Over True HD comes with the finest of all textures!
We are working very hard to make this texturepack smoother, sweeter and kinder to the eyes!
This texturepack will bring life to your world it will bring lightness but may also bring darkness when in the caves. With thousands of ghoulish beasts lurking in the depth! Well this isn't story time so I must stop!
A fine masterpiece made with prestige. It makes thing come to life, it makes Minecraft become real. Hours are put into making things look better than they already are. We my friends bring to you: Over True HD the second closest thing to reality including reality!
AFTER THE ACCIDENTAL PMC DELETION I WILL BE HOSTING THE PACK HERE!
-Terms of Use- This texture pack, Over True HD (512x512)-1.7.2, has been created by me, Diego A. Freitas-Bell, and it is my intellectual property, with the exceptions in the README.txt included within every zip. To use this pack in any form, you must get written permission from me. Absolutely no exceptions to this, Thank you!
Images made with FF Custom Variants by me posted on to FF
In a sense. I track the resource pack forums, and have it set up to automatically track any threads I respond to.
In future, you can just edit your post and not have to repost it. If you hover your cursor over your post, you'll get an "Edit" link.
I would have if I could but they deleted it but luckily I had it on copy paste earlier from my site.
Anyway do you have any suggestions on my pack besides the stone textures?
I would love some help if you would be kind enough!
Mostly, just the busyness. The thing about HD packs is that your textures have to support the resolution you're working at. 512 is pretty dang big, and needs to be a lot more than bucket fill and noise filter.
But it's also very paradoxical, in that also can't be TOO detailed, because then it just turns into noise. While, yes, the canvas may look really nice in your image-editing software of choice, when shrunk down and tiled in Minecraft, you're going to get noise of the worst calibre. That's mostly what your stone suffers from, I think. You're trying to put too much detail into something that's going to get shrunk down.
There's a term used by cartoonists and illustrators called Line Economy, and resource packs need a similar term, I think. Line economy is knowing when enough is enough, basically. It's the difference between strong, bold lines that convey a solid form, and a hash mark-infested mess. New artists tend to over-compensate for their shaky skill by thinking they can make something super detailed, but the end result is often kind of scary.
Whatever we'd call it for resource packs — pixel economy, whatever — it's the same principle. Too much detail spoils the image. Some of your blocks, like your brick and your cobble (I believe that's the cobble) look really good. They have a solid form, good texture and shading, and they look like stone.
The wood planks don't really look of anything. Look at what oak woodgrain looks like. It doesn't have all this rust and white and black. Untreated, it's sort of pale — amber and taupe and ochre. The grain is there, but it's just a little bit darker in some places, and a little bit lighter in some areas. It's grainy, but not /that/ grainy.
Your dirt is having the opposite problem, and looks a bit of peanut butter. It's all smooth, save some black bits. But look at some actual dirt. It's got rocks and grit and stuff in it. It can have cracks and bugs and weeds. Dirt is one of the biggest pain-in-the-neck textures, with grass and stone being close contenders. You /have/ to get it exactly right, because those are the blocks you will spend most of your time looking at.
Practise getting that balance between detail and noise. The higher-resolution your texture pack, the more difficult it becomes. It's something I think everyone's messed up a few times, because with some blocks it's very much trial and error. Don't be afraid to throw something out and start completely over. Just because you like a design doesn't mean its necessarily good. And that's the toughest part to get used to, really.
Mostly, just the busyness. The thing about HD packs is that your textures have to support the resolution you're working at. 512 is pretty dang big, and needs to be a lot more than bucket fill and noise filter.
But it's also very paradoxical, in that also can't be TOO detailed, because then it just turns into noise. While, yes, the canvas may look really nice in your image-editing software of choice, when shrunk down and tiled in Minecraft, you're going to get noise of the worst calibre. That's mostly what your stone suffers from, I think. You're trying to put too much detail into something that's going to get shrunk down.
There's a term used by cartoonists and illustrators called Line Economy, and resource packs need a similar term, I think. Line economy is knowing when enough is enough, basically. It's the difference between strong, bold lines that convey a solid form, and a hash mark-infested mess. New artists tend to over-compensate for their shaky skill by thinking they can make something super detailed, but the end result is often kind of scary.
Whatever we'd call it for resource packs — pixel economy, whatever — it's the same principle. Too much detail spoils the image. Some of your blocks, like your brick and your cobble (I believe that's the cobble) look really good. They have a solid form, good texture and shading, and they look like stone.
The wood planks don't really look of anything. Look at what oak woodgrain looks like. It doesn't have all this rust and white and black. Untreated, it's sort of pale — amber and taupe and ochre. The grain is there, but it's just a little bit darker in some places, and a little bit lighter in some areas. It's grainy, but not /that/ grainy.
Your dirt is having the opposite problem, and looks a bit of peanut butter. It's all smooth, save some black bits. But look at some actual dirt. It's got rocks and grit and stuff in it. It can have cracks and bugs and weeds. Dirt is one of the biggest pain-in-the-neck textures, with grass and stone being close contenders. You /have/ to get it exactly right, because those are the blocks you will spend most of your time looking at.
