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    posted a message on Texture Artists' Union
    Quote from FabooGuy

    Well, he says he likes it very much and then shows all the blocks & items.
    Then he talks about it being comic styled, similar to sphax and says he enjoys the 3D look of the textures.
    The water, the anvil, the enchantment table & especially the diamond armor look really good according to his opinion. What he doesn't quite like is the small compass needle, the small difference between splash potions and normal potions and the bow.
    He wants you to finish it soon, as it's a pity that it's still WIP (especially GUI).

    So yeah, just the usual stuff.
    Oh and he'd give you 9.5/10 stars.

    What I found funny is that he doesn't even know the names of some blocks and has to think about it for a few seconds :D

    Lol. Thanks a bunch :)
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Just curious, does anyone here speak German?
    I found a German video review of my pack, and I'd kinda like to know what he said :P

    Link here, if you're interested:

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union


    Time to break stuff, boys.
    (32x render)
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from drfrozenfire

    Let me ask all of you fine texturers a question. Is there a way to make it so that an ore block is just an overlay to the stone block texture?
    For example, I have repeat CTM on my stone texture, but I want my ore blocks to not look so out of place. I imagine just designing the ore (not the stone around it) and having it be applied as an overlay. Any ideas?

    Sure. It requires Better Glass, another subset of the MCPatcher kit that allows you to customize on what render pass a given texture is rendered (good for, say, glass with partial transparency).
    Just have a stone texture underneath, and then add on your ore CTM adding the line "renderPass=3" to the bottom.
    Mind you, not sure how you'd make the stone CTM apply to stone and all the ores simultaneously.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Taiine

    Now thats a 'simple
    pack I could get into. The wood however looks a bit boring.

    I wouldn't worry. I have some nifty CTM stuff in store for this, and in particular I plan to break up the horrible tiling on that wood...
    (well, at least on the sides anyway. Horizontal CTM rules unfortunately don't work on the top and bottom of blocks)

    Quote from ezradavid

    The textures look great everything is sleek and sharp looking but you are right about that brewing stand it looks kind of out of place (And the red liquid in the brewing stand looks like blood for some reason. Or is that just me ?).

    I tried to stick to default colours more or less. Hence why the potions are red (admittedly I'm not fond of the colour - will experiment with that)
    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union
    And now, some stuff to confirm that my pack is indeed alive! (If any of you lot care, anyway.)

    So, after a while of doing the textures one way, I decided to change up my production process completely! The new way I'm doing this actually kinda mimcs how stuff is rendered in a game, and the way I've set things up allows me to easily define how the different "materials" look, as well as helping to give a lot of depth and definition to the shading (something I've always found lacking with the old way of doing things).

    Anyway, I'm now continuing this, albeit on a slower computer (the screenshots below are in 32x). Personally, I actually kinda like it better in 32x than in the full-fat 128x, what do you think?

    At any rate, have a look:


    Comment: New furnace design, looks a lot more neat than previous versions


    Comment: Brewing stand hasn't changed much. I've always found trouble with this thing :/


    Comment: My old process always left the shading on light-coloured objects a bit vague. Now, it's pin-sharp


    Comment: Nifty new end portal design (sorry 'bout the night)

    Comments? Critique? Don't care? Any feedback welcome!
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Even worse is that point where there's just so much you'd rather be doing than work on your texture pack. Like dicking around with Java and LWJGL, for example.

    At this rate, I dunno if I'll ever have Mosaica HD updated again :S
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Deonyi

    I also suppose that bright pink thing are Mushroom Islands. If so, they seem much more common.

    I wouldn't hold your breath on that one. Remember that this map is rather shrunk down, so the biomes are quite large in reality, and it may take a while to reach the different areas
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    So, mixing multiple resource packs with a load order? Mod API, here we come!
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from DTDsphere

    ;)

    Shame the Unstitcher's busted and the code is AWOL, eh?
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Piano_Creeper

    I see this as a place for feedback - but this time for a HD pack:

    I recently made some progress on the armor icons for my pack, based on models I made in 3ds max for a WIP mod.


    Rendered in 3ds max, rescaled and put together in GIMP
    These are Leather - Chain - Iron - Diamond - Gold

    Any ideas for improvement? Matching Armor skins are on the way too.

    Aha! Someone else who can do 3D stuff!

    Looks really nice, but the armor could do with being a bit shinier. Not sure how you'd do this in max, but you should up the specularity a bit, especially on the metal ones. Right now they all look a little... flat.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Stronghold257

    Hey guys, I've decided to try my hand at texturing again. I tried to get my textures to work, but they wouldn't show up in the resource pack thing. Can anybody fill me in?

    Also, in the meantime, here's a couple of things I put together:
    Left: Stone;Right: Gold Ore

    Well, besides changing the file structure, they changed all the file names around as well. And that's before all the MCPatcher changes, if you're into that...
    Best thing to do would be to crack open your 1.6 jar with 7-zip or similar, and extract the "assets" folder somewhere. That should serve you well as a template for the new format.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Wow, I think I may have actually came up with something pixel art-y that actually looks OK. Slabs and stonebrick:


    I dunno, what do you think? It doesn't look like anyone else's textures, does it? :S

    EDIT: Page get!
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from samohtj

    What do you guys think of this break animation that I made?



    Due to some confusion on my part, it actually appears much darker on the block. I thought that the break animation supported partial transparency, but apparently not.

    Nope. I'm pretty sure the break animation uses an overlay-type system. Due to the math involved, a shade of gray at 50% lightness (halfway between white and black) has no effect at all, so you should use that as your base color.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from 13thMurder

    Today i did the snowman (or snow golem if you prefer)

    "They said it would never work... combining a cremulator and an ice machine into a single contraption... Ash and ice, together at last, who WOULDN'T buy one?!"

    *snip*

    It's a strange idea i had... since in my pack snow biomes are basically a mini-ice age caused by ash blocking the sun and resulting in a freeze, why not make a snow golem on the same concept?

    This here was a terrible invention, a cremulator and an ice machine combined into a single automaton. What's a cremulator? It's the thing that grinds up any solid bits left over after a body is cremated... or anything else that you've burned to charcoal and want to grind up. A butler who doubles as a dirty ice machine... but sadly lacks limbs, making him a terrible butler. There's really no practical use for one of these. Seriously, don't buy one.

    As for the texture itself... it's a rusty metal thing with flaking white paint, a fancy logo on the front, and cooling coils in the back. I was aiming for something of an art deco style for the face.

    For some reason the idea of Snow Golems being daleks popped into my head when I saw this.
    Nice one. :)
    Posted in: Resource Pack Discussion
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