I was thinking of something like Faithful 32x, but instead, it would be 128x and 256x. I always thought of the Minecraft default textures to be like a combination of toon-shaded and realistic, so I'd go for both styles. I'd call it something like "Detailed Vanilla".
The problem with that would be doing what Faithful did so well: Recreating the textures in higher resolution, rather than editing the existing textures to be a higher resolution. Faithful is faithful to the original textures without just slapping a resize image on them.
As for the topic of the PS3 controller, the part that's confusing us is that a game controller is a very odd choice of tool, and seems ill-suited to drawing textures. The analog sticks aren't designed for moving a pixel paintbrush, they're designed for moving a video game protagonist around a virtual environment. Using a PS3 controller for graphic design of any sort seems like it would be even more awkward than using it for text entry.
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"That's not how things work. You stand up for what you believe in. You don't just silently choose the easy road." -Notch, on twitter.
I was contemplating today what I would actually do if I wanted to make my own texturepack, mostly thinking about the stone and at some point during this period it occured to me "Wait isn't wanting gray stone just reinventing the wheel no matter what color I made it?"
Then I started thinking about actual real world rocks and remembered one of my personal favorites
It's some kind of flaky reddish-brown/maroon shale/slate that breaks into shards really easily
I decided to borrow Drasavil's stone and recolor it as an example (note I would have no intent whatsoever of trying to steal Aageon's stone texture) and I'd like to hear people's thoughts on the potential behind this color of rock
The problem with that would be doing what Faithful did so well: Recreating the textures in higher resolution, rather than editing the existing textures to be a higher resolution. Faithful is faithful to the original textures without just slapping a resize image on them.
As for the topic of the PS3 controller, the part that's confusing us is that a game controller is a very odd choice of tool, and seems ill-suited to drawing textures. The analog sticks aren't designed for moving a pixel paintbrush, they're designed for moving a video game protagonist around a virtual environment. Using a PS3 controller for graphic design of any sort seems like it would be even more awkward than using it for text entry.
i recorded a video of me turning your photo that you submitted to our thread into a texture, i was using a ps3 controller so you can see that it works just fine(i don't even have a mouse actually). should i make a part 2? i sorta like where it's going so I'll end up finishing this cobblestone anyway. also I'll add some color variation like you wanted.
the music is just some old songs i have made in the past.
@Cowed: I had a similar idea last night, about reddish smoothstone, but I think the color you chose there is too purple. You want your red to learn more towards yellow/orange--think Roadrunner cartoons.
@Dusty: You should definitely make a part two! I like where this is going too. I was worried my texture wouldn't work because it was so out of focus. I'm glad you're enjoying working with it.
@Amalah: Good solution.
@not_a_frog: Take a look at the wiki's page on biomes. The image that looks like a right triangle, only curved, corresponds to the biome color triangle. I think. Fairly certain that's how it works.
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"That's not how things work. You stand up for what you believe in. You don't just silently choose the easy road." -Notch, on twitter.
Thanks, I made this avatar a while back. It's a good example of what I mean by "I'm good at taking someone else's pixel art and altering it, just not working from scratch."
Speaking of which, I finally started on my first texture pack, a 16x pack based off of various video game sprites. I want to maintain the feel of classic games, where every texture only had three or four colors in it because of graphic limitations, and a lot of those colors were the same between textures. I'm taking colors and the original basis images from all over this website, and editing the hell out of my base images so that they're unrecognizable from the original. I figure that's safe, and I don't want to make another pack with the gimmick of "All of the textures are straight out of [game]!" I like some of those packs and even use a couple of them on occasion, but I want to create the feel of a sprite-based classic game without being intentionally reminiscent of any one game or game series.
Which brings me to my discussion point: I firmly believe that the most important parts of any texture pack are its feel, and what makes it unique. If your pack is interchangeable with any other pack for any reason, it's probably not a good pack. It's okay to have a similar or identical "feel" to another pack, but it still has to have something that sets it apart from all the rest.
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"That's not how things work. You stand up for what you believe in. You don't just silently choose the easy road." -Notch, on twitter.
@Cowed: I had a similar idea last night, about reddish smoothstone, but I think the color you chose there is too purple. You want your red to learn more towards yellow/orange--think Roadrunner cartoons.
