I just wanted to say that I'm really liking your textures; recently they've been quite well done. I can't help but think, however, whenever I see one, that it would be SO much better as a CTM repeat tile spread over 16 128x repeat tiles. I feel like so much of that wonderful detail is lost when the textures are shrunk down, and they don't really look very realistic. You already have tiling textures, the work is done for repeating, texture-wise. You just have to cut them up, and I think it would be a very high-quality result.
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zamaj posted a message on Texture Artists' UnionPosted in: Resource Pack Discussion
I just wanted to say that I'm really liking your textures; recently they've been quite well done. I can't help but think, however, whenever I see one, that it would be SO much better as a CTM repeat tile spread over 16 128x repeat tiles. I feel like so much of that wonderful detail is lost when the textures are shrunk down, and they don't really look very realistic. You already have tiling textures, the work is done for repeating, texture-wise. You just have to cut them up, and I think it would be a very high-quality result. -
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FenixDowned posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)UPDATE 01/16/2014Posted in: Suggestions
Snapshot 14w3b introduces the ability to texture both arms and legs! It also gives every other body part an extra 3D layer similar to the hat layer in the original skin! Awesome! These new extra layers are covered up by Armor, just like the hat area. The new skin file uses a 64x64 layout with the old skin at the top and the optional overlays in the bottom half. Old 64x32 skins are still supported without modification.
However... this addition will not apply to similarly shaped mobs (zombies, zombie pigmen, etc) and it doesn't work on armor. Whether these things will change in the future is anyone's guess.
As happy as I am for the player improvements, I can't help but wonder if my suggested layout could still benefit the mobs and armors. If nothing else, it would still allow for asymmetrical mob skins and armor while staying within the small 64x32 file size. But then they would have a major discrepancy between formats...
I still like the idea of applying my format to the new skin layout - the bottom half of the 64x64 texture could contain the overlay regions. The only difference then is that the head and hat area on the bottom half would not be used. Perhaps those areas could then be left empty for modders and any other small additions that Mojang made add in the future....
What follows is the original post, while I decide if I should further modify it to try and push for the other mobs/armors to have asymmetrical textures. Either way, this is a huge victory!
Acknowledgement from Dinnerbone himself!
Quote from DinnerboneWe've no plans to touch skins right now (except to fix them... the skin server is really unstable) but we're rewriting the whole rendering stuffs and maybe we can consider looking at this then, when it all becomes much easier.
Basically saying "maybe" in the future. The important part is that Mojang is aware of the suggestion and was moved enough to respond to the topic!
I am forever amazed with how much detail minecrafters have been able to squeeze out of the extremely limited space provided by the game's textures. Skins especially are quite a challenge due to being confined to a 64x32 pixel size. And yet there are many, many examples of beautiful and amazing skins out there that make the most of this limited space. And yet, it could be possible to grant everyone a little more... to be blunt, the current skin texture for the player character has a lot of unused and wasted space. For those counting, there are 480 unused pixels in the texture (out of a total of 2048).
With a little juggling, we could free up enough space to have independently textured left and right arms and legs! This is without changing the image size, it's still all contained within the same 64x32 png file. Of course, the player model would need to be updated to use this new mapping. Here is an enlarged view:
Pros:
+ independently textured arms and legs+ maintains the original 64x32 size = no additional skin server load/stress
+ keeps all sections grouped together in a fairly intuitive way.
+ sub sections follow a mapping very similar to the original (with only some parts slightly shifted)+ can also be applied to all armors
+ can also be applied to other humanoid mobs: zombie, pigmen, zombie_pigmen
+ can also be applied to skeletons - with slight modifications for the thinner arms/legs
Cons:
- one-time conversion needed for all texture packs for affected mobs and armors
- mods that make use of current skin's blank area may not be able to use the new format
- skin creation tools/viewers would need to update for the new format (difficult for discontinued tools)
- makes all current skins and skin repositories outdated (this is a big problem - see below)
Problem: Compatibility with Legacy Skins
There are hundreds of thousands of skins floating out there on the net. It is not reasonable to expect all of them to be updated or converted. Remember when they flipped the direction of the bottom-head/hat texture areas on the skins? There are still countless skins out there that haven't been fixed. This is a major change so it can't simply be done and let all the current content out there suddenly break. There will be backlash. On top of that, more recently the Minecraft Launcher has been augmented to allow easy access to older versions of the game - versions which absolutely expect the player skin to be using the old format. Finally, there is no reliable way to program the game to detect the different kind of skin formats based only on areas of the skin file that appear to be used. This is because the skins often have extra content in the "unused" areas. This content could be in the form of an author's name/logo, bleed off from the main image, or pixels used by specific mods on the skin.
