I guess he wanted to say that many of textures in this pack make simple, flat minecraft blocks and models look like they have much more polygons or at least are normalmapped I had that impression when i've seen stone and cobble for the first time
That's what I'd assume. High poly is typically used in 3d animation terminology it just means you used more meshes which give a more realistic look. The plastic part I think is due to the sign having an almost high quality polished look. Like if you had a wood table refinished at your house compared to the old chairs.
I hope he meant realistic too, because i fail to see how those signs look plastic at all went away last night, but today I might have a play with out shaders.
I do have a question regarding the font though. Is that your font, or did it come from another pack? Because there seems to be some character missing, such as full stops. Numbers are in it now, when they weren't before, so I take it you're still working on the font here and there?
Yes the font is a work in progress and has tons of characters missing. Its on the list
I too have been testing without shaders most blocks pretty ok some need quite a bit of adjusting like sand for example. Be great to see what you find and will get a todo list going to prepare the non shader pack.
I guess he wanted to say that many of textures in this pack make simple, flat minecraft blocks and models look like they have much more polygons or at least are normalmapped I had that impression when i've seen stone and cobble for the first time
BTW: I'd love to see normal & specular maps
I thought it was just a basic translation error plastic/realistic are quite similar but its all good I've really tried to make textures that flow with the world even though its just blocks and not just added photo real textures to a cube its had to have a style for this to work.
We can look at bumps/specs later down the line i'm sure
That's what I'd assume. High poly is typically used in 3d animation terminology it just means you used more meshes which give a more realistic look. The plastic part I think is due to the sign having an almost high quality polished look. Like if you had a wood table refinished at your house compared to the old chairs.
Kinda see what your saying there I've done quite a bit hi/low poly work, to have my pack having comparisons to it is pretty cool.......its just CUBES
UPDATE..........longish post.
WELL guys we are officially updated to 1.4.6 latest. The terrain file from now on will be just that when you get your next update testers
I'm working on roughing out the Anvil at the moment.
Also I am now finally using MAGIC LAUNCHER and oh my god it is fan-bloody-tastic! I now have several shader/non shader setups that i can switch between which is just awesome for testing.
Also i've created my own Shaders from the various versions released to created what i feel looks the best. I didn't like the SEUS RC6 shadows/ torch lighting tooo purple and to orange. So I've created my own shaders combo using RC3 lighting, RC4 god rays, RC6 water, with reflections and actual movement/ripples. All i want to add now is the Moon rays at night but haven't been able to sort it yet. Let me know if you want the shaders and you need Magic launcher as well. Wooo really happy right now
I've not been on Minecraft that long but long enough to know i wish i new about Magic Launcher sooner
I'lll send you my shaders TWS I think you will like them..............they make stone brick look even better
Here's the Anvil guys, i wish they had thought about how the tiling worked on this at Mojang a little better as the main side texture gets flipped all over the place grrrr.
I'd be interested in those shaders I have a hard time finding shaders I actually like That anvil looks good in the screenshot, but if the sides aren't great like you said then I will have to have a look in game
Also I am now finally using MAGIC LAUNCHER and oh my god it is fan-bloody-tastic!
well, I need to step into my place and be the weird one. I, personally, am not a fan of Magic Launcher (yes, yes, I said it). Since I make, and constantly test, texture packs, I need to access my Minecraft.jar a lot, and it only takes one second for me to access it, so I prefer the traditional method of dropping the files in directly. I don't know exactly why I don't like it, I guess it may be the thought of having more mods on my client, which I generally avoid, but to switch between shaders and vanilla, I just move my bin folder and start minecraft to go without shaders, then put the other bin folder back to turn them on. Matter of personal preference, I guess. I can see the benefit of Magic Launcher, and may give it another go, though.
Anyway, the anvil looks great, and the creeper is very nice subtle, while still being noticeable enough to add to it, but the little thing with offsetting the cracks over a bevel could make it better yet.
The signs look great, the frame is really fitting, and the wood looks nice and realistic. It looks like you lined up the wooden planks with the text, which is really nice. I actually have no critique on that. Well done.
Also, I really like that sun-beam effect through the windows! Looks really good!
