I'm very curious about what truly inspires you to make a pack? What do you think of while making the pack? Why do you choose your resolution?
And users, I know this has been asked before but I don't want you to be left out here so I have a few for you as well. What do you look for most in a pack? Why do you choose the resolution you choose? And last but not least, what outside factors factor into your choosing of the pack (Reviews, artists attitude, etc.)?
These are questions that have been racking my brain for a while. I know they all have most likely been asked before but I would like to know.
I get my inspiration from most of the other artists here in Texture Packs. If I see an awesome pack, it inspires me to go kick some pixel ass in GIMP.
Although, to be entirely specific, the inspiration to start my pack was solely because of the moon. I was wandering about my world, then I looked up at the moon. I thought to myself, "imagine if that moon was just like the one from Soul Eater..that'd be badass." Then I thought, "Hey! Why not try a texture pack?", so I hopped on my dusty old forum account and lurked about. I then saw Caduceus, who had a Soul Eater avatar. I messaged him asking if he wanted to make a Soul Eater texture pack and he was like, "sure, why not?" and that's how Resonance! was born. :tongue.gif:
While texturing I normally listen to music from the anime as inspiration; if not, I actually go and watch the intros and endings or clips from the show to produce accurate textures. c:
I choose 16x because 32x is too big. Too spacey. I like my little 16x box. Anything bigger scares me. Insanely. It's like claustrophobia but the opposite.
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Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
I get my inspiration from most of the other artists here in Texture Packs. If I see an awesome pack, it inspires me to go kick some pixel ass in GIMP.
Although, to be entirely specific, the inspiration to start my pack was solely because of the moon. I was wandering about my world, then I looked up at the moon. I thought to myself, "imagine if that moon was just like the one from Soul Eater..that'd be badass." Then I thought, "Hey! Why not try a texture pack?", so I hopped on my dusty old forum account and lurked about. I then saw Caduceus, who had a Soul Eater avatar. I messaged him asking if he wanted to make a Soul Eater texture pack and he was like, "sure, why not?" and that's how Resonance! was born. :tongue.gif:
While texturing I normally listen to music from the anime as inspiration; if not, I actually go and watch the intros and endings or clips from the show to produce accurate textures. c:
I choose 16x because 32x is too big. Too spacey. I like my little 16x box. Anything bigger scares me. Insanely. It's like claustrophobia but the opposite.
I must say, thanks for being specific :smile.gif: I want to see more of that here.
Personally my texturing story started a long time ago when I got Frendens pack. Before then I had been using painterly pack because I basically didn't know of any others. I stumbled on here and instantly fell in love with the smooth stylized look of Frendens pack (I was really tired with the whole grainy noisy look). There were some things though (Such as the wood) That I REALLY didn't like. First texture I ever did was the sun actually. I wanted something simpler and nicer. Next big texture was the wood because I wanted it darkened. From there I just tweaked and tweaked away making it more of what I thought it should be. Then I shared it with Chalarie and some friends and after some HARD convincing I threw it up on here. What really inspires me is a rich colorful world like in Adventure time, Windwaker and Animal Crossing. I also looove the stylized look of all three of those. I borrow from them but put my own twists on things. Nowadays I just know what I want my world to look like and try to make that stay as close to Minecraft as possible. I want to create a recognizable, wonderful experience.
The main reason I use 16x is because you don't need any more than that in my opinion. I love the challenge of having to make something wonderful and unique out of such a small space. I love the results I get. I also do admittedly have a small fear of more space. Making a texture flow and still look good while on a simple cube would just be too much. To me I don't think I've ever seen that done on something bigger than 32x before that really amazed me. I always just get that feeling that were playing a game in a simple cubed world and it doesn't need to look super realistic, just fun.
I just mess around with textures, really. I should really finish off my own pack when I get the time...
If I could name anything as inspiration, it'd be "boredom". Boredom drives me to do so many things, make anything I can better than it is. When Minecraft gets boring, I mess around with textures to make it better, or I go get some new mods.
As for what i look for in a texture pack...
1. It should be consistent, and follow a defined theme
2. Textures should be recognisable (I had trouble with DokuCraft, because the smooth stone looks a bit like cobblestone xD)
3. It should use natural-ish colors. Nobody wants to look at a neon-bright world all the time. Ouch!
4. It should look like some effort was put into it. i.e. no simple packs or effortless packs
5. I prefer (above all) 32x. 16x just doesn't allow for enough detail imo. 32x keeps with the standard Minecraft feel of cubes, but allows for the textures to look completely awesome when called for.
