• 6

    posted a message on Texture Artists' Union

    Well, here's someone back from the dead (kind of)


    Just toying with some different techniques (and refining my Python scripts to export all these svgs). Not that anyone cares at this point.


    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union

    Y'all blabbing about C++ and C# and everything else... try learning machine code and / or assembler, see what's really going on in that box of yours :P

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Seradicus»

    Probably because I never finish my packs enough to release them.


    My texturing experience in a nutshell.


    Also: More GUI work. Going back and reworking the older stuff to fit with the look I showed off earlier. Having trouble coming up with button textures that work well. Thoughts on the thing so far?


    Posted in: Resource Pack Discussion
  • 7

    posted a message on Texture Artists' Union

    Well, I think I finally found a GUI style I can live with:



    Feedback?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Duru»

    Well, the use of the fill bucket in your image is the crux of the issue. The problem is there's not much going on- you've got a neat design at the bottom and a frame, but that's it. The rest is empty.


    Try figuring out what kind of design you're going for with your UI. It seems you're making it look like a sort of plaque right now, which is cool- you can work with that. Try adding a metallic sheen, and some frame or design around the slots to add detail. Some embedded and embossed designs could look neat. There's plenty you can do without transparency.


    The hardcoded text might appear to be a problem, but you can use it to your advantage- the text is the perfect excuse to change up the design in that part of the interface. Try making the text a separate plaque, or give it a different frame with a slightly different design. The idea is to have a relatively modular design (which can be repeated in other interfaces and slots) with enough variety to look interesting.


    That's the thing though - the "bucket fill" is obvious (using vector graphics so technically it all is lol)


    Was really trying for some kind of holographic / projected look, but as mentioned the on/off alpha kinda ruined that plan. So now I gotta find some other way to pull it off

    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union
    Quote from J_from_Holland»

    By not using bucket fill?


    Oh believe me, I'm capable of stuff far more interesting. But I have to work with MC's engine only allowing on / off transparency for these menus. That, and the hard-coded text...


    A non smartass response would be much appreciated.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union


    Any idea how I can make the inventory menus a little less... boring?

    Posted in: Resource Pack Discussion
  • 3

    posted a message on Texture Artists' Union

    Doing more UI work for my as-yet-unnamed new texture pack which I've barely started. Not sure why I'm doing GUI first, but whatever:



    I like how the sliders worked out, myself

    Posted in: Resource Pack Discussion
  • 5

    posted a message on Texture Artists' Union


    It's been ages since I've posted here. Have a lot of changes to catch up on...

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from markacashion
    This just in...Different Types of Sticks for all the Wood Types... -.- You can now create each type of tool & weapon with the different wooden types!!! A Birch Diamond Sword, a Jungle Iron Hoe, A Dark Oak Wooden Hoe, a Spruce Fishing Rod, an Acacia Bow!!!

    -.- When they add vertical half slabs, I will be happy.

    That sounds like a pain to texture...
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Ringoster

    If you're using GIMP or Photoshop, use their 'offset' functions to make sure your lines line up properly. Also, use a hardedge brush or pencil tool instead of a normal paint brush. If you keep all your lines sharp and not blurred, you can very easily change colors around.



    More stuff... and another gif! :P *snip*

    Holy hell... this. This is the pack I'd always wanted to make, back when I was still texturing. The pack I wish I was good enough to come up with but, alas, all I could manage was a bunch of beveled tiles :(

    Nice work :)
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Meringue
    Alvoria just brought a nice simple modeling program to my attention - opl's Model Creator. Maybe someone else is in a similar situation as me - not a Windows user, too stupid for Blender, too impatient for writing models by hand. ;)

    Wait a sec, there's a tool for exporting Blender models to a Minecraft model?

    I gotta get me some of dat
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    So uh, I just noticed something.

    The UV coordinates with the new custom models seem to be given in terms of pixels rather than on the typical [0-1] scale. So what does that mean for HD packs then, or packs in multiple resolutions?
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Visual_Argonian



    3D modeling abilities for textures, a bunch of new blocks, a new kind of dungeon and a rather annoying issue with leaves that I think has been fixed

    3D modelling? Whoaaa

    Is this for literally any block or item? Cause I could definitely sink my teeth into that if it is.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    My, it's been ages since I've posted here... probably close to a year by now.

    What all's changed in the world of minecraft texturing?
    Posted in: Resource Pack Discussion
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