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  • 1

    posted a message on DustyCraft v2 [Updated July 8th, 2017 for v1.12!]

    Can't believe I hadn't seen these updates until now— the Ender Dragon looks fantastic, and the removal of the legs is so FANTASTIC why didn't I think of it.

    The amount of stuff to do for 1.12 is certainly discouraging, but now you've got concrete and beds out of the way, I think it'll be smooth sailing.

    Posted in: Resource Packs
  • 6

    posted a message on Texture Artists' Union

    Did the doors for my new pack. Not keen on fancy model stuff, so the frames are all 12px wide on either side so as to look good (vanilla has 3px wide door frames, in 64x that's 12px). The slots below the iron door window are meant to be a ten-digit combination lock with a confirmation button.



    Been making a lot of progress recently, 6 colours per material is working out quite well actually.

    Larger version in spoiler, in case you want to take a closer look.


    Posted in: Resource Pack Discussion
  • 2

    posted a message on Doll House - Simple and Cute <3
    Quote from Steelfeathers»

    Hello fellow Minecrafters!


    I've been playing around with some new textures after a several-year hiatus, and I thought I'd post about it here. I don't know how far I'll go with this - the shear amount of things to be textured is overwhelming these days - but I'm enjoying myself so far, so who knows. Maybe this will turn into the next Dandelion.


    This is the most important point I find when working on textures these days— there's just so much to day with the new minecraft versions! It's impossible for me to think about mod support with the number of textures that have to be done.
    The pack so far looks so amazing. The shading and lighting detail on some of the blocks make it look so unique-- is it the stone slab? Really liking the look of the pack and it's a definite improvement on the OG Doll House. The breaking animation looks a bit awkward in the middle stages though... Sort of swastika-ish. Maybe reduce the angularity of those later stages?
    Posted in: WIP Resource Pack
  • 1

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

    Gold block



    I actually quite like this one. The missiles fit with the theme of the pack, and the ornamentation on the top and bottom still fit even though they're decorative. In terms of light direction, I think the skull and the missiles define the light direction quite well, as the top and bottom parts can be seen as 'jutting out' and catching more of the light. I felt your previous gold block was alright, especially for a manufacturing block, but this level of detail is great too.

    I like this one more than the carved sandstone for some reason— I think it fits with the futurism of it, but apart from that the carved sandstone looks almost like it's made from bone instead of sandstone— do you know what I mean? I'll explain. The normal sandstones had large fields with some depth, but punctuated by dramatic highlights and shadows. However, the depth on the carved one means you sacrifice that contrast, so you only get broad 2-3 pixel wide highlights. The contrast in lighting on the gold block would actually work well as a carved sandstone I think.

    All in all it's fantastic work and I look forward to seeing more.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Unnatural State - Has technology gone too far? [Huge Update!]
    Quote from FishyMint»

    Updated!


    +New smooth diorite
    +Quartz pillar
    +Red nether brick
    +Jungle door
    +Smooth Granite
    +Diamond block
    +All the wool
    +New diamond
    +New wood sword
    +Chorus plant
    *Tweaked stonebricks
    *Tweaked gravel
    *Changed the regular nether brick so it's not red
    *Tweaked Birch door
    *Tweaked oak log
    *Tweaked bricks



    help i downloaded the latest version and the only different block is the end stone


    EDIT: Seriously though, I want to see the new textures but the link doesn't have it. :(

    Posted in: Resource Packs
  • 5

    posted a message on Texture Artists' Union

    I remember the old birch planks texture... even though it was a recolor of the oak planks, it had a good brightness. These planks look a lot more toned down— was that a conscious decision? The new ones look great too.


    OKAY I'm editing this post because I need to ask for feedback. I have tried successive iterations of stone slabs, and I am about done with stone slabs. It is so difficult. No matter what I make it looks wrong in game. The first two were obviously bad, but every one after that has just been... not enough. I don't know what to do. Halp


    Posted in: Resource Pack Discussion
  • 11

    posted a message on Texture Artists' Union

    *gallery link*


    New stuff I did in the past week.



    Dark Prismarine, Rough Prismarine, Prismarine Brick. Rough Diorite, Smooth Diorite. Pumpkin top, side, off, on.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Unnatural State - Has technology gone too far? [Huge Update!]

    Looking great so far. I'm guessing the one on the right is double tallgrass?
    And what's the bottom left? Granite?

    Posted in: Resource Packs
  • 1

    posted a message on Texture Artists' Union

    I feel like there are too many yellows? Maybe I'm hallucinating, but they seem to take up about half the palette. Otherwise, you're on the right track, but some hue-shifting could reduce the number of shades you need (i.e. a bluer shadow or yellower highlight in a ramp). I'm at a loss as to how you would organize them. It looks like there are too many dark blacks, when they're hardly distinguishable.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union

    Looks fantastic, Fishy. Really the only thing I would say is the text going off the edge is a bit irksome, but it works out. What are you thinking of for the font (if anything)?


    On another note, this thread is close to 2,000,000 views. Let's get it up there!

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Unnatural State - Has technology gone too far? [Huge Update!]

    The GUI is looking fantastic so far. I love the experience bar and the menu buttons.

    One thing I'm a bit confused by is the sidegrass; I remember it looked great when you first posted the texture, and this is probably due to the grasscolor.png, but in game, the bottom of the grass looks... burnt? It seems as though the shade is too dark in contrast with the dirt below it.

    Posted in: Resource Packs
  • 0

    posted a message on Unnatural State - Has technology gone too far? [Huge Update!]

    I've been looking forward to this one! Amazing work Fishy; even though it's a futuristic pack, the planks are such eye candy. :D

    Posted in: Resource Packs
  • 0

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


    EDIT:


    Heres some fresh smooth stones, feedback?



    I can see what you're going for with the polished diorite, and to an extent with the andesite. However, I'm not terribly convinced by the polished Granite for some reason. It's a good idea, but the border in-between each square is too defined for me: The side to side border should be less dark, so there's an "easier" transition. It's a great improvement though.

    I'm not sure if you want to try this, but perhaps you could introduce a similar style of polished stone for each type? I'm not sure which one you would prefer, but ironically I think the granite has the most potential for 'uniqueness' in relation to your other textures. While the polished diorite could be an alternate texture for stone bricks (if it were darker), I think the different stones should stand out in at least some sense, rather than being lighter versions of other blocks. Perhaps...

    Andesite could be more patterned on the inside edge - details like cracks of light brick forms within the colourfield.
    Diorite could be a slightly diagonal version of the granite? OR even four small polished-andesite blocks, obviously 8x8 tiled 4 times, so that you could have more ways to have a 'manufactured' style.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union

    I have one thing to say: Jump cuts! The length of the video could be dramatically reduced by assessing each texture and eliminating any silence in between texture criticisms (obviously some silence is good, to give the listener time to reflect).

    Here's the thing about tiling. I agreed with a lot of your assessments to do with tiling, but some of them are... problematic. In 16x, it's almost impossible to avoid some level of tiling without using randomized textures. At higher resolutions, it becomes an even worse problem because tiling problems can only be avoided by sacrificing detail. Still a good critique overall.


    Also, I think you overlaid your commentary track twice? You start commentating, then you start commentating again about 3 seconds later, which gives the whole video a very slight delay between visual and audio.

    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union

    Flowers <3

    Left to right, back to front: Dandelion, Red, Orange, Pink, White Tulip, Blue Orchid, Poppy, Azure Bluet, Oxeye Daisy, Allium.

    Background is the new bedrock.

    Posted in: Resource Pack Discussion
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