I'd be interested in those shaders I have a hard time finding shaders I actually like That anvil looks good in the screenshot, but if the sides aren't great like you said then I will have to have a look in game
No worries Alex when i send the next update i'll add the shaders Feeling better about the anvil now i've added some more detail.
Okay, been playing around without shaders, and I definitely agree with you that the sand needs to be adjusted slightly.
I really like the snow layer (the thin layer that sits on the ground), however I found that there are some inconsistencies with the snow on the side of the grass block. Look at the picture (you will probably have to click it to see it bigger) and you SHOULD be able to notice the transition. It's nothing huge, but shouldn't be too hard to fix either, I wouldn't think.
Secondly, is there a reason sponge looks like stone?
Thirdly, there's a strange issue with cacti. It only seems to happen at certain distances, and I don't know what could cause it. I have a screenshot, but I'm not sure how well it will show it. I circled the problematic areas in red. It looks like there is a part of the texture at the top of the block that sticks out like it shouldn't. I'm not exactly sure.
EDIT: Nevermind. This problem exists in other texturepacks too, so maybe an optifine issue. Not sure.
I'm really not too sure about gravel. In my opinion, it just doesn't seem to fit the pack at all. It looks too much like it's trying to be a realistic texture. I would suggest using bigger 'stones' but then that makes it hard to get it to look like gravel. I feel like there are just too many small objects in the texture in comparison to the rest of the pack.
Obviously, you still need to do leaves for when the graphics are set to "Fast". Switching to that just uses Sphax leaves.
Lastly, there is a small issue with the ender portal blocks. When you put two next to each other, there is a small line between the two dragon heads that looks out of place. Once again, screenshot
Well, that's all for now. This pack is amazing, and I can't wait til it is released, so everyone can see just how amazing it is.
well, I need to step into my place and be the weird one. I, personally, am not a fan of Magic Launcher (yes, yes, I said it). Since I make, and constantly test, texture packs, I need to access my Minecraft.jar a lot, and it only takes one second for me to access it, so I prefer the traditional method of dropping the files in directly. I don't know exactly why I don't like it, I guess it may be the thought of having more mods on my client, which I generally avoid, but to switch between shaders and vanilla, I just move my bin folder and start minecraft to go without shaders, then put the other bin folder back to turn them on. Matter of personal preference, I guess. I can see the benefit of Magic Launcher, and may give it another go, though.
Anyway, the anvil looks great, and the creeper is very nice subtle, while still being noticeable enough to add to it, but the little thing with offsetting the cracks over a bevel could make it better yet.
The signs look great, the frame is really fitting, and the wood looks nice and realistic. It looks like you lined up the wooden planks with the text, which is really nice. I actually have no critique on that. Well done.
Also, I really like that sun-beam effect through the windows! Looks really good!
Don't stress, I'm not a fan of MagicLauncher either. I only ever use it for shaders. Inside my .minecraft folder, I just have another folder called backups. In there, I have all the versions of Minecraft, including Beta and Alpha versions. Within those, I have folders for different setups, such as Optifine, my own mods, etc. And within those I just have the bin folder. I just copy and replace those with the bin in .minecraft, and it achieves the same thing. Doesn't take long once you know what you're doing, possibly even quicker that magic launcher
(You might need to download it and zoom in to actually see it properly :P)
well, I need to step into my place and be the weird one. I, personally, am not a fan of Magic Launcher (yes, yes, I said it). Since I make, and constantly test, texture packs, I need to access my Minecraft.jar a lot, and it only takes one second for me to access it, so I prefer the traditional method of dropping the files in directly. I don't know exactly why I don't like it, I guess it may be the thought of having more mods on my client, which I generally avoid, but to switch between shaders and vanilla, I just move my bin folder and start minecraft to go without shaders, then put the other bin folder back to turn them on. Matter of personal preference, I guess. I can see the benefit of Magic Launcher, and may give it another go, though.
Anyway, the anvil looks great, and the creeper is very nice subtle, while still being noticeable enough to add to it, but the little thing with offsetting the cracks over a bevel could make it better yet.
The signs look great, the frame is really fitting, and the wood looks nice and realistic. It looks like you lined up the wooden planks with the text, which is really nice. I actually have no critique on that. Well done.
Also, I really like that sun-beam effect through the windows! Looks really good!
For me magic launcher has increased productivity and ease of use on quite a scale.
