Hi, I was wondering if you know how to make blocks look smaller. e.g. The chest block or the cactus. They bother have pixels missing off the sides. I don't have a clue how to do it. I've tried just leaving 1 pixel blank around the block but it doesn't work. Please could you have a mess around with it and tell me how to do this, thanks.
I know you posted this about a week ago, but if you still are looking for an answer I have one The reason cacti and chests are smaller is because they have a different model. The model is the base onto which the texture is wrapped around. Removing a pixel off the edge of a texture will not make the block smaller. The only way to make the block smaller is to modify the model which would require modeling and coding knowledge.
A few quick questions: So in the beginning you talk about re-sizing the terrain.png, but do I resize the other images (art, particles, items and so on) too?
Do they have to be the same resolution? Could I make items 64x?
I'm sure these has been asked before but I'm not getting definitive answers when searching.
all files can be different sizes. For instance, Glimmar has a 32x terrain.png, but 64x animations.
Is there a guide to skins? If not thinks of it as a miniature texture pack. Will you add a section for skins?
there isn't one guide for skins, but Leostero and Danori are both masters of skinning, and they have made many tutorials on PlanetMinecraft. Here are a few:
I'm not too sure as to whether anybody can help me, or if this thread can be updated as to supply me with the assistance I need, but I noticed the 'biome-shading' segment has not been implemented as of yet. So, I was wondering if anybody could help me get my head around the editing of the 'grasscolour.png' and the 'foliagecolour.png'. I know you have to use gradient and such, but it's still rather confusing in the sense that biomes are weirdly coloured when I decide to edit these two files. So if anyone can supply a tutorial (in layman's terms) as to how to edit the biome colours and the top grass colours. I use Paint.NET, if that helps.
I'm not too sure as to whether anybody can help me, or if this thread can be updated as to supply me with the assistance I need, but I noticed the 'biome-shading' segment has not been implemented as of yet. So, I was wondering if anybody could help me get my head around the editing of the 'grasscolour.png' and the 'foliagecolour.png'. I know you have to use gradient and such, but it's still rather confusing in the sense that biomes are weirdly coloured when I decide to edit these two files. So if anyone can supply a tutorial (in layman's terms) as to how to edit the biome colours and the top grass colours. I use Paint.NET, if that helps.
Hi all, I'm wondering if anyone could explain the clock and compass textures to me. I understand that the hot pink translate to transparent areas. I also know that dial.png fills that area.
What I'd like to know is if the exact size and shape of that pink area is important. Do I need to make my clock item around the original one? Or can I put pink anywhere I like in the image and have the dial.png show through?
Hi all, I'm wondering if anyone could explain the clock and compass textures to me. I understand that the hot pink translate to transparent areas. I also know that dial.png fills that area.
What I'd like to know is if the exact size and shape of that pink area is important. Do I need to make my clock item around the original one? Or can I put pink anywhere I like in the image and have the dial.png show through?
I'm pretty sure you can put the pink wherever, then edit your dial like that. Let me go experiment.
Edit: Apparently if you do something to the pink stuff, it goes back to default.
Hi feathers, I thought I could help provide a tutorial for "The Basics of Shading"
The first step to shading is to pick a light source. sense the sun is above us, that means that the light source will always be up. Not down.
Here is an example.
Light source above. Good.
Light source below. Bad.
Now, unless you are on the equator during an equinox, the sun is never directly above your head, so that means the light should be above, AND at an angle.
like this.
Now here comes the tricky part. Now we have to get into colors.
here is a quick example of how color is set up in photoshop.
1. Towards the top is brighter.
2. Towards the bottom is darker.
3.Towards the right is more saturated (meaning more color)
4. Towards the left is less saturated (or less color)
Now, for the previous examples, all I did was change brightness. Lighter towards the light source, and darker away from light source.
One way to make your shading more realistic is to have less saturated highlights, more saturated shadows.
Another technique is to also go towards warmer colors for highlights, and cooler colors for shadows.
Cool colors are highlighted in blue. Blue based colors, like blue, purple, and cyan. Warm colors are Red and yellow based. Red, orange, and yellow.
Here is a comparison of the two different pallets. The top one only changes brightness levels. The bottom changes saturation, and color based on what I stated above. Notice the difference.
Here is a texture created with that pallet.
Great shading and color.
One last thing to cover is concave shading. To create an image that appears to be concave all you have to do is add highlights away from your light source, and shadows toward your light source.
concave.
well, that is my tutorial Feathers, hope it is helps.
Hi feathers, I thought I could help provide a tutorial for "The Basics of Shading"
The first step to shading is to pick a light source. sense the sun is above us, that means that the light source will always be up. Not down.
Here is an example.
Light source above. Good.
Light source below. Bad.
Now, unless you are on the equator during an equinox, the sun is never directly above your head, so that means the light should be above, AND at an angle.
like this.
Now here comes the tricky part. Now we have to get into colors.
here is a quick example of how color is set up in photoshop.