Bottom line, we need to have a simple way for the game to know how to differentiate between the old and new player skin formats so both may be used at the same time by different players. Note that this problem only affects player skins. Mobs and armors are always controlled by the local texture pack, so there is no need to support the old format for those assets.
Below are several possible solutions to supporting the legacy skins. These are only suggestions, as I do not have intimate knowledge of how Minecraft and the skin system works under the covers. What I propose here may be incorrect or not applicable to the system, but I hope it might at least give Mojang ideas on how to implement this request.
Solution A: Increase new skin file to be 64x64
Increase the "new" player skin size to be 64x64 pixels. Place my new format in the top half and leave the rest blank. Let the old skins stay as using the 64x32 size. There are several reasons for this approach.
When the game client downloads the player skins, it can easily tell the difference in size. A 64x32 skin would use the traditional mapping we see today. Nothing changes and all the current skins out there are still ok to use. A 64x64 texture would signal the game to switch over to using the new format for that player. Since the game knows which player is using which skin, it can easily keep track of which format to use for who, and allow both types to co-exist at the same time.
The extra space in the bottom half of the "new" skin can be used for future player character enhancements by Mojang, in case they decide to add more. As an example... if we ever get custom capes, perhaps the texture could be saved to the player skin and use the extra space here.
The extra space in the bottom half of the "new" skin can also be used by mods! Any mods that had additions to the player model could use these areas. And there would be a lot more space now!
One major drawback to this approach is that the larger image file size could adversely affect the skin servers that Mojang use.
Solution B: stay 64x32 but use embedded metadata
If it proves undesirable to alter the skin file dimensions, another possible solution could be to have all new skins require metadata content added to them. Then, similar to solution A, the game would examine each skin file it downloads and search for the appropriate metadata flag. If it finds none, use the old formatting style on that skin's owning player. If it finds the appropriate metadata flag, use the new format for that player.
One problem with this approach is that png files don't have a standard way of encoding metadata. So I imagine Mojang would need to create a small utility to "stamp" skins with the metadata flag they would expect to use. This would require some extra care for making new skins on the part of the community. But on the up side, this could pave the way for an easy versioning system for additional future skin formats.
Another drawback would be the reduction in free space that some mods may have come to depend on. In this case, I believe the only solution would simply to have those mods not use the new style. They would have to require their users to say using the old skin format. So they wouldn't get the extra arm and leg, but the mods wouldn't break either. A fair trade off I think.
tldr Summary:
I propose a new skin layout for the humanoid mobs, player, and armor which would grant space for both arms and legs to be textured independently. It would be ideal to support both this new format and the old one at the same time for player skins - so as to not break all the current skins out there. There are two (possibly more) ways I can think of doing this:
A. up the player skin size to 64x64 (grants more space for mods and/or future Mojang enhancements) B. embed metadata into the new style skins (keeps the original 64x32 size for efficiency)
Support banner get![url=http://www.minecraftforum.net/topic/677984-r][img]http://i.imgur.com/Iuxwe.png[/img][/url]
Changelog
v.5 - overhauled the main post. Scrapped conversion suggestion from v.3 and added new suggestion of metadata for differentiating old vs new formats.
v.4 - 12w32a changes things! large rewrite of the suggestion. I originally thought all humanoid mobs + armor had to use the same format. This is no longer true. So using 64x64 player skins is possible without needing 64x64 versions for all other armors/mobs.
v.3 - added ideas on converting old formats to new - so current skin repositories wouldn't be rendered obsolete.
v.2 - updated mapping (as seen at top of page).
v.1 - initial proposal. Used a flawed mapping below: -
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AlternateMew posted a message on What The?!, Villager Breeding Was Already Diffucult And Pointless, And Now It's Worse.Please don't tell me I'm the only one whose first response to a new village is to bury them alive in a closed off 2x1 hole with a torch until the village is satisfactorily secured. Anyone? Come on, it works wonders!Posted in: Recent Updates and Snapshots
*Ahem*. I have to respectfully disagree with ANY kind of zombie nerf for the sake of tetificates. That chicken jockey egg problem is a completely different situation unrelated to this. On a personal level, Minecraft zombies being so smart makes them unique. They are clearly the dominant non-player race of the world, and it shows. They have learned to get past doors. They can use weapons and armor. They can find that one miniscule path you overlooked (that alone has shown me cool new paths I wouldn't have noticed otherwise). Minecraft zombies are awesome. That they AREN'T completely brain-dead idiots is pretty darn cool.
