Hello everybody! Im not a mod maker or anything i love using them, but i cant edit the textures of lots of them, so im making my own resource pack starting with the simplest things and these are simply the swords. Ive done all of the tools but the images havent been enlarged for upload yet. Id rather wait until i know people are interested in my work before i upload anymore than i have. Ive done 16x16, 32x32, 64x64 and 128x128 work, although my work with 128x128 is limited to a couple weapons that were much too small but looked fine otherwise, at least IMO. Please tell me what you think and i will upload more. These are for the texture pack Ancient Egypt, since i dont like vanilla minecraft weapons. Thats why the theme is present. Tell me what i could do to improve, and please, be easy on my gold sword, its not the best, but its modeled after actual weaponry. Just poorly executed. Thoughts?
The problem with a lot of high res work is how these will look in third person. If you go and check right now, witness how your player's hand is being mangled by the hilt. You are going to want to increase the size of the game's model to fix this issue, as increasing the texture's dimensions doesn't effect it's actual size. It's an easy thing to forget.
Just to save you some trouble. Not everyone knows how to edit the third person model to fit their textures. SO!!! For a 128x128 you are going to want to leave a 40x40 area in the bottom-left(south-west) corner for the players hand to occupy.
The Maya/Aztec/Incan sword you've got there does this well enough already. But the Iron and Diamond could use some love.
Youre completely right another one of my weapons that was 128x128 had exactly this issue and ill be getting right on that, i love editing or making brand new textures and what you said alone helps a great deal! Do you have any ideas for the textures or perhaps colors themselves? Maybe armor ideas? Im looking to expand my name in the resource pack community as i love minecraft and like working with it. My biggest thing is i want to mod but my computer doesnt want to cooperate when i attempt to use oracle as well jdk. This is my activities until then. I can post some more of my work. The images i uploaded with this is actually the ones that although look like i want them to, are entirely too small for the game itself. The axe looks a lot more like a kingdom hearts donald staff than an axe.
First, you are going to want to open up the vanilla .jsons. Navigate to like... C:\Users\Username\AppData\Roaming\.minecraft\versions\1.11
and open "1.11.jar"
Then inside that, go to.... assets\minecraft\models\item
At this point. You'll learn the way I learned. Study what Mojang did. Open up the like, "wooden_sword.json". Try to get used to seeing it. Try and figure out what all the parts do. A big tip, I can tell you right now, is see where it says...
// "parent": "item/handheld",//
Go find handheld.json and open that up too. Follow the monkey trail.
So anyway. If you have trouble working and experimenting on your own...
Now once you get an idea of what's happening here, this next statement will make sense to you...
You're gonna want to create a new "handheld.json". Do not overwrite the vanilla "handheld.json". Call the new one like "handheld_sword.json" or something. You see how in vanilla the fishing rod (Open up "fishing_rod.json") is parented to it's very own "handheld_rod.json"? This demonstrates, that any item, can be "parented" to it's own third person model. So inside "wood_sword.json" You can parent it to your own custom "handheld_sword.json". It's magic really.
Hello everybody! Im not a mod maker or anything i love using them, but i cant edit the textures of lots of them, so im making my own resource pack starting with the simplest things and these are simply the swords. Ive done all of the tools but the images havent been enlarged for upload yet. Id rather wait until i know people are interested in my work before i upload anymore than i have. Ive done 16x16, 32x32, 64x64 and 128x128 work, although my work with 128x128 is limited to a couple weapons that were much too small but looked fine otherwise, at least IMO. Please tell me what you think and i will upload more. These are for the texture pack Ancient Egypt, since i dont like vanilla minecraft weapons. Thats why the theme is present. Tell me what i could do to improve, and please, be easy on my gold sword, its not the best, but its modeled after actual weaponry. Just poorly executed. Thoughts?
The main problem with all of these is that they're flat. There's no real depth to any of them. What's more, they feel like plastic and not the material you want them to be.