1. Towards the top is brighter.
2. Towards the bottom is darker.
3.Towards the right is more saturated (meaning more color)
4. Towards the left is less saturated (or less color)
Now, for the previous examples, all I did was change brightness. Lighter towards the light source, and darker away from light source.
One way to make your shading more realistic is to have less saturated highlights, more saturated shadows.
Another technique is to also go towards warmer colors for highlights, and cooler colors for shadows.
Cool colors are highlighted in blue. Blue based colors, like blue, purple, and cyan. Warm colors are Red and yellow based. Red, orange, and yellow.
Here is a comparison of the two different pallets. The top one only changes brightness levels. The bottom changes saturation, and color based on what I stated above. Notice the difference.
Here is a texture created with that pallet.
Great shading and color.
One last thing to cover is concave shading. To create an image that appears to be concave all you have to do is add highlights away from your light source, and shadows toward your light source.
concave.
well, that is my tutorial Feathers, hope it is helps.
My setup is more like this
I find HSB easier to hue shift with, and it doesn't open a new window.
I find HSB easier to hue shift with, and it doesn't open a new window.
I didn't even know that existed until now... I will give it a try. However, for the purpose of this tutorial, I think my method is a little more visual and easier to understand.
Is there anyway this is going to be finished anytime soon? there are too many sections incomplete and not even filled. It is helpful but not enough. Please fill this out.
If I edit a single pixel, my torches turn white and the grass looks very weird. I've edited a pixel in a grass and dirt block. Just 1 >.< What did i do wrong?
Practice makes better!
I know you posted this about a week ago, but if you still are looking for an answer I have one The reason cacti and chests are smaller is because they have a different model. The model is the base onto which the texture is wrapped around. Removing a pixel off the edge of a texture will not make the block smaller. The only way to make the block smaller is to modify the model which would require modeling and coding knowledge.
all files can be different sizes. For instance, Glimmar has a 32x terrain.png, but 64x animations.
there isn't one guide for skins, but Leostero and Danori are both masters of skinning, and they have made many tutorials on PlanetMinecraft. Here are a few:
http://www.planetminecraft.com/blog/for-my-subs-500-sub-celebration-choosing-colors/
http://www.planetminecraft.com/blog/a-quick-guide-on-how-i-shade-most-of-my-skins/
http://www.planetminecraft.com/skin/tutorial-making-realistic-hands-very-useful-must-see/
http://www.planetminecraft.com/blog/skin-making-tips-tricks-techniques-and-more/
http://www.planetminecraft.com/blog/how-to-become-better-at-skinning/
http://www.planetminecraft.com/skin/tutorial-how-to-color-your-skins-please-check-it-out/
Thanks
no guides here, but others do exist. Here's one:
http://www.minecraftforum.net/topic/870780-biome-palette-template-up-to-date/
Thanks! Helped a lot.
What I'd like to know is if the exact size and shape of that pink area is important. Do I need to make my clock item around the original one? Or can I put pink anywhere I like in the image and have the dial.png show through?
I'm pretty sure you can put the pink wherever, then edit your dial like that. Let me go experiment.
Edit: Apparently if you do something to the pink stuff, it goes back to default.
The first step to shading is to pick a light source. sense the sun is above us, that means that the light source will always be up. Not down.
Here is an example.
Light source above. Good.
Light source below. Bad.
Now, unless you are on the equator during an equinox, the sun is never directly above your head, so that means the light should be above, AND at an angle.
like this.
Now here comes the tricky part. Now we have to get into colors.
here is a quick example of how color is set up in photoshop.
1. Towards the top is brighter.
2. Towards the bottom is darker.
3.Towards the right is more saturated (meaning more color)
4. Towards the left is less saturated (or less color)
Now, for the previous examples, all I did was change brightness. Lighter towards the light source, and darker away from light source.
One way to make your shading more realistic is to have less saturated highlights, more saturated shadows.
Another technique is to also go towards warmer colors for highlights, and cooler colors for shadows.
Cool colors are highlighted in blue. Blue based colors, like blue, purple, and cyan. Warm colors are Red and yellow based. Red, orange, and yellow.
Here is a comparison of the two different pallets. The top one only changes brightness levels. The bottom changes saturation, and color based on what I stated above. Notice the difference.
Here is a texture created with that pallet.
Great shading and color.
One last thing to cover is concave shading. To create an image that appears to be concave all you have to do is add highlights away from your light source, and shadows toward your light source.
concave.
well, that is my tutorial Feathers, hope it is helps.
My setup is more like this
I find HSB easier to hue shift with, and it doesn't open a new window.
I didn't even know that existed until now... I will give it a try. However, for the purpose of this tutorial, I think my method is a little more visual and easier to understand.
Nothernersouth has a great one
http://www.minecraftforum.net/topic/550186-tutorialhow-to-make-a-nice-looking-simple-pack/#entry7265166
I had a few notes about the particles a few pages back