    I revised my 512x creeper.

    (Downscaled because the 4096x2048 original is too much for my pathetically broken internet to upload without failing)


    Old:












    Posted in: Resource Pack Discussion
  • 3

    posted a message on Texture Artists' Union
    I revised my 512x creeper. I've resized, cropped, and compressed the actual texture file for uploading reasons, but I've included full-quality sections of potential interest.




    Face:


    Chest:


    Back:


    I don't have a sword drawing, so here's an oil painting of a dagger. I call this piece "I Totally Didn't Take a Picture of a Dagger and Filter It with a Plugin."
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Prohecy_Wrecker

    *Noted*

    And now for the references, I would say list them off and I'll tell you which were intentional and unintentional


    Well, I can't ascertain whether most of them are actually references, but I feel like a lot of them are.

    The ones that I did recognize with confidence (in addition to the two Zelda swords above):



    Uruk-Hai Scimitar



    Recolored Roy's sword from Fire Emblem (this is mostly a guess)



    I'm not even slightly sure enough about the rest of them, but a lot of them do seem familiar.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    I revised my pack's emblem. This one incorporates texture like the original, but this time it's symmetrical and not random (except for the lightning).



    Old:
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    So, I haven't been here since February; I completely lost motivation to do any textures for anything. I've finally waited it out (hopefully for quite a long time).


    In the meantime, I've gained a new perspective/plan for how I'm going to develop my pack. First, I will do a 512x texture as I always used to. Then, rather than moving to another one, I will proceed to do 256x, 128x, 64x, 32x, and 16x versions in succession for that same texture. I say this as a potential warning, because my posts here may get repetitive; I solely rely on this thread for quality feedback from other artists.

    My methods may change, since I haven't tested this new plan. I'll just see how well it works.

    For a start, I decided to redo my pack's logo/emblem/thumbnail thing. Using my (probably limited) knowledge of graphic design, I simplified it and got rid of all the unnecessary texture.



    Old:
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    I made 512x animated lava. I only have the non-flowing version done right now.



    Full-quality frame (because my internet is too horrible to upload the whole animation strip):
    Posted in: Resource Pack Discussion
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