The problem is that the testificates are. And now just to hammer that in, they ARE becoming mere livestock. Rare livestock requiring a special door-filled, zombie proof pen.
There has been an argument that all the other mobs breed with an item. Well, answer me this: how many other mobs will go extinct if you just live nearby and don't bother them? Perhaps chickens in a jungle, and sheep in forests and taigas. That's two mobs, and only in very specific biomes. Not only do zombies pop up everywhere, but villagers also don't naturally spawn anywhere but in specific biomes. Once per village. Even the sheep and chickens living with predators will eventually just respawn new ones. Villagers will not.
Also as others have mentioned golems do not do their job. Some anecdotes:
I have a village that had, at the time, three golems. Just for kicks (they were new and I wanted ti see how well they would protect the place), I let a few zombies in. Well, spawned them in, but whatever. Point is, the golems did not care. It took way to long for them to notice the zombies. I had to drag one over with a lead to get him to even notice. To add insult to injury, they had previously camped my nether portal to kill a completely docile pigman. Through a wall. Something here is messed up.
In another instance, a couple of zombies somehow managed to spawn in my village. I do not know how, but I rolled with it. One was in my house, which I only noticed because he started to bang on my door to get out. I let him, then followed with my sword to see what would happen.
He burned to death. After walking straight under a golems' nose. The other zombies, for those curious, spawned in a mooshroom pen. Neither the golems nor I bothered to do anything about them.
Useless hunks of metal. No wonder I feel nothing for having a farm that smelts the things into ingots. That's all they're good for. And I can't say they never attack zombies, since they found a way to kill two out of four zombies I keep/kept in their own special house in the village (Poor, poor Jack. He never saw it coming).
Tl;dr
Zombies are smart and numerous (please don't change!). Testificates are stupid and few. Iron Golems are bad at their job; even the naturally spawned ones. And now the villagers are becoming nothing more than expensive livestock.
I agree that villagers and their golems need an AI buff. I agree that breeding villagers with emeralds is stupid.
And frankly, I'm surprised that I've not seen one person here defending this change. If that is actually happening on these forums, that is a REALLY bad sign. The new mechanic has to suck pretty bad for that to happen. -
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Sweedumz posted a message on What The?!, Villager Breeding Was Already Diffucult And Pointless, And Now It's Worse.Posted in: Recent Updates and SnapshotsQuote from SVGK
no, i'm fine with them breaking the farms and crazy stuff and auto breeders, what i'm NOT okay with is them breaking normal breeding as well, villager trades aren't that useful even now, if they find a way to break automatic breeders and the like, great, but NOT if that comes at the cost of destroying the normal method as well.
Here lies the essence of the problem. Power-players vs normal players. Power players building farms, mega projects, and automated systems in survival verse normal players playing a simpler exploration based survival game.
Mojang wants us to play the game as a simpler survival game, but here's the thing: Mojang are balacing the game around the power-users.
Right now, enchanting, trading, repairing and potions are all ridiculously expensive for ordinary players. To even have access to many items requires hours of grinding. And why? Because Mojang don't want to make it too easy to gain better gear through farming. The response: Bigger more ingenious farms. The counter-response: Items become even more expensive. The end result: Ordinary players get locked out of late game content.
Let's be honest, this latest change in villager breeding mechanics came about as a direct result fo Docm's recent "perfect villager trades" setup and tutorials. So now players can build an enormous breeder/station setup, spend 40+ hours grinding trades, and eventually unlock lots of gear. So what. I see no reason to hoist yet more punishment on normal players just because some power users can grind in in this way.
The end result of all these changes is that regular players are just going to have to work even harder for basically nothing. Our villages will die unless we carefully secure them, our tools require hours of grinding to upgrade or make more durable, even more hours to make futile attempts to repair them, our potions ingredients need far more risk to obtain than the effects even pay off, and we're required to turn over weeks worth of of produce to rip-off villagers for the most misery items in return.
