i have improved my planks using the repeat method ctm.
what thinks you?
actual 8x8 tiles used for the ctm:
Very sexy, sir. The texture, thought, needs to be shifted for each plank though, to distinguish between the planks. As it looks right now, it's as if you carved plank shapes into a sheet of wood.
Okay, after a completely-ridicukous amount of stone, and 3 different revisions, would you guys say this stone's a keeper...?
I really tried my best at the tiling, but I just can't get it quite-right! ARGH! (There's still a vertical dark-line, and horizontal bright-line. So aggravating.) (There's also that pesky-stone that sticks out like a sore-thumb in-game, but didn't really-so when I tiled it 3x3)
As for the stone-y appearance, I think it may have worked this time, but not 100% sure:
Tips really appreciated for tiling!
Although, I know a lot of methods already, I just suck as an artist
There's a pretty clear horizontal line going across it that can be fixed by shuffling a few pixels. Pretty sexy though.
Since I got complaints about wobbly looking water I slowd the animation a bit down and made the states more different. Do you think it worked? Keep in mind, those animations look different In-Game
The new stuff is the top left? It's quite nice. You could vary the bricks themselves a bit, and not just the texture. A bit of mortar out of place here, a crack there. Right now it feels too perfect.
But... It kind-a is. Some tutorials are really informative, but this one makes me want to do it right now! Sadly, it's 1:00am where I am, so I really shouldn't start anything. But I'll need to try that tomorrow!
^This. All of this. All I've been doing is Filter > Render Fibers. Hrm. Maybe I shall combine the two techniques! Huzzah~!
Lol, thank you. I've been looking at another method which uses a trick with curves and channels to make the grain pop more appropriately. It's kinda useless to me at 16x, but I might be able to work it in for you guys.
Good points, but don't you think mediocre is a little mean? You could have said you just don't like it.
I didn't say I didn't like it, I just said that he didn't have to vary the textures of the basic building blocks to make them specific to an architecture version of the pack, where presumably he is perfectly happy with the original, because building blocks are used for the same thing in both. He has a thematic change between the versions though, which I did not know about, and I do therefore stand corrected.
So then, actually saying that I don't like it would have been mean and untrue.
So, I made a variant of stone brick on my Serene Scape pack, to get a start on the architecture theme.
I know my skills at 16x16 are little, and my styles are strange, like not using dithering, palettes, etc. But I do what I can to make it look right.
Adventure theme
Architecture theme
Having an architecture pack doesn't mean that your regular pack has to look mediocre. For building blocks, just choose the best texture. For others, that's where you can make the distinction, like tnt being a barrel or hay (exploding hay), or pistons having more table-like features.
Updated to the latest snapshot (I skipped the last one). The template is widened out a bit to make more space, and the vertical dropper and vertical dispenser were added.
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Post-1.2.5 http://cl.ly/0P2O3j090e45
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Thank you
Whoa, very flattering
Ah, most of the screenshots are from now defunct servers. The one I'm on now, though, is http://www.minecraftforum.net/topic/1358091-vanilla-semi-vanilla-muddy-puddles-survival-legit/
Just put in an app there if you'd like to come by
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Very sexy, sir. The texture, thought, needs to be shifted for each plank though, to distinguish between the planks. As it looks right now, it's as if you carved plank shapes into a sheet of wood.
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There's a pretty clear horizontal line going across it that can be fixed by shuffling a few pixels. Pretty sexy though.
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I think it looks a lot better.
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The new stuff is the top left? It's quite nice. You could vary the bricks themselves a bit, and not just the texture. A bit of mortar out of place here, a crack there. Right now it feels too perfect.
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I've created a monster!
Love it
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http://en.wikipedia.org/wiki/High-pass_filter#Image
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Lol, thank you. I've been looking at another method which uses a trick with curves and channels to make the grain pop more appropriately. It's kinda useless to me at 16x, but I might be able to work it in for you guys.
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It's not pretty, but... yeah, it's not pretty.
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Everything!
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I didn't say I didn't like it, I just said that he didn't have to vary the textures of the basic building blocks to make them specific to an architecture version of the pack, where presumably he is perfectly happy with the original, because building blocks are used for the same thing in both. He has a thematic change between the versions though, which I did not know about, and I do therefore stand corrected.
So then, actually saying that I don't like it would have been mean and untrue.
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Having an architecture pack doesn't mean that your regular pack has to look mediocre. For building blocks, just choose the best texture. For others, that's where you can make the distinction, like tnt being a barrel or hay (exploding hay), or pistons having more table-like features.
I'll see about cranking one out for you.
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