• 1

    posted a message on Looking for some hidden gems.

    Had a look through my resource pack list and picked some nice, lesser-known ones:


    Before Dusk

    Chivalry

    Frenden's Meringued

    Kriscrash's Aedena Pack

    MetalTxu's Uncertainty

    Quadral

    Silvermines


    Shining examples of being both very hidden and very gem-like:

    Eyvindr

    Cynip's Synesthesia

    ZigZag

    Posted in: Resource Pack Discussion
  • 9

    posted a message on Texture Artists' Union

    I'm going to add a little something to spice up my block item models: outlines!



    It's mostly to make blocks stand out more, especially in inventories. It also looks really interesting and cartoonish.

    Posted in: Resource Pack Discussion
  • 0

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

    Completed items.png. Left the compass and clock faces because I'm not sure how they worked. Next I'll be doing the guis and then the mobs.


    If it's blurry, right click, open in new tab


    Awesome work! Everything looks so pleasing. :creeperdance: by Alvoria
    Posted in: Resource Pack Discussion
  • 0

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

    FUZZ!


    Sweet. You're welcome to steal my models. If not, go to Blockstates and set UV-lock to false, or UV'ing the fence bars is going to be a nightmare as they'll change for each rotation. At least fences are only made of 2 models in 1.9.



    Oh yeah, I managed to turn doors into one model instead of top+bottom, which simplifies my life a LOT. I still need to have a tiny hidden model for the top, I don't know if that can be avoided (probably blockstates again)?

    looks like this https://40.media.tumblr.com/f51a8b196472a839b310b41475e65ac3/tumblr_o3s0u73Jiu1rfeplyo2_1280.jpg


    ... and then I started writing lore for the mysterious Ender-seeking cults who built the strongholds.



    Would you be willing to let... all of us steal those fence models? :P I'd love to have fence models that are mapped to a single texture. Right now I'm using separate files for top, side, and alt side, so... 18 textures when I could be using 6.

    Quote from krisCrash»

    I can keep this thread up myself :P

    My internet didn't work yesterday so I got turned into an Alex. Textured them both a bit and I wont see the result until my internet breaks again so I had to test in Maya. Gonna have to think of some fun outfits, maybe a knight and an astronaut? In progress. Pixel afro pending. Wish we could've HD skins normally ;O




    I'd move the thumbs one px inward and extend the middle finger by one px. Looking good otherwise!

    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union
    Working on a magma cube; it's nothing too creative, but it is pretty cute.


    Not bad Neoix, would be an interesting way to build a pack, go through the different builds of MC and maybe use them as development cycles for your pack?


    Got some more of my GUI done for Complete & Total Mayhem... figured the minimalist method works well with it. It's clean yet complex. Anyone happen to know if I can edit the text for the individual GUI? maybe make the font color different?

    Also can add dirt to the list of blocks worked on...


    Also got a download to the pack.. (this is still in Alpha 1 here, all the stuff I have for Alpha 2 will be out sometime soon)
    http://www.planetminecraft.com/texture_pack/ctm-2675695/


    I'd change the book background to be more solid, add some more contrast against the text. The extra frame on it looks a bit odd as well.

    You can change GUI text in the lang files. Color codes should work as well. I changed the titles of my GUIs to white so they'd stand out against my darker colored backgrounds.

    You can probably do bold, italics, underline, and obfuscated text as well!
    Quote from Meapers»

    Livestreaming for a bit:

    Pretty sure this was what was finished in the stream.



    Awesome work on those blocks in the rear (quartz i assume), the line work really makes it pop. Wouldn't be out of place in Doku or Derivation.
    Quote from krisCrash»

    I was playing with my new purpur and I got pretty mesmerized by how you can hook the patterns into each other and then I looked at my quartz and said: Why u so boring??