It's not going to be possible to play minecraft in a casual way if Mojang keep make balance changes around power-playering, end-game players. Mojang seem to want to turn single player survival into a endless grind of chores or else something like Don't Starve or a diluted Vecs map. I just want to have fun, explore, build things. It's not goign to be possible to do this if Mojang's idea of playing Minecraft centers around an 80%/20% grind/build ratio. -
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Frostynips posted a message on Texture Artists' UnionPosted in: Resource Pack Discussion
That diorite looks amazing, but the added lighting and shading could use some work.
I might suggest that the shading could get darker as it gets closer to the edge instead of it being a flat shade. Then adding highlights to lighting along the inner edge.
I tried replicating your shading and lighting with my own texture.
Then I added the gradient shadows and highlights. Also some sheen on the flat part.
Hope this helps. -
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samohtj posted a message on Texture Artists' UnionPosted in: Resource Pack DiscussionQuote from insomniac_lemon
Ok, invert here:
I would say that inherently, using stock photos for textures DOES have less artistic merit than making your own. I mean come on, creating something FROM YOUR OWN HEAD with your own skill is much different than finding images and tweaking them to make them work in Minecraft. As Steel pointed out, there is much more you can creatively do, allowing you to make something with more artistic merit. Inferior is not a good word for it, but it's all how it's pulled off. I'd say that how most people do it has in fact tarnished how it looks.
That said, ARTISTIC merit isn't ALL merit. Different people like different things, leading to people who would prefer a pack made entirely of stock images than one made completely from scratch. Some people prefer realism over beauty (I say this because photo packs 90% have horrible tiling).
That's kind of the bias I was trying to avoid. Neither art form is inherently better or worse than the other, they're just different. And in a group made up mostly of people who make their art from scratch, when a photo manipulator turns up, it can be sort of jarring.
Quote from insomniac_lemon
Onto the other half: I'm not sure if you're being biased or giving DFF the benefit of the doubt, but no, those images do look QUITE different at first glance. It's only until you look at it that you notice some of the books are similar. However, Antiqua's is much clearer, DrFrozenFire's seems to be downscaled/filtered, I'm not sure why anyone would come to that conclusion. It's obvious they used the same photo.
Yes, it's not that coincidental...... we're all using the SAME internet, and humans are predictable. Remember that one image, of Dokucraft with shaders and filtered? Been in this discussion subforum about a DOZEN times? Yes, that one. People all seem to look up "Minecraft HD wallpaper" or something, and that's what comes up. My bet is they both searched "bookshelf texture" or "old books" or something and ended up with the same image, which is not surprising. I'm betting on the "old book" thing because on the site Antiqua linked, it was named "old books in a shelf" with a description of "famous libary(sic) in wolfenbuettel, germany, with the most expensive book of the world (9 million euros)". So really famous old books.
"Benefit of the doubt" definitely describes what I was doing. I reeealy wanted to take Doc's side, but at this point, it's not looking too good for him. Though it can't be said that there weren't harsh overreactions on both sides. -
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Seradicus posted a message on Texture Artists' UnionPosted in: Resource Pack DiscussionQuote from Cozzmy13
I did it once and even now members of TAU don't give any critique to my posts...
Pfft, I can have a topic for a pack and not get any criticism.
@Murphy, Maffhew(Matthew)
It's on the page before this one.
I guess I should throw my two-cents into this stock image debate.
It was brought up that people making photo-realistic packs should use pictures they took themselves. This would prove largely improbable. How many people have gravel, dirt, sand, stone bricks, all the flowers, tall grass, hardened clay, regular clay, bricks, et cetera all within a reasonable distance of their house?
You can't possibly get all the resources for what minecraft contains by yourself, not anymore. Stock photos are going to be a requirement for photo-manipulation, just to get all the items minecraft has. So long as you have proper permission to use the photo, and credit has been given, it's as much their pack as any texture I've made is mine.
So let's all stop with the accusations, or whatever they may be, and start being the Texture Artists' Union again. -
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samohtj posted a message on Texture Artists' UnionPosted in: Resource Pack DiscussionQuote from Antiqua
They start out as stock photos that I edit and add to by either painting over of under or re-colourising. It's very difficult to make a photobased pack because of the tiling and colours and whatnot.
This is also coming from the guy who, several months ago, accused me of stealing from him because we used the same stock photo. I thought you would have matured by now.
