Okay guys, from the looks of things I'm going to have to do some heavy revising to the outline to work around the different texture resolutions. I'm thinking of splitting it into these two categories:
Low resolution-- 16x and 32x
High resolution-- 64x and above.
Now this may seem like a strange split, but here's my reasoning:
Although every pack 32x and above needs the HD patch, 32x packs are still small enough to be made in pretty much the same way as a 16x pack. It is still a very viable technique to go pixel-by-pixel with 32x. Once you get to 64x however, it's pretty much impossible.
So while the technical section on how textures are rendered will cover the differences between 16x and everything else, the texture-making section(s) will be split between the techniques needed for 'low resolutions' and the techniques needed for 'high resolutions'.
Opinions? Thoughts? (Just don't say divide it up into every resolution, because doing so would take up far too much room--and time-- and not really introduce much new material for each resolution.)
I agree, having worked in many resolutions (16x, 32x, 128x, 2048x) I can say that you have the split spot on. Once above 32x filters and shortcuts become for viable and straight pixel editing less so. when you hit 512x and above filters become necessary (almost).
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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
Okay guys, from the looks of things I'm going to have to do some heavy revising to the outline to work around the different texture resolutions. I'm thinking of splitting it into these two categories:
Low resolution-- 16x and 32x
High resolution-- 64x and above.
Now this may seem like a strange split, but here's my reasoning:
Although every pack 32x and above needs the HD patch, 32x packs are still small enough to be made in pretty much the same way as a 16x pack. It is still a very viable technique to go pixel-by-pixel with 32x. Once you get to 64x however, it's pretty much impossible.
So while the technical section on how textures are rendered will cover the differences between 16x and everything else, the texture-making section(s) will be split between the techniques needed for 'low resolutions' and the techniques needed for 'high resolutions'.
Opinions? Thoughts? (Just don't say divide it up into every resolution, because doing so would take up far too much room--and time-- and not really introduce much new material for each resolution.)
I would say 16x, 32x, and everything above should be the categories. (3) While each category increases the number of pixels by the same proportion, the difference between 16x and 32x is the largest noticeable difference. Which is to say, as you increase the resolution, each subsequent increase matters less.
I would say 16x, 32x, and everything above should be the categories. (3) While each category increases the number of pixels by the same proportion, the difference between 16x and 32x is the largest noticeable difference. Which is to say, as you increase the resolution, each subsequent increase matters less.
Hmm...that idea has some merit, but doing so would decrease how much detail I could go into for each section, given time constraints. (and the fact that I'll probably keel over if I try to make everything SUPER MEGA DETAILED. Damn my perfectionist nature)
Hmm...that idea has some merit, but doing so would decrease how much detail I could go into for each section, given time constraints. (and the fact that I'll probably keel over if I try to make everything SUPER MEGA DETAILED. Damn my perfectionist nature)
So you're saying you'll keel over...
The way you have it split will work just fine, I'm sure.
Anyhow, i agree with the idea of splitting 16x and 32x. Mainly because even though you CAN go pixel-by-pixel with 32x, it's much more of a challenge than with 16x. Also, you tend to use Brush-type tools a lot more (that practically antialias their own lines) rather than pencilling everything in like you do with 16x... Mainly because of the extra room. Also, filters and bumpmapping can be used for 32x, although usually only minimally.
You spoke of time constraints, and once before that it was being done for school or something... How long were you given to do it?
Also... I recommend compiling it in a PDF file or something like that -- just because it'll allow you to skip easily from one section to the next.
Lastly, font (as I think I mentioned in the PM I sent to you) is all made much the same way, except with more detail in higher resolutions. heck, you could take any font in some of the higher resolutions and just fit each character into each slot. However, with the smaller resolutions (16x and 32x), you pretty much have to draw it all by hand with a pencil... and it's pretty hard when it's real difficult to anti-alias it.
Well...some one did mention it to Beltir...
.>.
"This may hurt a little, but it's something you'll get used to...."
i'm sorry will you ever forgive me ;w;
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
I wouldn't
Anyways, feathers, now that I'm all centered and bolded, got anything for me?
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
That's what you get for making a no lurking rule.
and feathers.
and Faust.
and the admins.
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
Low resolution-- 16x and 32x
High resolution-- 64x and above.
Now this may seem like a strange split, but here's my reasoning:
Although every pack 32x and above needs the HD patch, 32x packs are still small enough to be made in pretty much the same way as a 16x pack. It is still a very viable technique to go pixel-by-pixel with 32x. Once you get to 64x however, it's pretty much impossible.
So while the technical section on how textures are rendered will cover the differences between 16x and everything else, the texture-making section(s) will be split between the techniques needed for 'low resolutions' and the techniques needed for 'high resolutions'.
Opinions? Thoughts? (Just don't say divide it up into every resolution, because doing so would take up far too much room--and time-- and not really introduce much new material for each resolution.)
Although, 32x does intimidate me a bit more than 16x.. :tongue.gif:
This is comin' along very nicely, great work there feathers!
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
It's actually easier than 16x, believe it or not. There's a lot more leeway. It's more...forgiving.
(Although that might just be me. :smile.gif:)
I would say 16x, 32x, and everything above should be the categories. (3) While each category increases the number of pixels by the same proportion, the difference between 16x and 32x is the largest noticeable difference. Which is to say, as you increase the resolution, each subsequent increase matters less.
Hmm...that idea has some merit, but doing so would decrease how much detail I could go into for each section, given time constraints. (and the fact that I'll probably keel over if I try to make everything SUPER MEGA DETAILED. Damn my perfectionist nature)
So you're saying you'll keel over...
The way you have it split will work just fine, I'm sure.
Sorry, missed this earlier in my excitement over being stickied. I added filters to the to-do list.
Anyhow, i agree with the idea of splitting 16x and 32x. Mainly because even though you CAN go pixel-by-pixel with 32x, it's much more of a challenge than with 16x. Also, you tend to use Brush-type tools a lot more (that practically antialias their own lines) rather than pencilling everything in like you do with 16x... Mainly because of the extra room. Also, filters and bumpmapping can be used for 32x, although usually only minimally.
You spoke of time constraints, and once before that it was being done for school or something... How long were you given to do it?
Also... I recommend compiling it in a PDF file or something like that -- just because it'll allow you to skip easily from one section to the next.
Lastly, font (as I think I mentioned in the PM I sent to you) is all made much the same way, except with more detail in higher resolutions. heck, you could take any font in some of the higher resolutions and just fit each character into each slot. However, with the smaller resolutions (16x and 32x), you pretty much have to draw it all by hand with a pencil... and it's pretty hard when it's real difficult to anti-alias it.
Also: Can't wait till it's finished
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EDIT: i own page 8 :cool.gif: