The stone and the cookie stuff (gravel?) are way too spotty, and the ores are too blurry; it looks like you've just made something at a higher resolution and down-scaled it.
I keep trying to add more detail... but my usual tricks for rounding things don't work at this resolution.
Screw it. If I do this challenge (not likely) I'm making a simple pack.
I am considering entering the challenge. I could really use the 13 by 13 resolution though, I'm not as good at such low resolutions but I could probably pull something off with 13 by 13. If not I will see if I can make some good 11 by 11 textures tomorrow.
Why should anyone even enter, samohtj will simply have the most complete if not best pack and so everyone will vote for him
Well that was a depressing comment if I ever heard one, although samohtj is a very good artists there are other good artists on the forums too. Even if we can't beat him, lets atleast give him a run for his money. The challenge will help us improve.
Heres my progress so far. I got cobblestone, stonebrick, grass, and 4 of the wood plank types done.
More progress. Every type of stone brick is finished. Oak logs, haybales, and stone slabs are finished as well. I am beggining to like the 11 by 11 resolution.
Why should anyone even enter, samohtj will simply have the most complete if not best pack and so everyone will vote for him
Well, there's still 4 weeks left in the challenge, so it's a little early to be giving up all hope. We're less than a week in.
"Best" and "most complete" are two different things. Even if I finish first, someone could still make a better pack. I'm a total pixel art noob; I fully expect that someone who is used to the art style will make something better than me.
So, yeah. You flatter me, but I am not, by any stretch of the imagination, the best at this.
I found something interesting with half slabs. Since a half slab side divides the half slab texture in two to put on a block, and since were all using odd resolutions, the half slab will have half a pixel. Im making 11 by 11 textures so its 5 and a half pixels high. For 7 by 7 I assume you will have half slabs 3 and a half pixels high. Not sure if anyone else noticed this weird property of odd resolutions but I just thought I would point it out.
This sounded like fun, so I decided to give it a shot. Originally I tried to do 9x9, but switched over to 11x11 when I decided I just didn't have enough pixels.
So, I've done the basic wood textures (logs, planks, and bonus crafting table):
Some of the logs in game:
I don't actually know how to get the textures for the newer log/wood types in game, though. What should the files for the dark oak and acacia trees be called? Admittedly I haven't bothered guessing yet, and it probably follows the format of the other file names.
Also of note, I decided to try some wood paneling instead of planks. I think it tiles okay in game, not that I've provided any screenshots of that here. Works better as flooring than than walls, though.
Heres more progress. I did the chest, dispenser, dropper, furnace, book shelf and crafting bench textures. Does anyone know how to change the resolution of chests? I have no clue how to change the size of the chest files to make it so the faces are 11 by 11. I went ahead and made my chests the standard resolution until I find out if its even possible, and how to do it.
Does anyone know how to change the resolution of chests? I have no clue how to change the size of the chest files to make it so the faces are 11 by 11. I went ahead and made my chests the standard resolution until I find out if its even possible, and how to do it.
You'll have to use an even resolution for all the entity textures (meaning, not block or item). The mapping for those requires a base that is a power of 2, and even that gets tricky at low resolutions. Do something like 12x or 8x, or some of the model won't be mapped. Any way you cut it, it's going to be really weird.
I've noticed that my textures don't play nice with mip mapping. Makes sense, considering that mipmapping works by halving the size of the texture for every level you go down, and in generating the textures Minecraft expects a normal texture size (e.g. 16, 32, 64...). The result is that the mipmaps end up generating with missing chunks:
While I have no problem with making packs require something like mcpatcher, I think a pack that requires you not use features in the game itself isn't really viable, at least not to me. I'm going to keep doing this challenge for now, but this does take away some of the enthusiasm imo.
On a more pleasant front, crops!
I also decided to use some colors from the DB 32 pallet. I'm not sticking to it exclusively, I ran across it last night independently from this thread, and I'm pretty interested in using some of the colors there. More specifically to the crops, I've always found it difficult to tell when they're ready to pick, so in their final stage mine flower!
You'll have to use an even resolution for all the entity textures (meaning, not block or item). The mapping for those requires a base that is a power of 2, and even that gets tricky at low resolutions. Do something like 12x or 8x, or some of the model won't be mapped. Any way you cut it, it's going to be really weird.
Thanks for the explanation. I will just leave the chest resolutions as I had them in that case.
Screw it. If I do this challenge (not likely) I'm making a simple pack.
Is there any other alternative, at such tiny resolutions?
I made all the ore blocks, plus all the wools, plus the iron door. I also redid the sand, because the other one was hideous.
[imgurgallery]i2gh9[/imgurgallery]
By the way; to embed the imgur gallery:
Take this (http://imgur.com/a/i2gh9) part of the url of your imgur album, and put it between two [imgurgallery] tags.
Yours is awesome, btw. It shows your skill that you were still able to get some detail into the lapis block.
I'm gonna enter! My pack is called Abenteuer der Künste
More work on Abenteuer der Künste
The stone doesn't really look like stone, but it will do for now.
I'm having a lot of fun with this challenge.
Well that was a depressing comment if I ever heard one, although samohtj is a very good artists there are other good artists on the forums too. Even if we can't beat him, lets atleast give him a run for his money. The challenge will help us improve.
Heres my progress so far. I got cobblestone, stonebrick, grass, and 4 of the wood plank types done.
Well, there's still 4 weeks left in the challenge, so it's a little early to be giving up all hope. We're less than a week in.
"Best" and "most complete" are two different things. Even if I finish first, someone could still make a better pack. I'm a total pixel art noob; I fully expect that someone who is used to the art style will make something better than me.
So, yeah. You flatter me, but I am not, by any stretch of the imagination, the best at this.
So, I've done the basic wood textures (logs, planks, and bonus crafting table):
Some of the logs in game:
I don't actually know how to get the textures for the newer log/wood types in game, though. What should the files for the dark oak and acacia trees be called? Admittedly I haven't bothered guessing yet, and it probably follows the format of the other file names.
Also of note, I decided to try some wood paneling instead of planks. I think it tiles okay in game, not that I've provided any screenshots of that here. Works better as flooring than than walls, though.
I just started today and only have a few textures done.
I'm using the DB 32 palette and 11x11 resolution.
You'll have to use an even resolution for all the entity textures (meaning, not block or item). The mapping for those requires a base that is a power of 2, and even that gets tricky at low resolutions. Do something like 12x or 8x, or some of the model won't be mapped. Any way you cut it, it's going to be really weird.
While I have no problem with making packs require something like mcpatcher, I think a pack that requires you not use features in the game itself isn't really viable, at least not to me. I'm going to keep doing this challenge for now, but this does take away some of the enthusiasm imo.
On a more pleasant front, crops!
I also decided to use some colors from the DB 32 pallet. I'm not sticking to it exclusively, I ran across it last night independently from this thread, and I'm pretty interested in using some of the colors there. More specifically to the crops, I've always found it difficult to tell when they're ready to pick, so in their final stage mine flower!
Thanks for the explanation. I will just leave the chest resolutions as I had them in that case.
On a side note I finished all the wools.