For the water you should have like a thick gas so thick it acts like water. Basicly its a dense dark gray gas. For the animation I think little skulls should come out of it not white but like the rest of the gas. It that looks like skulls popping out of random spoots of the "water". The skulls should have blood red eyes and be very scary. (maybee creeper faces popping out?)
For the water you should have like a thick gas so thick it acts like water. Basicly its a dense dark gray gas. For the animation I think little skulls should come out of it not white but like the rest of the gas. It that looks like skulls popping out of random spoots of the "water". The skulls should have blood red eyes and be very scary. (maybee creeper faces popping out?)
I'll take that under consideration! I've never thought of making it fog-like. This pack will probably look best with fog on, as strange as that seems
Let me know what you guys think about what I have so far! I have most of the terrain.png done, I have the custom water (blood) and lava (acid) done, the foliage and grasscolor, and I want to have a few of the gui's as well before the submission deadline.
You know how a very life-like doll/robot is much more creepy that one that's much less human-like?
The same effect applies(IMHO) a small few of your textures(the ones that aren't mind-blowingly fantastic)(not just in this specific pack). They look realistic, and yet there's something... off... about them,giving them a much greater "fake" feel than a texture that doesn't try so hard at realism, OR does a better job at it(simply because it's a texture that's easier to make realistic... I have yet to see a better realistic texture pack than yours).
Some feedback for specific textures:
The iron bars are too... perfect, I guess? The blood and dirt lacks depth; it looks as if you took clean iron bars and spray-painted some dots in two different colors on them. The lighting/shading could be adjusted too, to make the bars look more round(right now you're just emphasizing their flatness). It needs to affect the entire bars(or most of them at least) instead of being some sort of bevel at the edges.
The carved pumpkin faces just look like stickers or paint. Probably stickers. I know you can do better than that. :smile.gif:
A blood water is just amazing, but you should still include muddy water as an alt. :smile.gif:
The pattern for the glass is nice as well, but it almost looks as if it was made for a lower resolution where everything had to be thicker. If you make all the "bars"(?) a bit thinner(half as thin as they are now should work well) it would make it a lot easier to actually see things through the glass, but you could still have that pattern.
I didn't like the glowstone at first, but it's actually pretty cool. Still, if you ever make alternate textures for this pack, consider adding a more "traditional" looking glowstone texture.
For the sandstone, I see you used the same technique you've been using for a few other textures as well. You take one pattern, and simply combine it with another. But that's not how it works in real life. Cracks spread through individual bricks/stones/stone blocks, and certain conditions cause more cracks to be formed than others. However, cracks do not spread from brick to mortar to brick, from stone block to stone block, or anything like that(with few exceptions that all are completely irrelevant... I'm just mentioning it because I know someone is going to point it out otherwise).
You did the same thing for the bricks, but instead of cracks you overlaid them with some soft noise. It looks very unnatural and weird.
The wool looks very nice on its own or in a group of two or three blocks, but has severe tiling issues when more are placed next to each other.
The shrubs don't look dead enough. I think the default textures are doing it right, with just sticks and no leaves at all.
The thin planks are prone to aliasing artifacts(but it's not terribly obvious as the texture has relatively little contrast), and they quickly lose detail when any form of anti-aliasing is used.
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Lastly, I just want to give you and this texture pack some praise for being so well made. :wink.gif: The theme and style are very consistent compared to a lot of other packs, and individual textures... Well, rather than telling you everything I like about them, consider my comment on any texture I didn't have any issue with above "This is just so amazing oh my god I am almost speechless you are the god of texture packs and periods are for noobs"! :biggrin.gif:
I really appreciate you taking the time to critique this. I'd like to point out that the bricks are supposed to have that "sooty" look to them as if they had been in a fire at some point. The other ideas I will make sure to try and work on as well.
I spent forever on that pumpkin! :sad.gif: I will add some depth to the illumination.
For sandstone, I know exactly what you mean. I liked the end result, but it wasn't very "real".
Wool, yeah, I know, I may have to make the blood spatters tile better. If I have time before the submission. :/
I'll definitely bevel the iron bars though and add depth and smear/drips to the blood :smile.gif:
An optional more "traditional" glowstone will be added :tongue.gif:
Compliments
> You nailed the biomes; they're just right.
> The torches are perfect.
> I love how you made every texture a bit creepier in a way, that's hard to do.
Criticism
> As the pumkins are quite significant in a scary / Halloween themed pack, I think you should add a bit more detail to the jack o lantern, maybe a bit more shading and lighting around the eyes.
> I think you might have overdone the blood a bit on the trap door, tone it down a little.
> You should texture the chests next, you should use a metal skull for the chest clip thingy.
Overall, you're on to a winner doc, I hope you do well in the contest. :wink.gif:
I plan to fix the jack-o-lanterns tonight.
The trapdoor was meant to have a lot of blood because I see it as the entrance to a cellar where murderers drag their bodies :tongue.gif:
Hopefully I have time to do the chests unique, if I don't, I'll use my Synthetic Reality's chests and change em a bit before the submission tonight.
@everyone:
Wish me luck, I have a lot to do tonight. This is the most fun I've ever had working on pack so far though. :smile.gif:
Question, I made the lava "acid" (a greenish flowing substance), thumbs up or thumbs down, and if thumbs down, can you suggest something for it? I may try making it a poisonous fog as suggested earlier.