For the iron sword, the blade appears to be pillow shaded. If you don't know what that is, please look it up. It's important to NOT do that because it never looks good and robs your artwork of any real sense of form. Beyond that there's also the issue of the color and specularity of the materials. The sword is supposed to be iron and gold with encrusted rubies... yes? Well all of those materials shine in the light. There should be a highlight in the direction the light is coming from, and how that highlight will look will depend on the material. With the gold you also have the other problem which is color. In spite of what Minecraft will tell you, gold is not yellow. Depending on the purity and lighting, gold has a lot of complexity to its color, shading, and specular highlights. Putting down some yellow and calling to a day doesn't work even if you're trying to keep to a pixel-art feel.
The diamond sword is basically the same thing. It's blue plastic being lit in the worst possible way. Again, even if you're trying to be a bit cartoony with your style look at how gems are portrayed in similar media. Ignore Minecraft itself since the default pack is largely composed entirely of bad art, particularly for the older textures. Gemstones are hard to portray because light bounces around inside of them and goes through them in all kinds of weird patterns. Even so, you can still use strong highlights and some transparency tricks to give your diamond a more faceted look. Even just adding highlights and shadows in a way to make it look like it's faceted will go a LONG way to making this texture better.
I think you know what's wrong with the gold sword since you said it's "poorly executed". It is, and in more ways than one. The obvious bit that I think you're talking about is the line work. This is the danger with dark lines on pixel-res textures. If you want to go that route, you're going to need to blend the line into the texture just a bit ot make it feel more natural rather than calling attention to how pixilated it is. The bigger problem, though, is the shading. This is the ONE texture of the four where you attempted to add a shadow and it was still done poorly. I'm not knocking you for that since it's obvious that you're new at this, but it is a fact. What you did wrong was you shaded each side of a curved blade in a uniform way. Don't do that. Light doesn't hit the a curved surface in the same way on every side. The angle of an object changes how light interacts with it. Particularly for shiny things like gold, you're going to get a stronger highlight the closer to a 90° angle the surface is to your light source, with it tapering off as the angle changes.
And then we have the spiked paddle. I'm assuming it's not a club because if it were the entire thing would have shading that indicates its roundless and there would be spikes on more than just the two sides. And if that's what you're going for... GREAT! There's a similar weapon in I think the Samoan culture that's made using shark teeth. Very cool. But even then, the handle of the thing is rounded and there's more detail in the 'blade' owing to the need to keep the teeth secured onto the wooden part. You'd need to do the same thing here. But either way, there is one good thing about this texture that you need to do more with and that's the texture. This is the only one of the four that feels like it's made of something other than plastic. Of course if it's supposed to be wood then that's not a good wood grain texture... but it's still a step in the right direction. Well... unless your pack is supposed to be cartoony at which point it's not.
I hope that this helps you, or at the very least gives you a lot of things to look up and think about.
That was really insightful, i will likely have to give it a few tries being new, but the light aspect hit me like a truck as it shouldve been obvious, to me, as i was an art student in high school. And the paddle was on google under egyptian wood sword ( im using the ancient egypt texture pack but wanted my own flare, id credit them but forgot their name. ill be doing so later however. And as far as gold goes youre totally right, i think youd like my axes much much more as they have that shine you speak of, but theyre small images. If it wouldnt inconvenience you, could you continue assisting me as i get more work out? Youre more blunt than most but not disrespectful in the leas and thats what i need!
First, you are going to want to open up the vanilla .jsons. Navigate to like... C:\Users\Username\AppData\Roaming\.minecraft\versions\1.11
and open "1.11.jar"
Then inside that, go to.... assets\minecraft\models\item
At this point. You'll learn the way I learned. Study what Mojang did. Open up the like, "wooden_sword.json". Try to get used to seeing it. Try and figure out what all the parts do. A big tip, I can tell you right now, is see where it says...
// "parent": "item/handheld",//
Go find handheld.json and open that up too. Follow the monkey trail.
So anyway. If you have trouble working and experimenting on your own...
Now once you get an idea of what's happening here, this next statement will make sense to you...
You're gonna want to create a new "handheld.json". Do not overwrite the vanilla "handheld.json". Call the new one like "handheld_sword.json" or something. You see how in vanilla the fishing rod (Open up "fishing_rod.json") is parented to it's very own "handheld_rod.json"? This demonstrates, that any item, can be "parented" to it's own third person model. So inside "wood_sword.json" You can parent it to your own custom "handheld_sword.json". It's magic really.
