-steals parts of this-
omgomg I love the ore!
I could not have imagined a better look for them!
Ive been grabbing bits of a lot of packs along with making my own and i have to say that ore blows them all out of the water.
+1 and replied to keep this in my post listings. Looking forward to seeing it go on.
Update: Also could you update the first post with the correct version so people dont need to hunt for it, and name it (at least as a self named one so streamers/SSers can point it out to others).
I know someone asked already but would it be possible to get this in 16x16? I would like to take a few parts of it because I've been mixing texture packs and editing a few to get the look I want. I really like the ore and the block destruction.
Daaamn this texture pack has come along way since I last checked. Definitely one of the most unique stylisticly out there. That UI screen is gorgeous, I love the chipped/weathered look. Keep it up!!
This is coming along really nicely. It's good to see more people putting some actual effort into 32x32 packs, and not just copy/ pasting images off Google. Keep up the good work (love the gui btw, but make sure it will fit with whatever items you make)
I just realized I didn't thank everyone for their support and compliments(and critiques! Critiques are any artists best friend). I don't think people realize how great of a motivation it is to have people want to see your work finished, as opposed to getting to done just to get it done. And I'm not fishing for compliments, just saying.
I will try to update my original post with the updated images and fix the filenames(the problem is most image hostings change the filenames to avoid duplicate uploads). However for a little while updates may slow down as I hurt my neck and it makes pixelling(and using the computer) a generally painful process. Though the next update will hopefully feature some calming animated water with due thanks to Xua for his HD patch fix and his addition of my suggestion for custom animations. My water way be difficult to animate, especially since animation is not my strong-suit.
As for the window in the door, I knew that was going to be a problem. I'll be honest, I've had a lot of problems coming up with designs for the doors, hence why it took so long to get them done... so when I finally came up with something for the wooden door I just settled with it. The design itself doesn't really compliment adding any sort of window, so what I did was crop out a small part and put in a peep-hole! :biggrin.gif: It should work fair enough for seeing what's outside your door, but sadly isn't at eye-level of your player(which I may try to fix). The iron door is still without a redux, so if anyone has suggestions on where to take it I'd be glad to hear them as I'm currently stuck with it.
Also, while the HD patcher seems to fix higher resolution item packs, seams and other minor glitches still pop up which are annoying me, so I'm still on the fence as to whether to go with 16x or 32x items.
Alright, here's the beginning of my animated water:
Will maybe make some adjustments, but I think it's nearly done. The only change I may make is making the deep shadow's non-static. Will probably upload a video of it in-game soon.
This pack is incredible! I'm excited to see what you do with the mobs/armor.
And if you're looking for suggestions for the metal door, might I recommend a heavy blast door? With only an eye level slit to see through. I think that would look very cool with your amount of skill, maybe even have black blast marks on it from creepers.
Alright, I've been working on this water all week and I think I'm finally done. I ended up having to redo it again because it wasn't animating very smooth in Minecraft, so I had to up the framecount. It's now at 32 unique frames, 128 actual frames of repetition.
Here's a gif of it:
I've already got it running in Minecraft so will hopefully have a video of it.
Okay, movie is up. I'm sorry for the poor quality... I couldn't figure out how to get it to look better as Movie Maker just made it larger, didn't increase the quality. The actual water is at the 0:55 mark.
I have been perusing through your textures and I think that they are fantastic, I was just wondering how you are coming along with the items? They were looking pretty awesome too.
Alright, I've been working on this water all week and I think I'm finally done. I ended up having to redo it again because it wasn't animating very smooth in Minecraft, so I had to up the framecount. It's now at 32 unique frames, 128 actual frames of repetition.
Here's a gif of it:
I've already got it running in Minecraft so will hopefully have a video of it.