Oh, and when I mess with textures, I always use 32x. It allows me to not have to be as picky about every individual pixel - you use a paintbrush instead of a pencil in most cases, except when drawing outlines, and you can actually make use of Photoshop's array of different filters. Some are more useful than others, and the Noise filter doesn't mess up the texture too much when using 32x. If you use 16x, it can usually become unrecognisable if you're not incredibly careful with it.
I just mess around with textures, really. I should really finish off my own pack when I get the time...
If I could name anything as inspiration, it'd be "boredom". Boredom drives me to do so many things, make anything I can better than it is. When Minecraft gets boring, I mess around with textures to make it better, or I go get some new mods.
As for what i look for in a texture pack...
1. It should be consistent, and follow a defined theme
2. Textures should be recognisable (I had trouble with DokuCraft, because the smooth stone looks a bit like cobblestone xD)
3. It should use natural-ish colors. Nobody wants to look at a neon-bright world all the time. Ouch!
4. It should look like some effort was put into it. i.e. no simple packs or effortless packs
5. I prefer (above all) 32x. 16x just doesn't allow for enough detail imo. 32x keeps with the standard Minecraft feel of cubes, but allows for the textures to look completely awesome when called for.
Oh, and when I mess with textures, I always use 32x. It allows me to not have to be as picky about every individual pixel - you use a paintbrush instead of a pencil in most cases, except when drawing outlines, and you can actually make use of Photoshop's array of different filters. Some are more useful than others, and the Noise filter doesn't mess up the texture too much when using 32x. If you use 16x, it can usually become unrecognisable if you're not incredibly careful with it.
There's my penny's worth. :smile.gif:
I see, you bring up valid points with the resolution. I personally don't mind 32x textures much but anything above that just feels like its killing the cube vibe for me... It's kinda overkill (Personal Opinion). Another reason I use 16x is so that most peoples computers wont lag with it. I don't want people to have lag just because they are using my textures, that would make me feel bad :sad.gif:
Well, as for my inspiration, I think I've been heavily influenced by the music I listen to...I listen to stuff that conjures up a lot of evocative imagery. I would say the biggest inspirations have been
1.) Rayziik, the guy who introduced me to MC and one of my best friends (He also has a great 32x called MediTERRAINean, check it out)
2.) Progressive Metal. Especially Dream Theater and Opeth (look at my sun and moon, it's obvious).
3.) Of course, the artist community here. I've learned a lot since I first began.
Although my pack is realistic / semi-realistic, It has a few surreal /fantasy quirks, I can't stand to keep things to realistic (It's minecraft, afterall). As for color scheme...I usually decide this on an individual basis for each texture, but somehow it always tends to fall in the same direction of colorful, but not too bright, deep-tone hues(although lately, the newer versions have become slightly darker). I enjoy all resolutions 16-64x about equally (I slightly favor 64x), but at 128 I feel its a bit too high res, if that makes any sense.
I could go on forever and deposit an enormous text wall on y'all.... but I'm lazy today. So I'll sum it up like so:
With the concept of Minecraft (being your world, the way you want it) in mind I think to this quote: "Don't think about the way things are, think about the way things should be. This world was built on daydreams." ( I try to live by it...) And then I log in.
So I start a new world and go exploring. When I come across a cool spot, maybe a really cool cliff area, or a spooky cave I'll start dreaming up a story about what I'm finding as I come upon them and I think of the ruins, or buildings, terrain, etc. that would set the scene. And then I open gimp. It's like the current alien world theme I am working on... with npc villages a whole new world of options as far as design have come about, so I thought why not go for broke and do an altered reality with the world being truly alien, the nether being the aliens (ghasts) lair, and the skylands/aether will be a space station setting most likely. I'm also doing two building schemes with the use of wools, so there can be two factions with specific materials.(for servers)..so you get the idea.
I think color schemes should fit the style of the pack, and resolution should both fit the level of complexity you are going for and what you are most comfortable working with. When looking at packs as a user, I look for the ones that obviously have a lot of thought put into them, and enough dedication to be polished(or getting there...lol). You can tell the difference in the quality of art when people are inspired and put some of themselves into the work.
What's the difference between colorful and saturated?
I think the idea is that you can have a wide color pallet without having them too bright or 'full', if that makes any sense. If I have the colors red, green, and blue, I can have either highly saturated (pure R, G, and Bl) or those colors but with a tint of grey or white or black. I hope I'm not too unclear? Perhaps someone else can say it better.