Where in all of my posts do I claim the textures, pre-editing, are mine and mine alone? All textures I use come from deviantART where I ask permission to use them and always credit back. By your "rant" you're accusing me of stealing, again, and you view HD packs such as mine as fake with no real work put into them.
While I appreciate your response, it was nonconstructive and very rude. I do not suppose I'll take *my* hard work into this thread again if you're going to constantly accuse me of stealing. I have put hours upon hours equaling months of work into my texture pack, and to have you come around and say that my work was meaningless because I just either stole it all or it's nothing compared to a hand drawn texturepack is very hurtful.
It frustrates me to no end when people like you put others down because of your bigoted, false standards of what art is and isn't.
--
I appreciate that feedback! I will work on the lighting as now that you mention it, I see the stark differences in the lights and shadows on my textures. I'm trying to keep the foliage nice and bright while the building blocks rich and semi-dark. Would you like pictures of my other textures? I would appreciate more appropriate and mature feedback! Thanks! <33
And as far as your response to Frozen, I appreciate it. Though it does seem I need to make a disclaimer for all of my posts that I do use stock photography and/or my own photography so people don't think that I'm just stealing work and claiming it as my own.
Time to needlessly throw myself into the thick of things!
EDIT: Read my post further down instead. It explains the idea better.
No one was putting down your work, or acting like it was in any way inferior to anyone else's. No one accused you of stealing, either. You say you got permission, and we'll take your word for it. And no one said that the textures you posted didn't constitute art.
It's that it's not your art.
The use of stock photos as textures is something that this whole community generally frowns upon. Like eleazzaar said, that sort of thing is common in the professional world. It goes on all the time. But here, hardly any of us are professional artists. We're all hobbyists, who do this for fun, and take dozens of hours out of our time to do it. We are therefore very protective of our work. More than anything else, we expect the textures you create to be 100% your own work, with no outside help. We are very picky about attribution and personal effort. It's a very sore subject for us, since a lot of us have had our own work ripped off, so we get a little antsy when someone comes along who can't say that they've personally created every single texture in their pack, from scratch. The original artist of the texture you used may not care, but as a community made up of original artists, it's kind of a big deal to us.
With most kinds of textures, it's very difficult for people to fake it. Most of the major pack artists post in this forum, and many are even part of this Union, so if you post something that's not yours, it will get recognized very quickly. However, with photograph-based packs, this is very difficult to determine. A quick google search can tell us if the image is taken directly from the internet, but it's not always that easy. That's where the general prejudice against photo-packs comes from. They're very easy to steal from somewhere else, and it was a bit of an epidemic around here for a while. I'm not accusing you of stealing, just trying to show you why the general prejudice exists.
I don't know what kind of interactions you and drfrozenfire may have had in the past, but I can tell you that he doesn't use stock photos for his pack. He takes all of the photos himself (as far as I remember him saying). Editing the photos to make them tile is only half of the work. A while ago there was a guy here posting five or six minute tutorial videos on how to take stock photos and edit them into perfectly tiling, usable textures. It caused a bit of a controversy, to say the least. But it showed that editing the textures into Minecraft was only part of the work. And here, we expect you to have done all the work. -
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DragonHeroBlaze posted a message on Saddles should be craftableI've seen plenty of posts around the forums about how saddles should remain uncraftable.Posted in: Suggestions
The two main reasons I see are that it makes horses more balanced and it forces people to explore.
I have to disagree.
In regards to exploration, we already have to do that in numerous situations.
Exploring caves to get ores, exploring the overworld to find various resources and the right place to build, finding Nether fortresses so we can brew, filling up maps, finding villages, and finding strongholds and the End portal are all examples.
However, people argue this is not enough.
The argument I've seen is that the prospect of treasure will encourage exploration.
However, when I think "hidden ancient treasure in a ruins deep in a cave guarded by hordes of undead" I don't think of slabs of leather, I think more of gems, and ancient weapons and artifacts.
Saddles don't even produce the effect that people argue it supposedly creates.
From experience, I've found that a portion of nearly every chest is devoted to saddles.
A player only needs a few saddles.
When a player has a few saddles, or when a player has found a village that sells saddles, they no longer will need to explore and find chests, and if they do, they'll be receiving worse loot than if there was something other than saddles in the chests.
Saddles become useless loot, just like the string or gunpowder in those chests.
I'm certainly not going to go try to find chests when all it's going to be filled with is saddles and useless items.