Okay, movie is up. I'm sorry for the poor quality... I couldn't figure out how to get it to look better as Movie Maker just made it larger, didn't increase the quality. The actual water is at the 0:55 mark.
oh man, that turned out really well.. I actually saw it first on pixeljoint and was like "hey that looks familiar" and the results totally deserve the acclaim it's getting there. can't wait to see it ingame for myself!!
After staring at the tiled version for a while, a noticable pattern emerges with the highlights popping in and out while scrolling... just two "wave peaks" that kind of go back and forth and really draw the eye, while the rest is pretty uniform. Is that distracting to see ingame?
- grass
when i'm walking on a large flat field of grass then the vibrant colors start to annoy my eyes. it has somekind of a flashing pattern effect to it that's really irritating. maybe i was the only one who noticed this?
Well, the grass was initially just a placeholder since I have never made a grass tile specifically for 3d terrain. However it has somewhat grown on me. Regardless the problem you're probably noticing is from the lack of anti-aliasing in the game. As textures become further from the player they are shrunken more and more, causing all the details to because distorted. Since there is nothing to smooth these details out, they become harsh and hard on the eyes, especially when you move. Sadly this will happen with any terrain if it has any sort of detail. The default textures of Minecraft get away with it because most of the terrain is low-contrast with simple noise-texture -- most have no defining features that actually stand out. This, I find, is counter-intuitive to pixel-art and most art in itself. However you will notice cobblestone in the default tileset DOES give the same harsh effect(it looks pretty bad from far away).
- glass windows
they need to be more "transparent", when you build a glass wall then the white stripes really obstruct the view. could you make those thinner please?
I'll be honest, I'm waiting for Notch to add semi-transparency support to glass. This will resolve most of this issue as I can make it 50% transparent while still having the lines.
- sand
the wavy wind-blown design is a nice touch but looks way too artifical. i'd bring the color of the waves and the color of the sand's surface closer together - as in, wouldn't let the waves to stand out so much
also, applying more random 'noise' to the surface of the sand would make it more believable
I've often been criticized for my lack of contrast, so it's quite odd to be pointed out that I perhaps have too much contrast. I may revisit the sand and look into it, but these will probably be last as I need to work on much of the rest of the graphics to at least get it complete.
Also, sorry but I won't ever be applying a noise filter to this :smile.gif:
Thanks for your input and no these suggestions won't be forgotten!
I have been perusing through your textures and I think that they are fantastic, I was just wondering how you are coming along with the items? They were looking pretty awesome too.
I kind of jump here and there as I work. The problem with the items is that I haven't decided if I want to stay with double resolution or keep it at the standard resolution. The HD Patch does fix the problem with higher resolution 3D renders, but there are still some white lines and such that show up that are somewhat distracting. Diamond designs are also pretty hard, I may just make the weapons famous ones, like the Master Sword for the Diamond Sword... but that might not be everyones cup of tea.
Quote from tombones »
After staring at the tiled version for a while, a noticable pattern emerges with the highlights popping in and out while scrolling... just two "wave peaks" that kind of go back and forth and really draw the eye, while the rest is pretty uniform. Is that distracting to see ingame?
It is somewhat distracting, but I don't think it's too bad. And aye, I've acknowledged this. The attempt was to get the highlights to move around somewhat realistically, but I guess I didn't make the transition smooth enough so apparently they just pop into view. I may eventually revisit the water to try to fix that but not anytime soon, heh.
I'd like to introduce you to: viewtopic.php?f=25&t=46173
omgomg I love the ore!
I could not have imagined a better look for them!
Ive been grabbing bits of a lot of packs along with making my own and i have to say that ore blows them all out of the water.
+1 and replied to keep this in my post listings. Looking forward to seeing it go on.
Update: Also could you update the first post with the correct version so people dont need to hunt for it, and name it (at least as a self named one so streamers/SSers can point it out to others).
Pixel artists are the best, you have wicked attention to detail in every block. Others are raving about the ore; I really like it all.
Do continue to be awesome, thanks.
Cheers!