In the poll options it says:
Dark and saturated
Dark yet colorful
Those are pretty much the same. I think you mean DEsaturated. Desaturated colors are more greyish colors.
And I'm mostly inspired by other packs. I started my pack because of Quandary only being about 99% perfect, so I changed one or two textures, and then I went on from there.
I chose to continue it in 16x of multiple reasons. First of all, the template I was using, Quandary, was already in 16x so that was obviously the easiest. And then also because I much rather like the 16x packs in general, they seem to fit Minecraft better. Too much detail will look bad on cubes, but a 16x works fine.
Oh, and I have a passionate dislike of all mods and changes to the game, including an HD patcher. The furthest I'll go to changing the game is my 16x texture pack and sometimes invedit (which won't be necessary by 1.8).
My inspiration is other artists and the passion that they have for their work and the community, which in turn, effects me. I started doing this about 3 weeks after my buddy introduced me to minecraft. I was getting so sick of my day job and the lack of actual freelance illustration work was kind of depriving me of "artistic" release, so I just started doing textures. When it comes to resolution, in my opinion, it doesn't matter. If the effort and eye for design is there, then it really doesnt matter, unless we're talking 4x4 and under :wink.gif:. at that point, everything is just a Tim Burton looking nightmare.
I don't really use other peoples packs, I use my own. I find if I prefer someone else's to mine, then I'm not really doing a very good job on my own. I will however check out other peoples to see their progress and style to offer feedback and whatnot. When I am looking at other peoples though, I'm looking for congruency, overall design and a respect to the original textures. For example, if cobblestone looks like brick, dirt looks like squiggly lines and gravel is an exercise in "how much noise can I use", I typically wont bother, unless there is a real aesthetic to the design. I also don't really look at realism/ "i know how to google image search" textures. It just seems odd to me to have ultra realistic textures slapped on perfect squares. Not to mention, 99% of those packs don't have the mobs done, so there's these pixel guys running around through realistic woods. It's just a personal preference.
When it comes to influence and what others effect on my pack, it solely depends on what the feedback is. Typically any kind of color feedback I will really hold off on, until I can ask a few people. Most peoples monitors aren't color corrected or they have that warm/cool color space or the "game" setting on which totally fubars color. Feedback from people who have released packs or WIP packs I listen to the most. I think a lot of problems start when texpackers start taking way too much advice from comments, which is why I'm a firm believer in not releasing a pack for download until the terrain.png is done. Input is great, but too much input leads to confusion and disjointed design.
I could go on forever and deposit an enormous text wall on y'all.... but I'm lazy today. So I'll sum it up like so:
With the concept of Minecraft (being your world, the way you want it) in mind I think to this quote: "Don't think about the way things are, think about the way things should be. This world was built on daydreams." ( I try to live by it...) And then I log in.
So I start a new world and go exploring. When I come across a cool spot, maybe a really cool cliff area, or a spooky cave I'll start dreaming up a story about what I'm finding as I come upon them and I think of the ruins, or buildings, terrain, etc. that would set the scene. And then I open gimp. It's like the current alien world theme I am working on... with npc villages a whole new world of options as far as design have come about, so I thought why not go for broke and do an altered reality with the world being truly alien, the nether being the aliens (ghasts) lair, and the skylands/aether will be a space station setting most likely. I'm also doing two building schemes with the use of wools, so there can be two factions with specific materials.(for servers)..so you get the idea.
I think color schemes should fit the style of the pack, and resolution should both fit the level of complexity you are going for and what you are most comfortable working with. When looking at packs as a user, I look for the ones that obviously have a lot of thought put into them, and enough dedication to be polished(or getting there...lol). You can tell the difference in the quality of art when people are inspired and put some of themselves into the work.
anyway...I'm done.
/endofnotatextwall
Dude.... Have you not seen my aliencraft texture pack/modpack WIP? I think you should check that out, and I think we could work together rather than create two competing version of something...
Well, when I first started Impressions I knew that I wanted to do a texture pack; and I knew that if I didn't pick a theme them my textures would meander across the gamut of styles. I spent a long time thinking about a theme, doing research on the forums to see what had already been done. At the time Bropaint had been locked and the creator was gone from the forums. Because of this I couldn't find any painted texture packs. I decided then to go with impressionism for my theme. Lately, however, I find a gaping lack of inspiration for that pack. This is one of the reasons why I have been doing other things.
I suppose my two biggest sources of inspiration are nature and my fantasy twisted mind. I started reading fantasy novels at a very young age (the hobbit in 2nd grade) and that has influence me a lot. You can see this influence in my 6 hour challenge submission.
Nature also influence me. I am constantly studying my surrounding wherever I am. I'm sure some passerbys think I am a bit loony but I find it makes you a better artist if you study the things you are recreating.
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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
Hmm....this is actually a very difficult question for me to answer, but I'll give it a shot.
1)As a texture pack creator, inspiration comes to me in very hap-hazard bursts. Sometimes I will be playing a video game, or reading a book, or watching a movie, and suddenly be overcome by the urge to replicate some aspect of that atmosphere in minecraft. Two of my packs, Assassini-Costruttori and Lost valley, are based on videogames that I found particularly inspiring in terms of their visuals and artistic resonance (Assassin's creed and tomb raider, respectively). My Enchanted pack is based on the old english fairytale Beauty and the Beast (not the Disney version).
Other times, inspiration strikes while I'm in the process of fooling around in photoshop. The way lines curve around each other, the way two colors look next to each other-- any little detail can set off a domino effect in my mind, creating a cascade of ideas that refuse to shut up and go away until I finally bring them to life.
2) As an avid texture pack collector (I had upwards of a hundred last time I checked, and have since lost count) I look for the following things:
-ANYTHING that doesn't try to replicate the feel of default. I look for texture packs in the first place because default sucks ass, so why would I bother with a pack that has the same basic look?
-Good craftsmanship. I'm immediately turned off if it's not well made.
-Something different from the million and one other packs I've seen. I give gold stars for originality.
-A consistent, coherent theme/style. I don't care what that theme/sytle is, but all the textures should work together to become something more than the sum of their parts.
-Not too dark, not too light. Too dark and I can't see a damn thing, too bright and it hurts my eyes.
-16x, 32x, 64x. I only go higher if it's a cartoony style, such as Sphax's pack. Realism just doesn't make sense to me in the minecraft world, and more often then not it looks like static unless you're standing with your face pressed up against the blocks.
WOW guys! Thanks for all the wonderful replies! I love hearing the answers to these questions. I'm pretty surprised to hear all the things that inspire you such as music. We all texture for/from so many different influences and reasons, its fantastic :smile.gif:
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And users, I know this has been asked before but I don't want you to be left out here so I have a few for you as well. What do you look for most in a pack? Why do you choose the resolution you choose? And last but not least, what outside factors factor into your choosing of the pack (Reviews, artists attitude, etc.)?
These are questions that have been racking my brain for a while. I know they all have most likely been asked before but I would like to know.
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Although, to be entirely specific, the inspiration to start my pack was solely because of the moon. I was wandering about my world, then I looked up at the moon. I thought to myself, "imagine if that moon was just like the one from Soul Eater..that'd be badass." Then I thought, "Hey! Why not try a texture pack?", so I hopped on my dusty old forum account and lurked about. I then saw Caduceus, who had a Soul Eater avatar. I messaged him asking if he wanted to make a Soul Eater texture pack and he was like, "sure, why not?" and that's how Resonance! was born. :tongue.gif:
While texturing I normally listen to music from the anime as inspiration; if not, I actually go and watch the intros and endings or clips from the show to produce accurate textures. c:
I choose 16x because 32x is too big. Too spacey. I like my little 16x box. Anything bigger scares me. Insanely. It's like claustrophobia but the opposite.
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
I must say, thanks for being specific :smile.gif: I want to see more of that here.
Personally my texturing story started a long time ago when I got Frendens pack. Before then I had been using painterly pack because I basically didn't know of any others. I stumbled on here and instantly fell in love with the smooth stylized look of Frendens pack (I was really tired with the whole grainy noisy look). There were some things though (Such as the wood) That I REALLY didn't like. First texture I ever did was the sun actually. I wanted something simpler and nicer. Next big texture was the wood because I wanted it darkened. From there I just tweaked and tweaked away making it more of what I thought it should be. Then I shared it with Chalarie and some friends and after some HARD convincing I threw it up on here. What really inspires me is a rich colorful world like in Adventure time, Windwaker and Animal Crossing. I also looove the stylized look of all three of those. I borrow from them but put my own twists on things. Nowadays I just know what I want my world to look like and try to make that stay as close to Minecraft as possible. I want to create a recognizable, wonderful experience.