@Dusty: You should definitely make a part two! I like where this is going too. I was worried my texture wouldn't work because it was so out of focus. I'm glad you're enjoying working with it.
@Amalah: Good solution.
@not_a_frog: Take a look at the wiki's page on biomes. The image that looks like a right triangle, only curved, corresponds to the biome color triangle. I think. Fairly certain that's how it works.
here's part two, and an in-game screenshot of how it looks after adding some color. i would work on it some more but i got a lot of other stuff to fix so i suppose I'm done for now. what'ya think?
Wow, Dusty. That turned out really, really nice. One of the best cobbles I've seen, actually. It could use some smoothing out around a couple of the edges, but other than that it's awesome. What resolution is it? My computer can't handle anything over 64x.
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"That's not how things work. You stand up for what you believe in. You don't just silently choose the easy road." -Notch, on twitter.
Argh. My smoothstone ended up looking rough. I knew it was going to be a problem as soon as I got some distance. Deep in making the thing, I lost the forest for the pixels.
Having now seen what my textures look like in-game, I've decided I hate all of them and I don't know what to do. I don't think I can bring myself to start from scratch again. I think I'll keep my spawner textures until I tweak and test them. I'm having a really unique problem for my main texture and a different one for the alt. I found a great cobblestone texture I could use that's from Chrono Trigger, but it's 32x and has too many colors. I suppose that's why it looks so good.
I'm trying to stay true to the aesthetic I chose but I don't know that it's an aesthetic I even like right now.
To respond to an earlier post. I use photoshop, mouse and occasionally my graphics tablet.
Wool is fun. It is the most commonly used decorative piece. Just keep that in mind when you make it. As for wheat... well mine sucks so I can't give any advice there.
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"Look, I don't care if your 8 or 20. If you can't take criticism or opinions, then get off the internet." -Stronghold257
So I tried creating a texture for wooden planks off of the planks in this:
Because I wanted to see if I could make diagonal planks work. Sure enough, the texture I made worked great as a floor... but that's it. The fences were especially hideous, owing to my choice of color for the cracks between planks.
On that note, has anyone else experimented with diagonal planks, and if so how did it work out?
I haven't though now I am intrigued. My first set of planks I was going for a panel look. Ended up looking more like crates though. Apparently they still need some work. :biggrin.gif:
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"Look, I don't care if your 8 or 20. If you can't take criticism or opinions, then get off the internet." -Stronghold257
So we can get feedback for WIP textures here, right?
If so, can I get some feedback on the dirt, stone, grass, sidegrass, and tall grass:
EDIT: Don't ask about the DokuCraft water, it's complicated. The server I co-administrate uses DokuCraft as the default (We have a custom launcher/client).
I did the logs and leaves as you can see, and I think they turned out pretty good. I'm going to make a topic for my pack whenever I get the rest of the basic textures done. It's going to be called "Sunset Swamp pack", so keep an eye out for it. :biggrin.gif:
the logs are too cointrasted, but quite frankly I like the stone, its 'smooth' enough but its STONE as it is meant to be, smoothstone no longer exists.
Speaking of things I don't see enough of, Steelfeathers is the only pack-maker I've seen do vines for mossy cobble. I'd like to see more of that.
I've been working on a 'toonish' pack myself, and made the mossy cobble have a few vines with leaves going up. I don't normally build with mossy at all when playing, but my wife mentioned the thought of being able to place a block with vines on them on your structure. So that's what I did.
The problem with that would be doing what Faithful did so well: Recreating the textures in higher resolution, rather than editing the existing textures to be a higher resolution. Faithful is faithful to the original textures without just slapping a resize image on them.
As for the topic of the PS3 controller, the part that's confusing us is that a game controller is a very odd choice of tool, and seems ill-suited to drawing textures. The analog sticks aren't designed for moving a pixel paintbrush, they're designed for moving a video game protagonist around a virtual environment. Using a PS3 controller for graphic design of any sort seems like it would be even more awkward than using it for text entry.
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Curse PremiumI was contemplating today what I would actually do if I wanted to make my own texturepack, mostly thinking about the stone and at some point during this period it occured to me "Wait isn't wanting gray stone just reinventing the wheel no matter what color I made it?"
