First of all I have to say that the amount of detail you have put into these textures are pretty stunning, I even thought that your pack is 128x for the whole time.
Normally I´ve got a general aversion against any kind of 64x texture pack with a realistic approach, because most people doesn´t seem to be able to use this resolution the way it´s supposed to be which makes the whole thing feel out of place in-game. There has been only a few exceptions yet and your texture pack is obviously one of those because you clearly have the talent and experience to handle this task.
Furthermore I really appreciate the fact that you don´t just use or edit the already provided textures from the game but instead recreate them from scratch. And I actually disagree with Balduran, because I get a lot of the Skyrim feel from your screenshots already, especially when looking at the whole vegetation (tall grass!!!) and that pretty famous door that you´ve wisely chosen.
What I don´t like so far are some proportions of the different materials when they are next to each other, e.g. stone bricks and wooden planks look too huge in comparison to cobblestone and the tiny details on the wooden door, in my opinion.
Even though I don´t want to be a betatester (cause I don´t think I could give much more feedback at the moment) I´d really like to see your ice closely, because that one´s looking just gorgeous on the screenshot and I have some problems myself to get this particular texture look right.
I agree with you about HD packs going in the wrong direction-- I'm probably the only 64x maker who hates most 64x packs, haha. But yeah, one of my continuing goals with all my texture art is to use detail effectively. Aka, without inducing eye-burn or graininess. So it's nice to hear that I'm on track so far.
I'll send you a link if you really want to see the ice. But only cause your name has 'moo' in it.
@Visual_argonian: Y U use fast graphics with 64x pack????
Steel, i'm no Skyrim guru but as i said in the TAU I very much like your work. If you wanted feedback/crit from purely an artistic perspective I'll gladly take a closer look to help your strive for perfection with the experience I've gained over the years.
We are both in agreement that the higher HD packs have to be done in such a way to work with MC limitations and it's not something i see a lot of, hence I started my own. Already at a very early stage its most evident in your early workings and your mission statement that we have common ground
Alright, steel, sinceI found nothing that I personally disliked, I went through and outlined the TINY little issues I found. http://imgur.com/a/w5o8K
All very easy fixes
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I'm going to repeat a comment I made in the TAU thread but this time with pictures.
I think the snow covered landscape could be improved a little by shifting it down so that the actual edge of the dirt gets covered by the snow sitting on top of neighboring blocks.
Before
After
(ignore the rather obvious seam where I crudely cut and pasted the texture down and then just ran a smudge tool over it.)
Basically, the bottom eight pixels on the snow side texture get covered up.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Alright, steel, sinceI found nothing that I personally disliked, I went through and outlined the TINY little issues I found. http://imgur.com/a/w5o8K
All very easy fixes
Ah yes, the streak on the edge of the stone brick. I've been meaning to fix that, I just keep forgetting.
I'll correct the others as well.
Steel, i'm no Skyrim guru but as i said in the TAU I very much like your work. If you wanted feedback/crit from purely an artistic perspective I'll gladly take a closer look to help your strive for perfection with the experience I've gained over the years.
We are both in agreement that the higher HD packs have to be done in such a way to work with MC limitations and it's not something i see a lot of, hence I started my own. Already at a very early stage its most evident in your early workings and your mission statement that we have common ground
I'm going to repeat a comment I made in the TAU thread but this time with pictures.
I think the snow covered landscape could be improved a little by shifting it down so that the actual edge of the dirt gets covered by the snow sitting on top of neighboring blocks.
Before
After
(ignore the rather obvious seam where I crudely cut and pasted the texture down and then just ran a smudge tool over it.)
Basically, the bottom eight pixels on the snow side texture get covered up.
Hmm...I'm not sure whether I like it like that or not. I'll have to get back to you on that.
I spent a good amount of time floating around a random world and during some real game play. I’d like to state that this is coming from someone who does not yet have CTM enabled/patched. So all feedback is based on the default textures, no fancy effects. To me, having default look good is just as important and something to focus on before adding fancy CTM, or trying to hide issues with CTM.
I have to say is you’re out doing yourself with this pack, such fine details and crisp effects. I haven’t seen anything that looks pixel or blurry thus far. That said there are a few things I’d like to point out that you can take as you see fit.
First your stone, I love it, but its design leaves a lot of horizontal patterns. Not sure if that is what you’re going for, but it’s a bit distracting on my eyes as after a while all I could see were these lines.
Your ores are outstanding, but I wouldn’t have them all be the same pattern with just a different color. You have a lot of stone cracks to work with to give each their own shape.