The main reason I use 16x is because you don't need any more than that in my opinion. I love the challenge of having to make something wonderful and unique out of such a small space. I love the results I get. I also do admittedly have a small fear of more space. Making a texture flow and still look good while on a simple cube would just be too much. To me I don't think I've ever seen that done on something bigger than 32x before that really amazed me. I always just get that feeling that were playing a game in a simple cubed world and it doesn't need to look super realistic, just fun.
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If I could name anything as inspiration, it'd be "boredom". Boredom drives me to do so many things, make anything I can better than it is. When Minecraft gets boring, I mess around with textures to make it better, or I go get some new mods.
As for what i look for in a texture pack...
1. It should be consistent, and follow a defined theme
2. Textures should be recognisable (I had trouble with DokuCraft, because the smooth stone looks a bit like cobblestone xD)
3. It should use natural-ish colors. Nobody wants to look at a neon-bright world all the time. Ouch!
4. It should look like some effort was put into it. i.e. no simple packs or effortless packs
5. I prefer (above all) 32x. 16x just doesn't allow for enough detail imo. 32x keeps with the standard Minecraft feel of cubes, but allows for the textures to look completely awesome when called for.
Oh, and when I mess with textures, I always use 32x. It allows me to not have to be as picky about every individual pixel - you use a paintbrush instead of a pencil in most cases, except when drawing outlines, and you can actually make use of Photoshop's array of different filters. Some are more useful than others, and the Noise filter doesn't mess up the texture too much when using 32x. If you use 16x, it can usually become unrecognisable if you're not incredibly careful with it.
There's my penny's worth. :smile.gif:
Donate to help me buy people Minecraft accounts!
I see, you bring up valid points with the resolution. I personally don't mind 32x textures much but anything above that just feels like its killing the cube vibe for me... It's kinda overkill (Personal Opinion). Another reason I use 16x is so that most peoples computers wont lag with it. I don't want people to have lag just because they are using my textures, that would make me feel bad :sad.gif:
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1.) Rayziik, the guy who introduced me to MC and one of my best friends (He also has a great 32x called MediTERRAINean, check it out)
2.) Progressive Metal. Especially Dream Theater and Opeth (look at my sun and moon, it's obvious).
3.) Of course, the artist community here. I've learned a lot since I first began.
Although my pack is realistic / semi-realistic, It has a few surreal /fantasy quirks, I can't stand to keep things to realistic (It's minecraft, afterall). As for color scheme...I usually decide this on an individual basis for each texture, but somehow it always tends to fall in the same direction of colorful, but not too bright, deep-tone hues(although lately, the newer versions have become slightly darker). I enjoy all resolutions 16-64x about equally (I slightly favor 64x), but at 128 I feel its a bit too high res, if that makes any sense.
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Curse PremiumWith the concept of Minecraft (being your world, the way you want it) in mind I think to this quote: "Don't think about the way things are, think about the way things should be. This world was built on daydreams." ( I try to live by it...) And then I log in.
So I start a new world and go exploring. When I come across a cool spot, maybe a really cool cliff area, or a spooky cave I'll start dreaming up a story about what I'm finding as I come upon them and I think of the ruins, or buildings, terrain, etc. that would set the scene. And then I open gimp. It's like the current alien world theme I am working on... with npc villages a whole new world of options as far as design have come about, so I thought why not go for broke and do an altered reality with the world being truly alien, the nether being the aliens (ghasts) lair, and the skylands/aether will be a space station setting most likely. I'm also doing two building schemes with the use of wools, so there can be two factions with specific materials.(for servers)..so you get the idea.
I think color schemes should fit the style of the pack, and resolution should both fit the level of complexity you are going for and what you are most comfortable working with. When looking at packs as a user, I look for the ones that obviously have a lot of thought put into them, and enough dedication to be polished(or getting there...lol). You can tell the difference in the quality of art when people are inspired and put some of themselves into the work.
anyway...I'm done.
/endofnotatextwall
I think the idea is that you can have a wide color pallet without having them too bright or 'full', if that makes any sense. If I have the colors red, green, and blue, I can have either highly saturated (pure R, G, and Bl) or those colors but with a tint of grey or white or black. I hope I'm not too unclear? Perhaps someone else can say it better.
Dark and saturated
Dark yet colorful
Those are pretty much the same. I think you mean DEsaturated. Desaturated colors are more greyish colors.