I have 4 set ups 1.4.6 No shaders, 1.4.6 My custom shaders, 1.3.2 My custom shaders, 1.4.6 latest RC6 shaders.
I can switch in under a second, without touching a single .Jar file. I'm in a version/build switcheroony heaven with developing the pack now
Tweaked the anvil a little more, now need to do damaged versions, yes getting the sign planks to work with the text was a bit of fun G
Okay, been playing around without shaders, and I definitely agree with you that the sand needs to be adjusted slightly.
I really like the snow layer (the thin layer that sits on the ground), however I found that there are some inconsistencies with the snow on the side of the grass block. Look at the picture (you will probably have to click it to see it bigger) and you SHOULD be able to notice the transition. It's nothing huge, but shouldn't be too hard to fix either, I wouldn't think.
Secondly, is there a reason sponge looks like stone?
Thirdly, there's a strange issue with cacti. It only seems to happen at certain distances, and I don't know what could cause it. I have a screenshot, but I'm not sure how well it will show it. I circled the problematic areas in red. It looks like there is a part of the texture at the top of the block that sticks out like it shouldn't. I'm not exactly sure.
EDIT: Nevermind. This problem exists in other texturepacks too, so maybe an optifine issue. Not sure.
I'm really not too sure about gravel. In my opinion, it just doesn't seem to fit the pack at all. It looks too much like it's trying to be a realistic texture. I would suggest using bigger 'stones' but then that makes it hard to get it to look like gravel. I feel like there are just too many small objects in the texture in comparison to the rest of the pack.
Obviously, you still need to do leaves for when the graphics are set to "Fast". Switching to that just uses Sphax leaves.
Lastly, there is a small issue with the ender portal blocks. When you put two next to each other, there is a small line between the two dragon heads that looks out of place. Once again, screenshot
Well, that's all for now. This pack is amazing, and I can't wait til it is released, so everyone can see just how amazing it is.
Ah brilliant Alex, these are all the little things that we can add to the fix list
Okay, cacti i've seen that too and yes i think the texture is fine its graphic glitch.
Ummm, Stone was put in place of sponge when i was testing different stone textures.........and lets face it who cares about sponge;) I'll get round to doing a sponge texture at somepoint.
I cant fix the side of the snow tops easily as they just use a part of the top texture and wont tile. Any ideas peeps?
Well, sort the dragon heads on the End portal
Gravel is a VERY old texture and it is a quick scale down from a photo right back at the start (so it looks out of place) it will be changed or heavily modified.
To my wonderful testers I'm getting a little confused with who's got what in terms of files.
Who needs a terrain update, and who wants to try my customer shaders? as i will send them with the terrain.png.
Also to anyone, yes its that time again............... what block/blocks shall I texture or would you like to see next we don't have much of the terrain actually left and i need a push to get done. Then there's all the little fixes.
I also have all the tekkit blocks laid out, and i'm really keen to working on some machine blocks but MUST focus on the base pack!
Could i have some feedback on my clay please? I want it with a stylised twist but i also want to keep away from wavy lines style, it's not a great tiling texture but then again its only found in small clumps under water.
Could i have some feedback on my clay please? I want it with a stylised twist but i also want to keep away from wavy lines style, it's not a great tiling texture but then again its only found in small clumps under water.
I think it would make an interesting build material. Would I be able to see it underwater? I am a bit concerned that the wavy with the water over it might become to much. It looks a bit like stone which I think is just because of the color when I think of clay I think of more of a bronze color. I do really like the block but I am not sure if it fits clay.
I would like a copy of the new terrain and your shaders
As for the clay, i was just about to suggest you do clay next i quite like your clay,but the again i love the sand, so im probably somewhat biased on this one
I think it would make an interesting build material. Would I be able to see it underwater? I am a bit concerned that the wavy with the water over it might become to much. It looks a bit like stone which I think is just because of the color when I think of clay I think of more of a bronze color. I do really like the block but I am not sure if it fits clay.
Here's the under water shot, see what you're saying. I went with the blue/grey as the Vanilla MC pack uses this type of colouring so easily identifiable. I did try brown like a modeling clay but went back to the bluey version.