Practise getting that balance between detail and noise. The higher-resolution your texture pack, the more difficult it becomes. It's something I think everyone's messed up a few times, because with some blocks it's very much trial and error. Don't be afraid to throw something out and start completely over. Just because you like a design doesn't mean its necessarily good. And that's the toughest part to get used to, really.
Ok sweet and by the way your texturepack is great! I will work on those things the dirt sucks I know!
Thanks for the advice and if you know any other texture artists out there please let me know as I need to do items and I kind of suck! lol
Ok sweet and by the way your texturepack is great! I will work on those things the dirt sucks I know!
Thanks for the advice and if you know any other texture artists out there please let me know as I need to do items and I kind of suck! lol
Thanks. I actually need to update my screenshots.
But just hang around the forums. You'll see a lot of examples of how not to go about texturing posted every day, but also a lot of really nice examples of what really works. Just read all the threads. You'll quickly develop an eye for it, and will start to become your own worst critic. Which is both a good and a bad thing.
But just hang around the forums. You'll see a lot of examples of how not to go about texturing posted every day, but also a lot of really nice examples of what really works. Just read all the threads. You'll quickly develop an eye for it, and will start to become your own worst critic. Which is both a good and a bad thing.
Looks nice. But the eigth picture, whichever block it may be(I think it's lava? maybe?), tiles really badly. I would recomend changing it asap! But other than that, not bad.
Looks nice. But the eigth picture, whichever block it may be(I think it's lava? maybe?), tiles really badly. I would recomend changing it asap! But other than that, not bad.
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For more information and suggestions email me here [email protected]
OFFICIAL WEBSITE
-Terms of Use-
This texture pack, Over True HD (512x512)-1.7.2, has been created by me, Diego A. Freitas-Bell,
and it is my intellectual property, with the exceptions in the README.txt
included within every zip. To use this pack in any form, you must get written permission from me.
Absolutely no exceptions to this, Thank you!
Images made with FF Custom Variants by me posted on to FF
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Curse PremiumYes because I got an informal warning for adfly linking...
You always on?
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Curse PremiumIn a sense. I track the resource pack forums, and have it set up to automatically track any threads I respond to.
In future, you can just edit your post and not have to repost it. If you hover your cursor over your post, you'll get an "Edit" link.
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Curse PremiumI would have if I could but they deleted it but luckily I had it on copy paste earlier from my site.
Anyway do you have any suggestions on my pack besides the stone textures?
I would love some help if you would be kind enough!
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Curse PremiumMostly, just the busyness. The thing about HD packs is that your textures have to support the resolution you're working at. 512 is pretty dang big, and needs to be a lot more than bucket fill and noise filter.
But it's also very paradoxical, in that also can't be TOO detailed, because then it just turns into noise. While, yes, the canvas may look really nice in your image-editing software of choice, when shrunk down and tiled in Minecraft, you're going to get noise of the worst calibre. That's mostly what your stone suffers from, I think. You're trying to put too much detail into something that's going to get shrunk down.
There's a term used by cartoonists and illustrators called Line Economy, and resource packs need a similar term, I think. Line economy is knowing when enough is enough, basically. It's the difference between strong, bold lines that convey a solid form, and a hash mark-infested mess. New artists tend to over-compensate for their shaky skill by thinking they can make something super detailed, but the end result is often kind of scary.
Whatever we'd call it for resource packs — pixel economy, whatever — it's the same principle. Too much detail spoils the image. Some of your blocks, like your brick and your cobble (I believe that's the cobble) look really good. They have a solid form, good texture and shading, and they look like stone.
The wood planks don't really look of anything. Look at what oak woodgrain looks like. It doesn't have all this rust and white and black. Untreated, it's sort of pale — amber and taupe and ochre. The grain is there, but it's just a little bit darker in some places, and a little bit lighter in some areas. It's grainy, but not /that/ grainy.
Your dirt is having the opposite problem, and looks a bit of peanut butter. It's all smooth, save some black bits. But look at some actual dirt. It's got rocks and grit and stuff in it. It can have cracks and bugs and weeds. Dirt is one of the biggest pain-in-the-neck textures, with grass and stone being close contenders. You /have/ to get it exactly right, because those are the blocks you will spend most of your time looking at.
Practise getting that balance between detail and noise. The higher-resolution your texture pack, the more difficult it becomes. It's something I think everyone's messed up a few times, because with some blocks it's very much trial and error. Don't be afraid to throw something out and start completely over. Just because you like a design doesn't mean its necessarily good. And that's the toughest part to get used to, really.
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Curse PremiumOk sweet and by the way your texturepack is great! I will work on those things the dirt sucks I know!
Thanks for the advice and if you know any other texture artists out there please let me know as I need to do items and I kind of suck! lol
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Curse PremiumThanks. I actually need to update my screenshots.
But just hang around the forums. You'll see a lot of examples of how not to go about texturing posted every day, but also a lot of really nice examples of what really works. Just read all the threads. You'll quickly develop an eye for it, and will start to become your own worst critic. Which is both a good and a bad thing.
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Curse Premiumlol
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Curse PremiumYa i need to fix that!
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Curse PremiumI posted a ton of pieces onto filter forge! It truly is great software!