Yea, I was kinda wondering about that. You came in after I stopped complaining and admitted that I was overreacting to admonish me for complaining and berate me for overreacting. Seemed kinda pointless, so I was hoping you were on about something else.
I've never heard of ProTools before, TBH. But I can pretty much say that comparing Paint to Maya isn't a fair or valid comparison, like trying to compare a chocolate cake to a semi truck (or even to a dirt bike, but cake sounds funnier).
Maya is a great tool for making still images if you know what you're doing with it. I don't think it's an unfair comparison at all if we're talking about the creation of artwork rather than, say, photo-editing which Maya isn't good for at all.
I once sat through a fascinating presentation where a concept artist showed how nearly every piece he does starts in 3dsMax. It was pretty awesome.
So what you're really worried about is others using a texture pack with crazy models and it messing up your build? First off, people can do that anyways (think **** texturepacks) and also, that's what "official packs" and server textures are for. If other people want to be stupid, there's nothing anyone can do to stop. And if someone else is being an idiot, then you probably shouldn't be concerned about their opinions in the first place.
(then again, I was mostly talking to Alvoria)
Not quite, just that it would look very out of place in minecraft. At first I was concerned, but then my other post was after think it a bit more through, there really is no way to use this feature to any extreme 3D rendering that would look good, except for flowers and stuff
I wonder if anyone has done anything with the notorious fence yet?
There's no "fence.json" to modify yet. We'll have to wait until they add it or make the block format dynamic.
Rollback Post to RevisionRollBack
"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
Yea, I was kinda wondering about that. You came in after I stopped complaining and admitted that I was overreacting to admonish me for complaining and berate me for overreacting. Seemed kinda pointless, so I was hoping you were on about something else.
Maya is a great tool for making still images if you know what you're doing with it. I don't think it's an unfair comparison at all if we're talking about the creation of artwork rather than, say, photo-editing which Maya isn't good for at all.
I once sat through a fascinating presentation where a concept artist showed how nearly every piece he does starts in 3dsMax. It was pretty awesome.
Oh, sorry... :/ no hard feelings?
ALso, I think this has some real potential. I'm considering making a pack that makes vanilla textures more '3D' (like books in a bookshelf, or grooves in cobblestone)
I am excited for this change. I am not sure what it will mean for popularity and what kinds of texture packs will become common, but that's not something I really care about, tbh. I texture for myself, to make my own vision into a pack. If I can share it with others, that's great. This just gives me more tools. A while back I was actually thinking of making a photo-realistic toy pack (e.g. where planks are wooden blocks). This opens up a ton of new options for a pack like that. Even just for my impressionist pack that I'm working on, custom flower and torch models would be nice. I've never been a big fan of the way flowers and tall grass are done anyway. Now as to whether I will have time to actually do anything with the new features anytime soon... haha.
Huh.. truth be told I understand peoplesa concerns but am also loving the idea of being able to change some things. But my issue is... how do you convert a 3d model into something minecraft will use, or edit what minecraft has?
..I...I want swaying tree leaves...
Huh.. truth be told I understand peoplesa concerns but am also loving the idea of being able to change some things. But my issue is... how do you convert a 3d model into something minecraft will use, or edit what minecraft has?
..I...I want swaying tree leaves...
You'd have to find, or write a converter for minecraft. The model is stored in a .json file
At this point I don't think swaying tree leaves are possible since there are no animated models.
I also made tallgrass into Steve. Probably the hardest thing I've ever done in Minecraft.
People are already editing blocks and such, so there must already be away to do it? Searching only found me a means to convert 3d models into large block builds.
People are already editing blocks and such, so there must already be away to do it? Searching only found me a means to convert 3d models into large block builds.
Oh, you can just edit the coords of each polygon in the .json file right now, but it's incredibly inefficient and difficult.
There are definitely programs out there, but everyone seems to be keeping them to themselves. If someone could post an obj to json or .blend to json converter, that would be appreciated.
Some CTM stuff might eventually be possible seeing as how there are blocks in vanilla MC that are already somewhat aware that they are next to other blocks. (Fences, rails, etc.) Going to have to wait and see how Mojang tackles those before we will know for sure. Worst case is that we have to wait for the ability to define new blocks to create custom equivalents of the vanilla blocks that are aware of their neighbors and swap out their models accordingly.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Worst case is that we have to wait for the ability to define new blocks to create custom equivalents of the vanilla blocks that are aware of their neighbors and swap out their models accordingly.
If they do this, I think it's gonna be a nightmare. THE TORCH MAN, THE TORCH. Why in the world are there 5 (4 for the wall torch is what I mean) different .JSON files for direction instead of using the same model but rotating it?
Fences? Ug....
(1) all connection posts
(1) no connection posts
(4) single connection posts
(2) double (linear) connection posts
(4)double (corner) connection posts
(4) triple connection posts
So...... 12 16 fences in all. 99% of artists will never differentiate with the files, either. In fact, I forsee someone making utilities just to use .JSON files to generate more block models (say, other directions of torches from 1 rotation, all fence configs from all arms and no arms).