And I'm mostly inspired by other packs. I started my pack because of Quandary only being about 99% perfect, so I changed one or two textures, and then I went on from there.
I chose to continue it in 16x of multiple reasons. First of all, the template I was using, Quandary, was already in 16x so that was obviously the easiest. And then also because I much rather like the 16x packs in general, they seem to fit Minecraft better. Too much detail will look bad on cubes, but a 16x works fine.
Oh, and I have a passionate dislike of all mods and changes to the game, including an HD patcher. The furthest I'll go to changing the game is my 16x texture pack and sometimes invedit (which won't be necessary by 1.8).
/thoughts
I don't really use other peoples packs, I use my own. I find if I prefer someone else's to mine, then I'm not really doing a very good job on my own. I will however check out other peoples to see their progress and style to offer feedback and whatnot. When I am looking at other peoples though, I'm looking for congruency, overall design and a respect to the original textures. For example, if cobblestone looks like brick, dirt looks like squiggly lines and gravel is an exercise in "how much noise can I use", I typically wont bother, unless there is a real aesthetic to the design. I also don't really look at realism/ "i know how to google image search" textures. It just seems odd to me to have ultra realistic textures slapped on perfect squares. Not to mention, 99% of those packs don't have the mobs done, so there's these pixel guys running around through realistic woods. It's just a personal preference.
When it comes to influence and what others effect on my pack, it solely depends on what the feedback is. Typically any kind of color feedback I will really hold off on, until I can ask a few people. Most peoples monitors aren't color corrected or they have that warm/cool color space or the "game" setting on which totally fubars color. Feedback from people who have released packs or WIP packs I listen to the most. I think a lot of problems start when texpackers start taking way too much advice from comments, which is why I'm a firm believer in not releasing a pack for download until the terrain.png is done. Input is great, but too much input leads to confusion and disjointed design.
</novel>
Dude.... Have you not seen my aliencraft texture pack/modpack WIP? I think you should check that out, and I think we could work together rather than create two competing version of something...
Well, when I first started Impressions I knew that I wanted to do a texture pack; and I knew that if I didn't pick a theme them my textures would meander across the gamut of styles. I spent a long time thinking about a theme, doing research on the forums to see what had already been done. At the time Bropaint had been locked and the creator was gone from the forums. Because of this I couldn't find any painted texture packs. I decided then to go with impressionism for my theme. Lately, however, I find a gaping lack of inspiration for that pack. This is one of the reasons why I have been doing other things.
I suppose my two biggest sources of inspiration are nature and my fantasy twisted mind. I started reading fantasy novels at a very young age (the hobbit in 2nd grade) and that has influence me a lot. You can see this influence in my 6 hour challenge submission.
Nature also influence me. I am constantly studying my surrounding wherever I am. I'm sure some passerbys think I am a bit loony but I find it makes you a better artist if you study the things you are recreating.
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Retired Staff1)As a texture pack creator, inspiration comes to me in very hap-hazard bursts. Sometimes I will be playing a video game, or reading a book, or watching a movie, and suddenly be overcome by the urge to replicate some aspect of that atmosphere in minecraft. Two of my packs, Assassini-Costruttori and Lost valley, are based on videogames that I found particularly inspiring in terms of their visuals and artistic resonance (Assassin's creed and tomb raider, respectively). My Enchanted pack is based on the old english fairytale Beauty and the Beast (not the Disney version).
Other times, inspiration strikes while I'm in the process of fooling around in photoshop. The way lines curve around each other, the way two colors look next to each other-- any little detail can set off a domino effect in my mind, creating a cascade of ideas that refuse to shut up and go away until I finally bring them to life.
2) As an avid texture pack collector (I had upwards of a hundred last time I checked, and have since lost count) I look for the following things:
-ANYTHING that doesn't try to replicate the feel of default. I look for texture packs in the first place because default sucks ass, so why would I bother with a pack that has the same basic look?
-Good craftsmanship. I'm immediately turned off if it's not well made.
-Something different from the million and one other packs I've seen. I give gold stars for originality.
-A consistent, coherent theme/style. I don't care what that theme/sytle is, but all the textures should work together to become something more than the sum of their parts.
-Not too dark, not too light. Too dark and I can't see a damn thing, too bright and it hurts my eyes.
-16x, 32x, 64x. I only go higher if it's a cartoony style, such as Sphax's pack. Realism just doesn't make sense to me in the minecraft world, and more often then not it looks like static unless you're standing with your face pressed up against the blocks.
/soap box rant
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