I'd certainly rather just craft a saddle when I need it rather than waste storage space for those things.
Saddles do not make the chests more desirable.
If they want to make players want to find chests, they need to remove the useless stuff like bread, wheat, gunpowder, and string, and make getting valuable items like diamonds and high-level enchantment books from them more likely; that would surely make dungeon loot more desirable.
Unique weapons or equipment would definitely make them more desirable.
Even if saddles were a desirable item from chests, saddles already are obtainable through other means.
You can get it from a villager for a number of emeralds.
You can get it through fishing, which requires no exploration, just sticks and string, and a water source to fish in.
I would find it best to remove a few of these means of obtaining saddles(natural chests, fishing) and just make saddles craftable.
In regards to balance, people say that horses are a great transportation system, so saddles should stay uncraftable.
Alright, I can agree that they are a great transportation system.
They are fast, and they allow free movement, unlike railroads where you are stuck to the paths.
However, even with uncraftable saddles, it is easy to get them due to the frequency of generated chests and due to fishing(requiring absolutely nothing but sticks and string) and villager trades.
A lucky person can get a saddle before they even get iron or leather by spawning near a dungeon, a village, or other generated structures(or by fishing a lot).
Removing them all from chests and making them craftable would save storage space, allow for better dungeon loot(better fishing loot, too, by removing them from the fishing treasure list), and hardly change the difficulty of obtaining a horse.
Horses aren't the end-game transportation anyway, nor should they be treated like they are.
Railroads are far later-game than horses due to the resource and time costs for them.
Uncraftable saddles don't make it harder to get a horse than get a railroad.
You can pretty much accidentally get everything you need for a horse; randomly coming upon a dungeon, getting you a saddle, and managing to find a horse while exploring or even spawning near horses when starting a world.
Railroads require a fair amount of mining to make the rails, and they require construction for the actual roads.
What should be done is that railroads should get a large buff to make them superior to horses, to make them worth the time.
Even without the buff, as I mentioned just before, craftable saddles would hardly make it easier to obtain saddles, especially if they were removed from all chests and the fishing treasure list and replaced with good loot.
Other reasons I believe saddles should be craftable:
- Villagers can craft them, and villagers don't do anything but sit around their houses all day. You explore ancient ruins and different dimensions, build giant structures, and kill and craft all sorts of things, and yet you can't craft a saddle.
- They are just pieces of leather. You can create much more complex things such as cake, pistons, and dispensers, but a simple slab of leather can't be crafted for some reason.
Heck, you can create armor out of leather, making saddle uncraftability even less sensible.
(I've heard music disc craftability been mentioned in relation to this; we don't have the materials to make music discs, and we don't have music to record onto blank music disks.)
- The Mo' Creatures mod, which the horses were based on, had craftable saddles AND horse armor.(To be honest, I think it's kinda stupid that horse armor isn't craftable either. Infinite horses, infinite saddles, but no infinite armor. Just make it break like regular armor and then it would be perfectly acceptable to make it craftable.) -
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Goodlyay posted a message on Texture Artists' UnionPosted in: Resource Pack Discussion
I hope this doesn't escalate into the 14thMurder. - To post a comment, please login.
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EDIT: Agh, I just can't leave this thing alone. I altered the lighting to better simulate subsurface scattering. I'm sure this is the last one. Probably.
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I'd rather keep the luminosity the way it is, so I adjusted most, if not all contrast levels and transparencies to look a little better.
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EDIT: Wow, I just noticed that the shading is wrong on the second and fourth planks. Not sure how that happened. I also forgot to unhide a layer before finishing up, so the actual thing looks better than that.
It's awful, I know. I think Jeb has figured it out in the next snapshot, though.
https://twitter.com/...955290477375488
https://twitter.com/...022028959170561
I agree, they are a little big, but they're not bad. I like it!
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Since then, I had the crazy notion to completely remake it from scratch twice, improving what lacked in the previous version each time. This is the result.
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The inverted A is a logic symbol (I deliberately used a logic symbol as a hint toward the texture pack's name, Logical Aesthetics) that stands for "For all," and the colors (green and blue) stand for Earth. This image can be roughly translated to "For everyone," or more specifically, "For everyone on Earth."
Edit: Page get!
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Ultra-grainy because, well, it's a .gif. And I didn't save it as well as I could have.
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That's awesome, thanks! It's now in the OP.
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I went for a sinister-looking cobblestone-type look, if that helps.