Do i need a program to open up .json files or can i open it up with 7zip or notepad++?
Hello everybody! Im not a mod maker or anything i love using them, but i cant edit the textures of lots of them, so im making my own resource pack starting with the simplest things and these are simply the swords. Ive done all of the tools but the images havent been enlarged for upload yet. Id rather wait until i know people are interested in my work before i upload anymore than i have. Ive done 16x16, 32x32, 64x64 and 128x128 work, although my work with 128x128 is limited to a couple weapons that were much too small but looked fine otherwise, at least IMO. Please tell me what you think and i will upload more. These are for the texture pack Ancient Egypt, since i dont like vanilla minecraft weapons. Thats why the theme is present. Tell me what i could do to improve, and please, be easy on my gold sword, its not the best, but its modeled after actual weaponry. Just poorly executed. Thoughts?
I like the style and feel of the weapons, but as others have said it looks quite flat and unappealing in this current moment. I would suggest working on adding more depth and 3D to it. (Also they are rather inconsistent in their shapes and styles, maybe you would want to focus on one particular style?)
Hope this helps.
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"The only way to do great work is to love what you do" - Steve Jobs
Hello everybody! Im not a mod maker or anything i love using them, but i cant edit the textures of lots of them, so im making my own resource pack starting with the simplest things and these are simply the swords. Ive done all of the tools but the images havent been enlarged for upload yet. Id rather wait until i know people are interested in my work before i upload anymore than i have. Ive done 16x16, 32x32, 64x64 and 128x128 work, although my work with 128x128 is limited to a couple weapons that were much too small but looked fine otherwise, at least IMO. Please tell me what you think and i will upload more. These are for the texture pack Ancient Egypt, since i dont like vanilla minecraft weapons. Thats why the theme is present. Tell me what i could do to improve, and please, be easy on my gold sword, its not the best, but its modeled after actual weaponry. Just poorly executed. Thoughts?
The problem with a lot of high res work is how these will look in third person. If you go and check right now, witness how your player's hand is being mangled by the hilt. You are going to want to increase the size of the game's model to fix this issue, as increasing the texture's dimensions doesn't effect it's actual size. It's an easy thing to forget.
Just to save you some trouble. Not everyone knows how to edit the third person model to fit their textures. SO!!! For a 128x128 you are going to want to leave a 40x40 area in the bottom-left(south-west) corner for the players hand to occupy.
The Maya/Aztec/Incan sword you've got there does this well enough already. But the Iron and Diamond could use some love.
Youre completely right another one of my weapons that was 128x128 had exactly this issue and ill be getting right on that, i love editing or making brand new textures and what you said alone helps a great deal! Do you have any ideas for the textures or perhaps colors themselves? Maybe armor ideas? Im looking to expand my name in the resource pack community as i love minecraft and like working with it. My biggest thing is i want to mod but my computer doesnt want to cooperate when i attempt to use oracle as well jdk. This is my activities until then. I can post some more of my work. The images i uploaded with this is actually the ones that although look like i want them to, are entirely too small for the game itself. The axe looks a lot more like a kingdom hearts donald staff than an axe.
Also how do i increase the size of the games model, this is something i want to know that i dont already. This would help me out SO much
First, you are going to want to open up the vanilla .jsons. Navigate to like... C:\Users\Username\AppData\Roaming\.minecraft\versions\1.11
and open "1.11.jar"
Then inside that, go to.... assets\minecraft\models\item
At this point. You'll learn the way I learned. Study what Mojang did. Open up the like, "wooden_sword.json". Try to get used to seeing it. Try and figure out what all the parts do. A big tip, I can tell you right now, is see where it says...
// "parent": "item/handheld",//
Go find handheld.json and open that up too. Follow the monkey trail.
So anyway. If you have trouble working and experimenting on your own...
Then read the first paragraph of this:: http://minecraft.gamepedia.com/Model
Then you can skip down to this:: http://minecraft.gamepedia.com/Model#Item_models
Now once you get an idea of what's happening here, this next statement will make sense to you...