Before: First impression based only on your screenshots indicates you might have made things a bit too soft. It lacks strong definition in your screenshots and just looks too clean. I'll post my post-play reaction in a second, but just for first impressions, you might wanna spruce up the definition of your textures. Darker darks and starker brights, etc.
After: I have to say, certain textures in this truely were amazing. Particularly the wood and planks. However, I didn't find any of it creepy really, and I can elaborate my reasons. The things which cause the best fear are rooted in suspense, and so fear is most often not of the known, but of the unknown. Your textures, particularly the stone textures, lacked suspense. It might seem unfair to expect suspense from textures, but the best way is darkness, and your stone brick in particular was too soft and light. The stonebricks were too blended and understated. Your cobblestone suffered similar problems, though not so severe. One texture you did supremely in this was in fact your sand, which looked like baked desert earth, with high contrasts, and overall just looked alot more intriguing. A right and proper stonebrick might serve you well as an ominous and shadowy textures, whereas yours currently look depressed and weary. Your lightstone was interesting, looking much more natural than most lightstone I've seen anywhere, and the only thing I might suggest with it is a bit gloomier of a pallet. Most 256 HD textures utilize grayed textures, and end up appearing more or less bland. I'd recommend you simply add some richness to your colors and intensify both yoru brights and darks to highten contrast and busy up the viewers eyes a bit.
IGN: HARMONYOHLOVE
thanks for the compliment! I enjoy playing with it too. Its very creepy!!
Best part is that I am not even close to done! Sadly, that's also the worst part :tongue.gif:
Thanks!!
The poll is split pretty evenly so I may just have both waters selectable
I'll take that under consideration! I've never thought of making it fog-like. This pack will probably look best with fog on, as strange as that seems
awesome!!
Hey thanks! I love the crafting table the most so far :smile.gif:
I just realized I didn't place any TNT to show off...
Let me know what you guys think about what I have so far! I have most of the terrain.png done, I have the custom water (blood) and lava (acid) done, the foliage and grasscolor, and I want to have a few of the gui's as well before the submission deadline.
Give me feedback, minecrafters!!!
I really appreciate you taking the time to critique this. I'd like to point out that the bricks are supposed to have that "sooty" look to them as if they had been in a fire at some point. The other ideas I will make sure to try and work on as well.
I spent forever on that pumpkin! :sad.gif: I will add some depth to the illumination.
For sandstone, I know exactly what you mean. I liked the end result, but it wasn't very "real".
Wool, yeah, I know, I may have to make the blood spatters tile better. If I have time before the submission. :/
I'll definitely bevel the iron bars though and add depth and smear/drips to the blood :smile.gif:
An optional more "traditional" glowstone will be added :tongue.gif:
Thanks again for the feedback
I won't have it available for download until I submit it for the contest :smile.gif:
awesome
Thanks! I hope you try it when I put up download links, maybe it'll get you into this "sort" of pack :tongue.gif:
Thanks for all those diamonds! Now to build a diamond sky-fortress....
Thanks so much! I have a lot to do tonight!
I plan to fix the jack-o-lanterns tonight.
The trapdoor was meant to have a lot of blood because I see it as the entrance to a cellar where murderers drag their bodies :tongue.gif:
Hopefully I have time to do the chests unique, if I don't, I'll use my Synthetic Reality's chests and change em a bit before the submission tonight.
@everyone:
Wish me luck, I have a lot to do tonight. This is the most fun I've ever had working on pack so far though. :smile.gif:
Question, I made the lava "acid" (a greenish flowing substance), thumbs up or thumbs down, and if thumbs down, can you suggest something for it? I may try making it a poisonous fog as suggested earlier.
Also, more screenshots. I am pretty satisfied with this pack. I did all of these HD textures in 3 days, probably a record or something. :tongue.gif:
Thanks!!!
I have had fun making this pack and I may continue it.
@everyone
You can help me get into the voting by posting on the contest thread for them to pick mine as one of the ten they choose!!!
Before: First impression based only on your screenshots indicates you might have made things a bit too soft. It lacks strong definition in your screenshots and just looks too clean. I'll post my post-play reaction in a second, but just for first impressions, you might wanna spruce up the definition of your textures. Darker darks and starker brights, etc.
After: I have to say, certain textures in this truely were amazing. Particularly the wood and planks. However, I didn't find any of it creepy really, and I can elaborate my reasons. The things which cause the best fear are rooted in suspense, and so fear is most often not of the known, but of the unknown. Your textures, particularly the stone textures, lacked suspense. It might seem unfair to expect suspense from textures, but the best way is darkness, and your stone brick in particular was too soft and light. The stonebricks were too blended and understated. Your cobblestone suffered similar problems, though not so severe. One texture you did supremely in this was in fact your sand, which looked like baked desert earth, with high contrasts, and overall just looked alot more intriguing. A right and proper stonebrick might serve you well as an ominous and shadowy textures, whereas yours currently look depressed and weary. Your lightstone was interesting, looking much more natural than most lightstone I've seen anywhere, and the only thing I might suggest with it is a bit gloomier of a pallet. Most 256 HD textures utilize grayed textures, and end up appearing more or less bland. I'd recommend you simply add some richness to your colors and intensify both yoru brights and darks to highten contrast and busy up the viewers eyes a bit.