    So I started working on something


    Ended up with this. I removed the pattern hooking into the side of the pillar and tossed my first pillar top into Chiseled quartz and made another one. It works out. It doesn't have the beautiful simplicity of the purpur but it's also another thing... the weird angelic block from hell.


    also new obsidian + redstone lamps but not totally done with them. I'm really in love with the simple thing of having a different top and side because it allows me to go a lot more wild with the texture. Same with custom slabs.


    I should update my thread, shouldn't I :P


    Quartz looking sweet. Are marbley patterns pixeled by hand or brushed somehow? They look very natural.

    Why does the lamp frame change colors?
    Quote from PD101»

    Hi, I'm new here. Heres something that I've been working on:


    Palette was created by FishyMint during the Simple Pack Showdown 3™.

    Thoughts?


    Looking great! I'd always suggest keeping the contrast low on sand, especially with a dune-shaped pattern like that.
    Posted in: Resource Pack Discussion
  • 1

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

    Took two screenshots, one in 1.9 and the other in OptiFine 1.8. Both look the same:

    1.9:



    1.8:



    So it must be something messed up with Triton's 3D models and 1.9 changes...

    I don't think that would be the fault of my models... maybe I'm wrong. Those do look pretty much identical though.
    I guess I'll check an older version...
    Quote from Typhon645»

    The block model is in models/blocks, and I tried removing the blockstate. It didn't find the model by itself, and showed only the default "cube" model.


    "models/blocks"? The directory is "models/block"... that S is important. :P
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    And so the Triton 1.9 update begins...
    Quote from Typhon645»

    So I had another try at modeling leaves, but It still gives me nothing when I try to look at the model in-game.

    This is what it looks like currently in-game:



    Here is the code for the model:


    {
    "textures": {
    "0": "blocks/leaves_oak",
    "1": "blocks/leaves_oak_round"
    },
    "elements": [
    {
    "from": [ 0.0, 0.0, 0.0 ],
    "to": [ 16.0, 16.0, 16.0 ],
    "faces": {
    "north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "east": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "south": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "west": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "up": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "down": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }
    }
    },
    {
    "from": [ -8.0, -8.0, 8.0 ],
    "to": [ 24.0, 24.0, 8.0 ],
    "faces": {
    "north": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "south": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }
    }
    },
    {
    "from": [ 8.0, -8.0, -8.0 ],
    "to": [ 8.0, 24.0, 24.0 ],
    "faces": {
    "east": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
    "west": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }
    }
    }
    ]
    }


    And here is the blockstate file:


    {
    "variants": {
    "normal": [
    { "model": "oak_leaves", "y": 270 },
    { "model": "oak_leaves", "y": 90 },
    { "model": "oak_leaves", "y": 180 },
    { "model": "oak_leaves" }
    ]
    }
    }


    Both are named oak_leaves.json


    The lack of pink squares suggests to me that your blockstate is wrong, even though I can't find any problems with it (you can remove it and see if the model shows up under default blockstate as a test). Are you 100% sure your block model is in "models/block"?


    Did ambient occlusion get messed up in 1.9? It's much more obvious in some areas:
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Pintom»
    After having changed my cobble too many items (Triton syndrome here)


    Ayyy... :lol:

    Quote from Pintom»

    After having changed my cobble too many items (Triton syndrome here) I ask you for advice: Which one do you TAU'ers prefer?

    Both are subject to change, it's just the style and design.


    New:



    Old:



    I think I'd go for the new one, but let me know your opinion ;)



    I think the new one, with tighter spaces between the stones. They seem to far apart, but the pattern is very nice.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union

    Awesome! Best update ever IMO, although I've only been playing since 1.4...



    I suppose now would be the time to ask... is there a 1.8 > 1.9 model converter available? Or specific information on the new item placements?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style

    Well I'll be durned... the ol' one-point-niner update is out!


    Unfortunately its also midterms week for me, so there will be little progress on Triton right now. After that, I have a week off, so there's a chance I could pull an update together. An OFFICIAL one this time, although not the final update like I had originally planned.


    Given my busyness with school and current disinterest in minecraft, I wouldn't expect the grand final update until sometime this summer, maybe later. But 1.8>1.9 compatibility is clearly an issue, especially with an official 1.9 version available. As I've said before, if there's an update, there will be both a 1.8 and 1.9 version of the pack, and they will be updated concurrently.


    I'll see if I can make it happen this month. :D

    Posted in: Resource Packs
  • 0

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

    I'm going to start a "texture pack through the ages" kind of thing, made for Alpha 1.2.2. I'll update it chronologically through Alpha, Beta, and so forth. Has anyone ever done this before? I'd find it pretty interesting to do.


    Thats a really cool idea, if you're OK with having to split the two atlases up into separate sprites once you get to 1.5, and rename almost every one of said sprites in 1.6... might be easier just to skip 1.5 in that case.

    Poke

    (long overdue posting) -my photoshop license has now became invalid xD-



    Paintings


    That vault door is awesome. I'm a little confused by the large c-shaped panel on the left... is that supposed to be stone?
    Posted in: Resource Pack Discussion
  • 0

    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    Quote from rebeccalori»

    Is this normal? XD


    Eh, not exactly. Block model placement/sizes don't cross over between 1.8 and 1.9 without looking totally messed up.
    Posted in: Resource Packs
  • 1

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

    @thosewhorespondedtomypreviouspost, Thanks for the feedback guys, I do appreciate that :P (On the subject of my new nether, I might be making all the mobs have the same dark feel to it, for example the blaze could become blue. I doubt this would be possible, but would I be able to change certain blocks appearance based on the environment it is in? Like if it were lava in the over world it would be red and in the nether it would be

    ____________________________


    Redid the wheat, I felt it was WAY too saturated before. Feel like redoing my cobble stone too.


    New door (Re-doing them again :c), and soul sand. However, something is missing from the door, like I could add something to it, but I am not sure what to add to it. I'll just have to think about it.



    Jesus, turn down your dang FOV! :P

    Can we get a close-up of the soulsand? (or should I say skull sand) Looks really sweet!

    Posted in: Resource Pack Discussion
  • 0

    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    Quote from RadioactivFly»

    A few pages back, you posted a before and after gif showing several textures. I'm referring to the old cobble there. It looks a bit darker than the new one, and more like bricks instead of the new one, which looks a bit flat to me and like it's just a bunch of rocks piled up.

    Yes, I didn't really enjoy the new one either. I did a new version more recently that isn't in the update snapshot yet. I'm even thinking of redoing this one as well... to look more akin to the cobble in the ZigZag pack. I don't think I'm ever going to be happy with my cobblestone. <_<

    Posted in: Resource Packs
  • 1

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

    sorry if double post: what exactly is modelling? Making your own blocks? 3 years changes ALOT


    Since version 1.8 you can change the appearance of blocks and items further by writing custom 3D models for them using JSON code (not too hard too learn BTW. It's a system for storing data, not a big, scary programming "language" per se).

    Models are made of cubes called "elements" that are defined by start coordinates and end coordinates. An element can be rotated at 22.5/45/90 degree angles, and it can refer to and use any texture file in the /textures directory.

    No, you can't change the models of mobs yet. :(
    Quote from krisCrash»

    tinkers consssstruct!

    Because I'm obsessed with these tiny blocks, I said I wouldn't do mods BUT I LIED. It's making me go over my technique and polish a lot more than I did originally, so I'm also prettying up the original pack.

    I'm debating between #6 and #7 in the first two rows for smeltery controller,#6 is more true to the original but then I got an idea.

    Also! The weapons are sketches now to see if I could get the different tool traits across and whatnot. Thankfully looks like Boni has simplified the parts system too.


    Let me know what you think.


    I love the colors you used for the smeltery! Not sure if I already said this before, but I think tools in that res would look interesting if they were drawn vertically instead of at an angle (terraria-style?). You could rotate their item model back to a normal position, but the handles would look straight instead of all jagged and pixely. Probably wouldn't work for TC tools, though
    Posted in: Resource Pack Discussion
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