Then I started thinking about actual real world rocks and remembered one of my personal favorites
It's some kind of flaky reddish-brown/maroon shale/slate that breaks into shards really easily
I decided to borrow Drasavil's stone and recolor it as an example (note I would have no intent whatsoever of trying to steal Aageon's stone texture) and I'd like to hear people's thoughts on the potential behind this color of rock
It actually looks like a decent color to me
i recorded a video of me turning your photo that you submitted to our thread into a texture, i was using a ps3 controller so you can see that it works just fine(i don't even have a mouse actually). should i make a part 2? i sorta like where it's going so I'll end up finishing this cobblestone anyway. also I'll add some color variation like you wanted.
the music is just some old songs i have made in the past.
@Dusty: You should definitely make a part two! I like where this is going too. I was worried my texture wouldn't work because it was so out of focus. I'm glad you're enjoying working with it.
@Amalah: Good solution.
@not_a_frog: Take a look at the wiki's page on biomes. The image that looks like a right triangle, only curved, corresponds to the biome color triangle. I think. Fairly certain that's how it works.
Speaking of which, I finally started on my first texture pack, a 16x pack based off of various video game sprites. I want to maintain the feel of classic games, where every texture only had three or four colors in it because of graphic limitations, and a lot of those colors were the same between textures. I'm taking colors and the original basis images from all over this website, and editing the hell out of my base images so that they're unrecognizable from the original. I figure that's safe, and I don't want to make another pack with the gimmick of "All of the textures are straight out of [game]!" I like some of those packs and even use a couple of them on occasion, but I want to create the feel of a sprite-based classic game without being intentionally reminiscent of any one game or game series.
Which brings me to my discussion point: I firmly believe that the most important parts of any texture pack are its feel, and what makes it unique. If your pack is interchangeable with any other pack for any reason, it's probably not a good pack. It's okay to have a similar or identical "feel" to another pack, but it still has to have something that sets it apart from all the rest.
here's part two, and an in-game screenshot of how it looks after adding some color. i would work on it some more but i got a lot of other stuff to fix so i suppose I'm done for now. what'ya think?
Having now seen what my textures look like in-game, I've decided I hate all of them and I don't know what to do. I don't think I can bring myself to start from scratch again. I think I'll keep my spawner textures until I tweak and test them. I'm having a really unique problem for my main texture and a different one for the alt. I found a great cobblestone texture I could use that's from Chrono Trigger, but it's 32x and has too many colors. I suppose that's why it looks so good.
I'm trying to stay true to the aesthetic I chose but I don't know that it's an aesthetic I even like right now.
To respond to an earlier post. I use photoshop, mouse and occasionally my graphics tablet.
Wool is fun. It is the most commonly used decorative piece. Just keep that in mind when you make it. As for wheat... well mine sucks so I can't give any advice there.
Because I wanted to see if I could make diagonal planks work. Sure enough, the texture I made worked great as a floor... but that's it. The fences were especially hideous, owing to my choice of color for the cracks between planks.
On that note, has anyone else experimented with diagonal planks, and if so how did it work out?
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Curse PremiumIf so, can I get some feedback on the dirt, stone, grass, sidegrass, and tall grass:
EDIT: Don't ask about the DokuCraft water, it's complicated. The server I co-administrate uses DokuCraft as the default (We have a custom launcher/client).
They're all a little too high-contrast for me, but there's also the issue of having nothing truly distinctive about them.
Personally, I like my smoothstone to be smooth, but others may disagree.
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Curse PremiumI did the logs and leaves as you can see, and I think they turned out pretty good. I'm going to make a topic for my pack whenever I get the rest of the basic textures done. It's going to be called "Sunset Swamp pack", so keep an eye out for it. :biggrin.gif:
I've been working on a 'toonish' pack myself, and made the mossy cobble have a few vines with leaves going up. I don't normally build with mossy at all when playing, but my wife mentioned the thought of being able to place a block with vines on them on your structure. So that's what I did.
Photoshop 4.5 with a Wacom tablet. I use the mouse alot but when I have to get technical with a design I use the pen/tablet.