Also, slightly related, I hate how image plane models actually use FOUR faces...... I try to make all of mine symmetrical so they don't "spin" when you walk around them already, if I could disable backface culling, I could turn them into double-sided faces and you wouldn't even notice.
"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
If they do this, I think it's gonna be a nightmare. THE TORCH MAN, THE TORCH. Why in the world are there 5 (4 for the wall torch is what I mean) different .JSON files for direction instead of using the same model but rotating it?
Fences? Ug....
(1) all connection posts
(1) no connection posts
(4) single connection posts
(2) double connection posts
(4) triple connection posts
So...... 12 fences in all. 99% of artists will never differentie with the files, either. In fact, I forsee someone making utilities just to use .JSON files to generate more block models (say, other directions of torches from 1 rotation, all fence configs from all arms and no arms).
Also, slightly related, I hate how image plane models actually use FOUR faces...... I try to make all of mine symmetrical so they don't "spin" when you walk around them already, if I could disable backface culling, I could turn them into double-sided faces and you wouldn't even notice.
I really hope they don't implement it that way as yes, that would be a complete pain.
Stuff like being able to specify a rotation and texture uv offset based on a set of conditions ought to be part of whatever block definition structure they come up with.
For example torches could look something like this:
That would be 2 model files and 2 texture files, one for 'normal' torches and one for 'wall' torches. Then 4 unique offsets in the wall torch texture depending on which way the torch is facing. Of course you could just use one torch texture file and have five different offset locations but that could leave you with a bunch of unused space in the texture.
(Yes, I realize I get into this code stuff way more than is healthy.)
If they do this, I think it's gonna be a nightmare. THE TORCH MAN, THE TORCH. Why in the world are there 5 (4 for the wall torch is what I mean) different .JSON files for direction instead of using the same model but rotating it?
Fences? Ug....
(1) all connection posts
(1) no connection posts
(4) single connection posts
(2) double connection posts
(4) triple connection posts
So...... 12 fences in all. 99% of artists will never differentiate with the files, either. In fact, I forsee someone making utilities just to use .JSON files to generate more block models (say, other directions of torches from 1 rotation, all fence configs from all arms and no arms).
Also, slightly related, I hate how image plane models actually use FOUR faces...... I try to make all of mine symmetrical so they don't "spin" when you walk around them already, if I could disable backface culling, I could turn them into double-sided faces and you wouldn't even notice.
You missed the four corner fence posts, giving you 16.
Maya is a great tool for making still images if you know what you're doing with it. I don't think it's an unfair comparison at all if we're talking about the creation of artwork rather than, say, photo-editing which Maya isn't good for at all.
I once sat through a fascinating presentation where a concept artist showed how nearly every piece he does starts in 3dsMax. It was pretty awesome.
Not quite, just that it would look very out of place in minecraft. At first I was concerned, but then my other post was after think it a bit more through, there really is no way to use this feature to any extreme 3D rendering that would look good, except for flowers and stuff
Wanted to make a lego texture pack a bit back, but that was the only thing I was missing.
BTW Radical, did you do the inverse holes on the bottom side?
DrRadical tried it, but said it did not look very good.
Also, there's no way to change fences yet because there are only certain blocks we can change.
There's no "fence.json" to modify yet. We'll have to wait until they add it or make the block format dynamic.
"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
Oh, sorry... :/ no hard feelings?
ALso, I think this has some real potential. I'm considering making a pack that makes vanilla textures more '3D' (like books in a bookshelf, or grooves in cobblestone)
Awesome Minecraft mod! clicky!
I think I like it.
..I...I want swaying tree leaves...
You'd have to find, or write a converter for minecraft. The model is stored in a .json file
At this point I don't think swaying tree leaves are possible since there are no animated models.
I also made tallgrass into Steve. Probably the hardest thing I've ever done in Minecraft.
Oh, you can just edit the coords of each polygon in the .json file right now, but it's incredibly inefficient and difficult.
If they do this, I think it's gonna be a nightmare. THE TORCH MAN, THE TORCH. Why in the world are there 5 (4 for the wall torch is what I mean) different .JSON files for direction instead of using the same model but rotating it?
Fences? Ug....
1216 fences in all. 99% of artists will never differentiate with the files, either. In fact, I forsee someone making utilities just to use .JSON files to generate more block models (say, other directions of torches from 1 rotation, all fence configs from all arms and no arms).Also, slightly related, I hate how image plane models actually use FOUR faces...... I try to make all of mine symmetrical so they don't "spin" when you walk around them already, if I could disable backface culling, I could turn them into double-sided faces and you wouldn't even notice.
"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
Stuff like being able to specify a rotation and texture uv offset based on a set of conditions ought to be part of whatever block definition structure they come up with.
For example torches could look something like this:
That would be 2 model files and 2 texture files, one for 'normal' torches and one for 'wall' torches. Then 4 unique offsets in the wall torch texture depending on which way the torch is facing. Of course you could just use one torch texture file and have five different offset locations but that could leave you with a bunch of unused space in the texture.
(Yes, I realize I get into this code stuff way more than is healthy.)
You missed the four corner fence posts, giving you 16.