I would like a copy of the new terrain and your shaders
As for the clay, i was just about to suggest you do clay next i quite like your clay,but the again i love the sand, so im probably somewhat biased on this one
Will send them over Alex, yeah clay's o.k I just felt a bit ummm what do i do with this but if it will do i can always come back to it.
Here's the under water shot, see what you're saying. I went with the blue/grey as the Vanilla MC pack uses this type of colouring so easily identifiable. I did try brown like a modeling clay but went back to the bluey version.
I personally dislike blue/grey clay. Back in early beta I often mistook it for stone from far away.... (especially far under water near where stone would spawn)
I don't think straying from default on ideology will harm you in this case, as I think identifiability (including actually SEEING the block, and not thinking it is another block) is just as important, if not MORE important, than sticking close to default colors and ideas. If I saw and underwater brown (light brown, different from dirt), orange, red, ect. block I would probably realize that it was clay.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Hmm, I saw this pack before but I had to go somewhere before I could comment. It really does look glorious though and it's improved a lot since the first time I saw it!
I wouldn't mind having a copy of the latest terrain and your custom shaders too if it's not too much trouble, it's probably easier to give feedback if I'm seeing it as you are seeing it.
I personally dislike blue/grey clay. Back in early beta I often mistook it for stone from far away.... (especially far under water near where stone would spawn)
I don't think straying from default on ideology will harm you in this case, as I think identifiability (including actually SEEING the block, and not thinking it is another block) is just as important, if not MORE important, than sticking close to default colors and ideas. If I saw and underwater brown (light brown, different from dirt), orange, red, ect. block I would probably realize that it was clay.
Great to see you in here Lemon You make some good points (as did Just proud) and i think i'll have 2 versions in different colours best of both worlds. I would rather give alternatives in the down load as ideally i want people to enjoy the pack as a whole without mixing it into other packs. I can't stop people doing it on a personal use level but it will be policed in the public domain.
I have some older terrain.png (without anvil and stuff)
I think that darker part of the texture makes it look a bit too repetitive for 'natural' block. I know some people use it as building material so it should tile better.
Files sent my friend
Yep i'll have a play with that dark area to improve the tiling.
Hmm, I saw this pack before but I had to go somewhere before I could comment. It really does look glorious though and it's improved a lot since the first time I saw it!
I wouldn't mind having a copy of the latest terrain and your custom shaders too if it's not too much trouble, it's probably easier to give feedback if I'm seeing it as you are seeing it.
Hey Sheep, also great to see you in here. Glad your liking the additions/improvements and i would be happy to have you test the pack, message me an email address please
I know I just can't please all on every texture and the more people who start to see the pack some will like somethings and some won't but i'm pleased about the general positiveness it has received on the whole.
Well, I tried to find things I didn't like but it was extremely hard... 99% of things I thought were a bit strange turned out to just be a placeholder from Sphax's pack so yea, there you go!
2 things I thought could be improved, namely the normal leaves and the flowers. I feel like flowers either need to have a more unique looking grassy background (as in, the parts of your textures for them that aren't actually flower, just longrass looking stuff) or just need to look more unique in general. Maybe try making the grassy bits a bit more curly? They just look a little generic at the moment.
As for the leaves, I feel like they're a too cramped together. Realistically, leaves do look like that, but in minecraft I feel like they look better with a tiny bit more space between the leaves to make the leaves actually stand out more. If they're too close together when you're far away they just look a bit muddled.
EDIT: I just noticed that the leaves are just a 32x texture tiled 4 times to make it 64x. If you didn't want to make larger gaps, just making it a native 64x texture would be fine because it would make it look a bit more randomized and overall, better.
Anyway, overall I was blown away, the pack you have so far is gorgeous with the shaders! Here are a couple of shots from my world:
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Retired StaffThat's what I'd assume. High poly is typically used in 3d animation terminology it just means you used more meshes which give a more realistic look. The plastic part I think is due to the sign having an almost high quality polished look. Like if you had a wood table refinished at your house compared to the old chairs.
Yes the font is a work in progress and has tons of characters missing. Its on the list
I too have been testing without shaders most blocks pretty ok some need quite a bit of adjusting like sand for example. Be great to see what you find and will get a todo list going to prepare the non shader pack.