Gravel is nice, but I would try and add in some gray stone’s and such rather than it being all brown and looking like rougher dirt.
Your grass also has a very faint grid error that may not be seen close up, but from any distance starts sticking out.
Ice also has a bit of a stripe going though it that could be broken up a bit.
You’re stone bricks are stunning, but the mossy one with the way you designed it looks very odd when tiles with anything other than its self. I would recommend setting it up in such a way that it tiles with its self, but also with the other bricks is set beside it.
Those are the only thing’s I can see, everything else l find I am loving this far, the wood and tree trunks are some of the best I’ve seen. I adore your wooden door that came out so good. My favorite texture thus far is the stone slabs, that is so well made and I really like the design of it. Makes me sad that I don’t have CTM right now to take it fully in.
Everything else I noticed has already been pointed out by others.
Over all this is turning out to be a fantastic show of skill and I’m looking forward to seeing more from this.
I spent a good amount of time floating around a random world and during some real game play. I’d like to state that this is coming from someone who does not yet have CTM enabled/patched. So all feedback is based on the default textures, no fancy effects. To me, having default look good is just as important and something to focus on before adding fancy CTM, or trying to hide issues with CTM.
I have to say is you’re out doing yourself with this pack, such fine details and crisp effects. I haven’t seen anything that looks pixel or blurry thus far. That said there are a few things I’d like to point out that you can take as you see fit.
First your stone, I love it, but its design leaves a lot of horizontal patterns. Not sure if that is what you’re going for, but it’s a bit distracting on my eyes as after a while all I could see were these lines.
Your ores are outstanding, but I wouldn’t have them all be the same pattern with just a different color. You have a lot of stone cracks to work with to give each their own shape.
Gravel is nice, but I would try and add in some gray stone’s and such rather than it being all brown and looking like rougher dirt.
Your grass also has a very faint grid error that may not be seen close up, but from any distance starts sticking out.
Ice also has a bit of a stripe going though it that could be broken up a bit.
You’re stone bricks are stunning, but the mossy one with the way you designed it looks very odd when tiles with anything other than its self. I would recommend setting it up in such a way that it tiles with its self, but also with the other bricks is set beside it.
Those are the only thing’s I can see, everything else l find I am loving this far, the wood and tree trunks are some of the best I’ve seen. I adore your wooden door that came out so good. My favorite texture thus far is the stone slabs, that is so well made and I really like the design of it. Makes me sad that I don’t have CTM right now to take it fully in.
Everything else I noticed has already been pointed out by others.
Over all this is turning out to be a fantastic show of skill and I’m looking forward to seeing more from this.
Thanks for the detailed feedback! Although I feel compelled to point out that CTM fixes almost all those issues you pointed out. That's one of the reasons why I've been using it so extensively with this pack-- to ensure that everything tiles flawlessly.
Point taken about the gravel and ores. I'm planning to revisit them.
Mossy stone bricks don't look that strange to me, but any fixes I could do would probably involve CTM to randomize the moss so that I could cut out the fringe along the edge without it appearing like each block has a single identical blob of moss. (See where I'm going with the CTM thing....? )
Glad you like the rest of it. I'll have the chance to really put in some time on this once spring break starts in two days. Now I really need to get back to studying for that exam I have tomorrow ._.
Yeah the issue is is not everyone is going to have or use CTM, so it's best to have textures that flow well by default so it looks good to everyone. CTM should only add to, not cover up.
I'm finding to many people using CTM as away to fix their errors, rather than going in and fixing the error by default. So the many people who don't use ctm get the errored textures, while those that do get the better end of the deal?
Yeah the issue is is not everyone is going to have or use CTM, so it's best to have textures that flow well by default so it looks good to everyone. CTM should only add to, not cover up.
I'm finding to many people using CTM as away to fix their errors, rather than going in and fixing the error by default. So the many people who don't use ctm get the errored textures, while those that do get the better end of the deal?
Normally I would agree with you, but for large pattern textures (such as the stone) it just doesn't look good if the pattern has to repeat within the space of a single block. So you end up chopping the pattern up into smaller and smaller pieces to get it to tile well....and the end result isn't as awesome as it could be. So yes, if you want to put it that way, I am using CTM to 'cover up' errors. It's such a simple program, and so necessary for other things like custom font and custom swamp colors and custom lighting and randomized textures and connected bookshelves and connected glass, that there's really no reason to not use it enable better tiling. Those who don't use MC patch for these other things are already not getting the 'better deal'.