[simg]http://i55.tinypic.com/2gt12kk.jpg[/simg]
I will try to update my original post with the updated images and fix the filenames(the problem is most image hostings change the filenames to avoid duplicate uploads). However for a little while updates may slow down as I hurt my neck and it makes pixelling(and using the computer) a generally painful process. Though the next update will hopefully feature some calming animated water with due thanks to Xua for his HD patch fix and his addition of my suggestion for custom animations. My water way be difficult to animate, especially since animation is not my strong-suit.
As for the window in the door, I knew that was going to be a problem. I'll be honest, I've had a lot of problems coming up with designs for the doors, hence why it took so long to get them done... so when I finally came up with something for the wooden door I just settled with it. The design itself doesn't really compliment adding any sort of window, so what I did was crop out a small part and put in a peep-hole! :biggrin.gif: It should work fair enough for seeing what's outside your door, but sadly isn't at eye-level of your player(which I may try to fix). The iron door is still without a redux, so if anyone has suggestions on where to take it I'd be glad to hear them as I'm currently stuck with it.
Also, while the HD patcher seems to fix higher resolution item packs, seams and other minor glitches still pop up which are annoying me, so I'm still on the fence as to whether to go with 16x or 32x items.
heal up fast!!
Will maybe make some adjustments, but I think it's nearly done. The only change I may make is making the deep shadow's non-static. Will probably upload a video of it in-game soon.
The Cossack
And if you're looking for suggestions for the metal door, might I recommend a heavy blast door? With only an eye level slit to see through. I think that would look very cool with your amount of skill, maybe even have black blast marks on it from creepers.
But anyway, keep up the good work!
Here's a gif of it:
I've already got it running in Minecraft so will hopefully have a video of it.
Okay, movie is up. I'm sorry for the poor quality... I couldn't figure out how to get it to look better as Movie Maker just made it larger, didn't increase the quality. The actual water is at the 0:55 mark.
oh man, that turned out really well.. I actually saw it first on pixeljoint and was like "hey that looks familiar" and the results totally deserve the acclaim it's getting there. can't wait to see it ingame for myself!!
Well, the grass was initially just a placeholder since I have never made a grass tile specifically for 3d terrain. However it has somewhat grown on me. Regardless the problem you're probably noticing is from the lack of anti-aliasing in the game. As textures become further from the player they are shrunken more and more, causing all the details to because distorted. Since there is nothing to smooth these details out, they become harsh and hard on the eyes, especially when you move. Sadly this will happen with any terrain if it has any sort of detail. The default textures of Minecraft get away with it because most of the terrain is low-contrast with simple noise-texture -- most have no defining features that actually stand out. This, I find, is counter-intuitive to pixel-art and most art in itself. However you will notice cobblestone in the default tileset DOES give the same harsh effect(it looks pretty bad from far away).
I'll be honest, I'm waiting for Notch to add semi-transparency support to glass. This will resolve most of this issue as I can make it 50% transparent while still having the lines.
I've often been criticized for my lack of contrast, so it's quite odd to be pointed out that I perhaps have too much contrast. I may revisit the sand and look into it, but these will probably be last as I need to work on much of the rest of the graphics to at least get it complete.
Also, sorry but I won't ever be applying a noise filter to this :smile.gif:
Thanks for your input and no these suggestions won't be forgotten!
I kind of jump here and there as I work. The problem with the items is that I haven't decided if I want to stay with double resolution or keep it at the standard resolution. The HD Patch does fix the problem with higher resolution 3D renders, but there are still some white lines and such that show up that are somewhat distracting. Diamond designs are also pretty hard, I may just make the weapons famous ones, like the Master Sword for the Diamond Sword... but that might not be everyones cup of tea.
It is somewhat distracting, but I don't think it's too bad. And aye, I've acknowledged this. The attempt was to get the highlights to move around somewhat realistically, but I guess I didn't make the transition smooth enough so apparently they just pop into view. I may eventually revisit the water to try to fix that but not anytime soon, heh.