I thought it was just a basic translation error plastic/realistic are quite similar but its all good
We can look at bumps/specs later down the line i'm sure
Kinda see what your saying there I've done quite a bit hi/low poly work, to have my pack having comparisons to it is pretty cool.......its just CUBES
UPDATE..........longish post.
WELL guys we are officially updated to 1.4.6 latest. The terrain file from now on will be just that when you get your next update testers
I'm working on roughing out the Anvil at the moment.
Also I am now finally using MAGIC LAUNCHER and oh my god it is fan-bloody-tastic! I now have several shader/non shader setups that i can switch between which is just awesome for testing.
Also i've created my own Shaders from the various versions released to created what i feel looks the best. I didn't like the SEUS RC6 shadows/ torch lighting tooo purple and to orange. So I've created my own shaders combo using RC3 lighting, RC4 god rays, RC6 water, with reflections and actual movement/ripples. All i want to add now is the Moon rays at night but haven't been able to sort it yet. Let me know if you want the shaders and you need Magic launcher as well. Wooo really happy right now
Preeety, like a blocky Farcry dream
I'lll send you my shaders TWS I think you will like them..............they make stone brick look even better
Here's the Anvil guys, i wish they had thought about how the tiling worked on this at Mojang a little better as the main side texture gets flipped all over the place grrrr.
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Retired StaffKeep up the work guys, I'll happily replace my current texture and give this one a try.
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Retired Staffwell, I need to step into my place and be the weird one. I, personally, am not a fan of Magic Launcher (yes, yes, I said it). Since I make, and constantly test, texture packs, I need to access my Minecraft.jar a lot, and it only takes one second for me to access it, so I prefer the traditional method of dropping the files in directly. I don't know exactly why I don't like it, I guess it may be the thought of having more mods on my client, which I generally avoid, but to switch between shaders and vanilla, I just move my bin folder and start minecraft to go without shaders, then put the other bin folder back to turn them on. Matter of personal preference, I guess. I can see the benefit of Magic Launcher, and may give it another go, though.
Anyway, the anvil looks great, and the creeper is very nice subtle, while still being noticeable enough to add to it, but the little thing with offsetting the cracks over a bevel could make it better yet.
The signs look great, the frame is really fitting, and the wood looks nice and realistic. It looks like you lined up the wooden planks with the text, which is really nice. I actually have no critique on that. Well done.
Also, I really like that sun-beam effect through the windows! Looks really good!
"And with that, POW! I'm gone." ---Lord Crump
No worries Alex when i send the next update i'll add the shaders
Hey, great to hear glad you like it
Right I've added some details to the Anvil i'm happier but fire away with any feedback
Edit, we posted at the same time G, i'll offset the cracks
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Retired StaffI really like the snow layer (the thin layer that sits on the ground), however I found that there are some inconsistencies with the snow on the side of the grass block. Look at the picture (you will probably have to click it to see it bigger) and you SHOULD be able to notice the transition. It's nothing huge, but shouldn't be too hard to fix either, I wouldn't think.
Secondly, is there a reason sponge looks like stone?
Thirdly, there's a strange issue with cacti. It only seems to happen at certain distances, and I don't know what could cause it. I have a screenshot, but I'm not sure how well it will show it. I circled the problematic areas in red. It looks like there is a part of the texture at the top of the block that sticks out like it shouldn't. I'm not exactly sure.EDIT: Nevermind. This problem exists in other texturepacks too, so maybe an optifine issue. Not sure.
I'm really not too sure about gravel. In my opinion, it just doesn't seem to fit the pack at all. It looks too much like it's trying to be a realistic texture. I would suggest using bigger 'stones' but then that makes it hard to get it to look like gravel. I feel like there are just too many small objects in the texture in comparison to the rest of the pack.
Obviously, you still need to do leaves for when the graphics are set to "Fast". Switching to that just uses Sphax leaves.
Lastly, there is a small issue with the ender portal blocks. When you put two next to each other, there is a small line between the two dragon heads that looks out of place. Once again, screenshot
Well, that's all for now. This pack is amazing, and I can't wait til it is released, so everyone can see just how amazing it is.