You're gonna want to create a new "handheld.json". Do not overwrite the vanilla "handheld.json". Call the new one like "handheld_sword.json" or something. You see how in vanilla the fishing rod (Open up "fishing_rod.json") is parented to it's very own "handheld_rod.json"? This demonstrates, that any item, can be "parented" to it's own third person model. So inside "wood_sword.json" You can parent it to your own custom "handheld_sword.json". It's magic really.
The main problem with all of these is that they're flat. There's no real depth to any of them. What's more, they feel like plastic and not the material you want them to be.
For the iron sword, the blade appears to be pillow shaded. If you don't know what that is, please look it up. It's important to NOT do that because it never looks good and robs your artwork of any real sense of form. Beyond that there's also the issue of the color and specularity of the materials. The sword is supposed to be iron and gold with encrusted rubies... yes? Well all of those materials shine in the light. There should be a highlight in the direction the light is coming from, and how that highlight will look will depend on the material. With the gold you also have the other problem which is color. In spite of what Minecraft will tell you, gold is not yellow. Depending on the purity and lighting, gold has a lot of complexity to its color, shading, and specular highlights. Putting down some yellow and calling to a day doesn't work even if you're trying to keep to a pixel-art feel.
The diamond sword is basically the same thing. It's blue plastic being lit in the worst possible way. Again, even if you're trying to be a bit cartoony with your style look at how gems are portrayed in similar media. Ignore Minecraft itself since the default pack is largely composed entirely of bad art, particularly for the older textures. Gemstones are hard to portray because light bounces around inside of them and goes through them in all kinds of weird patterns. Even so, you can still use strong highlights and some transparency tricks to give your diamond a more faceted look. Even just adding highlights and shadows in a way to make it look like it's faceted will go a LONG way to making this texture better.
I think you know what's wrong with the gold sword since you said it's "poorly executed". It is, and in more ways than one. The obvious bit that I think you're talking about is the line work. This is the danger with dark lines on pixel-res textures. If you want to go that route, you're going to need to blend the line into the texture just a bit ot make it feel more natural rather than calling attention to how pixilated it is. The bigger problem, though, is the shading. This is the ONE texture of the four where you attempted to add a shadow and it was still done poorly. I'm not knocking you for that since it's obvious that you're new at this, but it is a fact. What you did wrong was you shaded each side of a curved blade in a uniform way. Don't do that. Light doesn't hit the a curved surface in the same way on every side. The angle of an object changes how light interacts with it. Particularly for shiny things like gold, you're going to get a stronger highlight the closer to a 90° angle the surface is to your light source, with it tapering off as the angle changes.
And then we have the spiked paddle. I'm assuming it's not a club because if it were the entire thing would have shading that indicates its roundless and there would be spikes on more than just the two sides. And if that's what you're going for... GREAT! There's a similar weapon in I think the Samoan culture that's made using shark teeth. Very cool. But even then, the handle of the thing is rounded and there's more detail in the 'blade' owing to the need to keep the teeth secured onto the wooden part. You'd need to do the same thing here. But either way, there is one good thing about this texture that you need to do more with and that's the texture. This is the only one of the four that feels like it's made of something other than plastic. Of course if it's supposed to be wood then that's not a good wood grain texture... but it's still a step in the right direction. Well... unless your pack is supposed to be cartoony at which point it's not.
I hope that this helps you, or at the very least gives you a lot of things to look up and think about.
That was really insightful, i will likely have to give it a few tries being new, but the light aspect hit me like a truck as it shouldve been obvious, to me, as i was an art student in high school. And the paddle was on google under egyptian wood sword ( im using the ancient egypt texture pack but wanted my own flare, id credit them but forgot their name. ill be doing so later however. And as far as gold goes youre totally right, i think youd like my axes much much more as they have that shine you speak of, but theyre small images. If it wouldnt inconvenience you, could you continue assisting me as i get more work out? Youre more blunt than most but not disrespectful in the leas and thats what i need!
Do i need a program to open up .json files or can i open it up with 7zip or notepad++?
I like the style and feel of the weapons, but as others have said it looks quite flat and unappealing in this current moment. I would suggest working on adding more depth and 3D to it. (Also they are rather inconsistent in their shapes and styles, maybe you would want to focus on one particular style?)
Hope this helps.
"The only way to do great work is to love what you do" - Steve Jobs