Being a long-time lurker of the texture pack forum and a fan of your packs, I figured I'd make an account so I could offer to be a beta tester. I have plenty of free time to test new additions to the pack, take screenshots (with shaders, if you want!) as well as give examples from Skyrim for my ideas since I have all three DLCs, each completed. I'm quite selective with what texture packs I use--being a builder and such--but from what I see here this one could easily become one of my few favorites. I already have a few ideas typed out and ready for a PM, so I'd be glad to share them with you! Great work so far, by the way; this really has that Skyrim vibe.
Ah, good to see that your post finally showed up! Yes, you can be a tester. Glad to have you. And any ideas you have would be welcome
I typed out a bunch of reasons why I should beta test and stuff but I accidentally forgot to post so I left the page and of course - lost everything... :/
Anywho, I've been playing skyrim a bunch recently and could provide some nice reference pics for you as well as some feedback about them or suggestions for future textures.
I've also been making a few new builds (I spy my old one in the OP ;D) and I think this pack could suit them very well! I'm basically just advancing my old style so yea, could be very well suited...
I'll get the ideas out of the way first. I was thinking that for the End you could use biome-specific textures to make it look like Apocrypha while you're there, and in the overworld the endstone could look more like a white building material like on the Hearthfire houses (provided you don't use quartz for that). Another neat addition to complement the height-specific dwemer textures would be to have large mushrooms look similar to the ones in Blackreach at a certain depth.
(SPOILERS: Further explaining the Apocrypha concept)
Near the end of the Dragonborn DLC, you fight the dragon priest Miraak in Apocrypha, who has control over many dragons and makes the conversion much more believable with the dragon being there. To get there, you need to read one of many Black Books, which can be retextured Eyes of Ender that you place into the portal to enter. Endermen could potentially be Seekers, who also exist in that realm and commonly have books as loot anyway.
Onto the first impressions of the pack... sorry if I can't say much here, you have plenty of other testers that have already done a great job of pointing out bugs.
I gotta say, I wasn't really sure if my buildings that have already been completed would look good in this pack since it follows a theme, but I was surprised to find that I didn't have much a problem at all with this (keeping in mind that a lot of my builds use currently untextured blocks, of course). I'm specifically impressed by the ores; I never thought I would say that I didn't have a problem with ores being so similar, but this design just... works. However, I have one little gripe that I think is unique to me so far; the edge of the grass on the side seems a little bit blurry close-up, but it's really no big deal. Everything else is great, but could you possibly have an alt for the glass that excludes the dragon heads..? *hides*
Anyway, I hope that I was in some way helpful. Thanks again for letting me test!
I typed out a bunch of reasons why I should beta test and stuff but I accidentally forgot to post so I left the page and of course - lost everything... :/
Anywho, I've been playing skyrim a bunch recently and could provide some nice reference pics for you as well as some feedback about them or suggestions for future textures.
I've also been making a few new builds (I spy my old one in the OP ;D) and I think this pack could suit them very well! I'm basically just advancing my old style so yea, could be very well suited...
Of course you can beta, sheep. It'll be good to have your input. (And selfishly, I can't wait to see those builds of yours with my pack XD)
I'll get the ideas out of the way first. I was thinking that for the End you could use biome-specific textures to make it look like Apocrypha while you're there, and in the overworld the endstone could look more like a white building material like on the Hearthfire houses (provided you don't use quartz for that). Another neat addition to complement the height-specific dwemer textures would be to have large mushrooms look similar to the ones in Blackreach at a certain depth.
(SPOILERS: Further explaining the Apocrypha concept)
Near the end of the Dragonborn DLC, you fight the dragon priest Miraak in Apocrypha, who has control over many dragons and makes the conversion much more believable with the dragon being there. To get there, you need to read one of many Black Books, which can be retextured Eyes of Ender that you place into the portal to enter. Endermen could potentially be Seekers, who also exist in that realm and commonly have books as loot anyway.
Onto the first impressions of the pack... sorry if I can't say much here, you have plenty of other testers that have already done a great job of pointing out bugs.
I gotta say, I wasn't really sure if my buildings that have already been completed would look good in this pack since it follows a theme, but I was surprised to find that I didn't have much a problem at all with this (keeping in mind that a lot of my builds use currently untextured blocks, of course). I'm specifically impressed by the ores; I never thought I would say that I didn't have a problem with ores being so similar, but this design just... works. However, I have one little gripe that I think is unique to me so far; the edge of the grass on the side seems a little bit blurry close-up, but it's really no big deal. Everything else is great, but could you possibly have an alt for the glass that excludes the dragon heads..? *hides*
Anyway, I hope that I was in some way helpful. Thanks again for letting me test!
Thanks for reviewing!
-I'm not sure what you mean by grass blurriness.... pics please?
-Before downloading DB, I didn't think I would like Apocrypha, but it's really atmospheric and awesome. I think it would make a great end realm, but it would take some adapting considering the big differences between the two worlds (minecraft and apocrypha).
-I would have an alt glass, but it's hard to do when so much of the pack is CTM-- I'd have to have a different pack version for every alt texture, and that would just get nasty.
-Love the idea about having Blackreach mushrooms at a certain depth. I feel silly for not thinking of that sooner.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2011
Posts:
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Member Details
Ok. I said earlier that i feel the pack is too light and friendly compared to Skyrim. But that wasn't quite the way i ment it.
Two things about that. First off, to me generally Skyrim feels more contrasted and a bit darker. Something like this:
The second thing is. In Skyrim the nature is very pretty, but it is quite rough. It's far up north and the trees etc. look weathered and a bit beaten up. This also applies to houses, armors and building materials. I think you nailed this on the stone materials, but the wood(not so much the birch log), torch and glass looks a bit too perfect imo. Some screens to show what i mean:
That being said. I would guess it's much harder to make it look good with more "imperfections" in the textures. And the shapes of the wood allready gives me the right feel.
The mossy stone brick looks awesome(Solitude right? ), but it will become dependant on ctm for it to not look too repetitive.
You've been linked.
I agree with you about HD packs going in the wrong direction-- I'm probably the only 64x maker who hates most 64x packs, haha. But yeah, one of my continuing goals with all my texture art is to use detail effectively. Aka, without inducing eye-burn or graininess. So it's nice to hear that I'm on track so far.
I'll send you a link if you really want to see the ice. But only cause your name has 'moo' in it.
@Visual_argonian: Y U use fast graphics with 64x pack????
Anyways, hurry up and make more, Feathers!
Because Fancy is completely Borked for me
We are both in agreement that the higher HD packs have to be done in such a way to work with MC limitations and it's not something i see a lot of, hence I started my own. Already at a very early stage its most evident in your early workings and your mission statement that we have common ground
http://imgur.com/a/w5o8K
All very easy fixes
I think the snow covered landscape could be improved a little by shifting it down so that the actual edge of the dirt gets covered by the snow sitting on top of neighboring blocks.
Before
After
(ignore the rather obvious seam where I crudely cut and pasted the texture down and then just ran a smudge tool over it.)
Basically, the bottom eight pixels on the snow side texture get covered up.
Ah yes, the streak on the edge of the stone brick. I've been meaning to fix that, I just keep forgetting.
I'll correct the others as well.
Links incoming. Thanks guys.
Hmm...I'm not sure whether I like it like that or not. I'll have to get back to you on that.
I have to say is you’re out doing yourself with this pack, such fine details and crisp effects. I haven’t seen anything that looks pixel or blurry thus far. That said there are a few things I’d like to point out that you can take as you see fit.
First your stone, I love it, but its design leaves a lot of horizontal patterns. Not sure if that is what you’re going for, but it’s a bit distracting on my eyes as after a while all I could see were these lines.
Your ores are outstanding, but I wouldn’t have them all be the same pattern with just a different color. You have a lot of stone cracks to work with to give each their own shape.
Gravel is nice, but I would try and add in some gray stone’s and such rather than it being all brown and looking like rougher dirt.
Your grass also has a very faint grid error that may not be seen close up, but from any distance starts sticking out.
Ice also has a bit of a stripe going though it that could be broken up a bit.
You’re stone bricks are stunning, but the mossy one with the way you designed it looks very odd when tiles with anything other than its self. I would recommend setting it up in such a way that it tiles with its self, but also with the other bricks is set beside it.
Those are the only thing’s I can see, everything else l find I am loving this far, the wood and tree trunks are some of the best I’ve seen. I adore your wooden door that came out so good. My favorite texture thus far is the stone slabs, that is so well made and I really like the design of it. Makes me sad that I don’t have CTM right now to take it fully in.
Everything else I noticed has already been pointed out by others.
Over all this is turning out to be a fantastic show of skill and I’m looking forward to seeing more from this.
Thanks for the detailed feedback! Although I feel compelled to point out that CTM fixes almost all those issues you pointed out. That's one of the reasons why I've been using it so extensively with this pack-- to ensure that everything tiles flawlessly.
Point taken about the gravel and ores. I'm planning to revisit them.
Mossy stone bricks don't look that strange to me, but any fixes I could do would probably involve CTM to randomize the moss so that I could cut out the fringe along the edge without it appearing like each block has a single identical blob of moss. (See where I'm going with the CTM thing....? )
Glad you like the rest of it. I'll have the chance to really put in some time on this once spring break starts in two days. Now I really need to get back to studying for that exam I have tomorrow ._.
I'm finding to many people using CTM as away to fix their errors, rather than going in and fixing the error by default. So the many people who don't use ctm get the errored textures, while those that do get the better end of the deal?
Name change to Riverwood. Because I said so. (And because I kept thinking 'Riverwood' whenever I thought of my pack -__-)
Normally I would agree with you, but for large pattern textures (such as the stone) it just doesn't look good if the pattern has to repeat within the space of a single block. So you end up chopping the pattern up into smaller and smaller pieces to get it to tile well....and the end result isn't as awesome as it could be. So yes, if you want to put it that way, I am using CTM to 'cover up' errors. It's such a simple program, and so necessary for other things like custom font and custom swamp colors and custom lighting and randomized textures and connected bookshelves and connected glass, that there's really no reason to not use it enable better tiling. Those who don't use MC patch for these other things are already not getting the 'better deal'.
Ah, good to see that your post finally showed up! Yes, you can be a tester. Glad to have you. And any ideas you have would be welcome
I bet a week or two.
Anywho, I've been playing skyrim a bunch recently and could provide some nice reference pics for you as well as some feedback about them or suggestions for future textures.
I've also been making a few new builds (I spy my old one in the OP ;D) and I think this pack could suit them very well! I'm basically just advancing my old style so yea, could be very well suited...
I'll get the ideas out of the way first. I was thinking that for the End you could use biome-specific textures to make it look like Apocrypha while you're there, and in the overworld the endstone could look more like a white building material like on the Hearthfire houses (provided you don't use quartz for that). Another neat addition to complement the height-specific dwemer textures would be to have large mushrooms look similar to the ones in Blackreach at a certain depth.
(SPOILERS: Further explaining the Apocrypha concept)
Onto the first impressions of the pack... sorry if I can't say much here, you have plenty of other testers that have already done a great job of pointing out bugs.
I gotta say, I wasn't really sure if my buildings that have already been completed would look good in this pack since it follows a theme, but I was surprised to find that I didn't have much a problem at all with this (keeping in mind that a lot of my builds use currently untextured blocks, of course). I'm specifically impressed by the ores; I never thought I would say that I didn't have a problem with ores being so similar, but this design just... works. However, I have one little gripe that I think is unique to me so far; the edge of the grass on the side seems a little bit blurry close-up, but it's really no big deal. Everything else is great, but could you possibly have an alt for the glass that excludes the dragon heads..? *hides*
Anyway, I hope that I was in some way helpful. Thanks again for letting me test!
Also, awesome work as usual, although that goes without saying.
Considering it's only got 4 rep so far, I doubt it.
Of course you can beta, sheep. It'll be good to have your input. (And selfishly, I can't wait to see those builds of yours with my pack XD)
Thanks for reviewing!
-I'm not sure what you mean by grass blurriness.... pics please?
-Before downloading DB, I didn't think I would like Apocrypha, but it's really atmospheric and awesome. I think it would make a great end realm, but it would take some adapting considering the big differences between the two worlds (minecraft and apocrypha).
-I would have an alt glass, but it's hard to do when so much of the pack is CTM-- I'd have to have a different pack version for every alt texture, and that would just get nasty.
-Love the idea about having Blackreach mushrooms at a certain depth. I feel silly for not thinking of that sooner.
Fixed. Thanks for pointing that out.
Two things about that. First off, to me generally Skyrim feels more contrasted and a bit darker. Something like this:
The second thing is. In Skyrim the nature is very pretty, but it is quite rough. It's far up north and the trees etc. look weathered and a bit beaten up. This also applies to houses, armors and building materials. I think you nailed this on the stone materials, but the wood(not so much the birch log), torch and glass looks a bit too perfect imo. Some screens to show what i mean:
That being said. I would guess it's much harder to make it look good with more "imperfections" in the textures. And the shapes of the wood allready gives me the right feel.
The mossy stone brick looks awesome(Solitude right? ), but it will become dependant on ctm for it to not look too repetitive.
Ok, I will look for more stuff to pick on
You do, of course, realise who you are?