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Retired StaffDon't stress, I'm not a fan of MagicLauncher either. I only ever use it for shaders. Inside my .minecraft folder, I just have another folder called backups. In there, I have all the versions of Minecraft, including Beta and Alpha versions. Within those, I have folders for different setups, such as Optifine, my own mods, etc. And within those I just have the bin folder. I just copy and replace those with the bin in .minecraft, and it achieves the same thing. Doesn't take long once you know what you're doing, possibly even quicker that magic launcher
(You might need to download it and zoom in to actually see it properly :P)
For me magic launcher has increased productivity and ease of use on quite a scale.
I have 4 set ups 1.4.6 No shaders, 1.4.6 My custom shaders, 1.3.2 My custom shaders, 1.4.6 latest RC6 shaders.
I can switch in under a second, without touching a single .Jar file. I'm in a version/build switcheroony heaven with developing the pack now
Tweaked the anvil a little more, now need to do damaged versions, yes getting the sign planks to work with the text was a bit of fun G
Ah brilliant Alex, these are all the little things that we can add to the fix list
Okay, cacti i've seen that too and yes i think the texture is fine its graphic glitch.
Ummm, Stone was put in place of sponge when i was testing different stone textures.........and lets face it who cares about sponge;) I'll get round to doing a sponge texture at somepoint.
I cant fix the side of the snow tops easily as they just use a part of the top texture and wont tile. Any ideas peeps?
Well, sort the dragon heads on the End portal
Gravel is a VERY old texture and it is a quick scale down from a photo right back at the start (so it looks out of place) it will be changed or heavily modified.
Who needs a terrain update, and who wants to try my customer shaders? as i will send them with the terrain.png.
Also to anyone, yes its that time again............... what block/blocks shall I texture or would you like to see next we don't have much of the terrain actually left and i need a push to get done. Then there's all the little fixes.
I also have all the tekkit blocks laid out, and i'm really keen to working on some machine blocks but MUST focus on the base pack!
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Retired StaffI think it would make an interesting build material. Would I be able to see it underwater? I am a bit concerned that the wavy with the water over it might become to much. It looks a bit like stone which I think is just because of the color when I think of clay I think of more of a bronze color. I do really like the block but I am not sure if it fits clay.
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Retired StaffAs for the clay, i was just about to suggest you do clay next
Here's the under water shot, see what you're saying. I went with the blue/grey as the Vanilla MC pack uses this type of colouring so easily identifiable. I did try brown like a modeling clay but went back to the bluey version.
Will send them over Alex, yeah clay's o.k I just felt a bit ummm what do i do with this but if it will do i can always come back to it.
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Retired StaffI personally dislike blue/grey clay. Back in early beta I often mistook it for stone from far away.... (especially far under water near where stone would spawn)
I don't think straying from default on ideology will harm you in this case, as I think identifiability (including actually SEEING the block, and not thinking it is another block) is just as important, if not MORE important, than sticking close to default colors and ideas. If I saw and underwater brown (light brown, different from dirt), orange, red, ect. block I would probably realize that it was clay.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
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Curse PremiumI wouldn't mind having a copy of the latest terrain and your custom shaders too if it's not too much trouble, it's probably easier to give feedback if I'm seeing it as you are seeing it.
Great to see you in here Lemon
Files sent my friend
Yep i'll have a play with that dark area to improve the tiling.
Hey Sheep, also great to see you in here. Glad your liking the additions/improvements and i would be happy to have you test the pack, message me an email address please
I know I just can't please all on every texture and the more people who start to see the pack some will like somethings and some won't but i'm pleased about the general positiveness it has received on the whole.
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Curse Premium2 things I thought could be improved, namely the normal leaves and the flowers. I feel like flowers either need to have a more unique looking grassy background (as in, the parts of your textures for them that aren't actually flower, just longrass looking stuff) or just need to look more unique in general. Maybe try making the grassy bits a bit more curly? They just look a little generic at the moment.
As for the leaves, I feel like they're a too cramped together. Realistically, leaves do look like that, but in minecraft I feel like they look better with a tiny bit more space between the leaves to make the leaves actually stand out more. If they're too close together when you're far away they just look a bit muddled.
EDIT: I just noticed that the leaves are just a 32x texture tiled 4 times to make it 64x. If you didn't want to make larger gaps, just making it a native 64x texture would be fine because it would make it look a bit more randomized and overall, better.
Anyway, overall I was blown away, the pack you have so far is gorgeous with the shaders! Here are a couple of shots from my world: