Last night, I finished the absorption spell related icons and some other new mystery widgets I found among the GUI textures.
So now, there's just the horse armor icons left. I'm not entirely sure how to do them yet, because the armors are far more detailed than I can portray at 16x. I'll just have to see how that works out. If worst comes to worst, I'll do a stylized approach where I just show a horse shoe. I suppose that's still appropriate enough, as my armors do come with matching horse shoes!
Oooh, so that means the last of the horses/horse related models? Now it's only horse armour icons and nether mobs to go I guess! (and the wither - whatever that counts as)
All we need now though, is for random mobs to occasionally be riding the skelly and zombie horses so we can see your lovely models in-game!
I know Jeb said he wouldn't be adding the undead horses to the vanilla game, I'm really hoping that's a lie because he doesn't want to spoil his Super-Epic Halloween Surprise Event!
And yes, I'll be working on the nether mobs next. I'll also wrap up an update with the new horse content ASAP!
Well, the disadvantage of using transparency to make bones, is that it will always look flat from one direction. The joints reach around to provide a little bit of silhouette from the front, but there's only so much you can do with a technical limitation like that.
Also, that is something that I definitely should have done. I had a problem with it being a solid colour, but I was hoping that, by making the paint layer a relatively low opacity, the iron texture would show up in it, but I needed the paint strong enough to hold it's colour, so it didn't work out. adding a texture wouldn't work with soft edges, but with hard edges, that would really help.
A lot of the times, making the actual textures isn't all that hard, once you know which steps to take.
It's definitely a good idea to think about what materials your texture is build up from, then create a layer for each material type, and then mask them in where you want them to show up.
Using layer masks for this is also a nice non-destructive workflow, so it's easy to make changes. You wouldn't have this advantage if you simply erased the layer instead.
You understand decay like no one else i've seen... where have you been all my life?
Or at least all of my texture pack's life, seriously, you could have saved me the months i spent figuring stuff like that out myself XD
Though the way you did the edges... it shows me that my method isn't quite perfect. I am a bit too sparing with the missing bits on mine, i always thought it would look overdone, but it really looks good the way you did it. I shall steal your method.
I'm glad you got something out of it!
Since my pack is only 16x, it's a little-known fact I know how to make HD textures, too.
It's actually what I do for a living, if you can believe that! And it seems that most of the textures I get to work on are heavily decayed.
So if you have any other textures you would like artistic tips or workflow advice on, don't hesitate to ask.
I still actually need to make the item sprites for the horse armor. I also need to make the stuff related to the Absorption spell, which somehow eluded my attention until now.
Right now, I have a long weekend ahead of me because of a local holiday, so I'm going to be working on the undead horses... and possibly finish those, if I can manage!
So, I made these textures...
They are a post apocalyptic/heavy industrial take on wools. They are roughly spray-painted iron tiles. The problem is, I got inspiration for them but have no pack they would fit in. They are 128x128.
There are two versions of each colour for random CTm. I know these aren't all the colours though.
These are pretty cool, but I feel the spray painted look isn't quite working. I think it will work much better if you mask in the color with harder brushes, creating a flaking paint look. Also, the metal itself could stand to have some stronger highlights on the corners and edges.
Here's a quick example:
To make this, I started with your plain metal base.
I added an orange layer, which I added a texture overlay to, so it isn't completely solid colored.
I added a mask to the orange layer and simply painted in the rough edges and a few scratches.
Then, I made another layer, which I set to overlay. I used a small white brush to paint in highlights on the corners and edges, as well as the bolts. I also highlighted a few of the scratches.
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http://www.wayuki.ne...n_pack_v6.2.zip
Changelog:
New mob skins:
Other content:
Previews:
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Last night, I finished the absorption spell related icons and some other new mystery widgets I found among the GUI textures.
So now, there's just the horse armor icons left. I'm not entirely sure how to do them yet, because the armors are far more detailed than I can portray at 16x. I'll just have to see how that works out. If worst comes to worst, I'll do a stylized approach where I just show a horse shoe. I suppose that's still appropriate enough, as my armors do come with matching horse shoes!
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I think the shading and the shaping will be the most important part in making it read like wool, actually.
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I know Jeb said he wouldn't be adding the undead horses to the vanilla game, I'm really hoping that's a lie because he doesn't want to spoil his Super-Epic Halloween Surprise Event!
And yes, I'll be working on the nether mobs next. I'll also wrap up an update with the new horse content ASAP!
Damn, you're right! I totally forgot to cover up this stallion's indecent bits!
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With some helmet designs, it's less obvious. The problem is there all the time, though.
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The problem with the villagers is that they have a huge head. Because of that, the player helmets simply don't fit on their head.
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I wouldn't recommend it personally, though. You'll keep having to wire bits back on.
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A lot of the times, making the actual textures isn't all that hard, once you know which steps to take.
It's definitely a good idea to think about what materials your texture is build up from, then create a layer for each material type, and then mask them in where you want them to show up.
Using layer masks for this is also a nice non-destructive workflow, so it's easy to make changes. You wouldn't have this advantage if you simply erased the layer instead.
1
I'm glad you got something out of it!
Since my pack is only 16x, it's a little-known fact I know how to make HD textures, too.
It's actually what I do for a living, if you can believe that! And it seems that most of the textures I get to work on are heavily decayed.
So if you have any other textures you would like artistic tips or workflow advice on, don't hesitate to ask.
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Right now, I have a long weekend ahead of me because of a local holiday, so I'm going to be working on the undead horses... and possibly finish those, if I can manage!
I expect to update sometime next week.
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These are pretty cool, but I feel the spray painted look isn't quite working. I think it will work much better if you mask in the color with harder brushes, creating a flaking paint look. Also, the metal itself could stand to have some stronger highlights on the corners and edges.
Here's a quick example:
https://dl.dropboxusercontent.com/u/2167961/metal_example.psd
I hope this helps!