What do you guys think of the textures? its all mostly Repeat CTM. i think it looks pretty neat, and i can explore it even further. If i want i can add hostile looking wheelchair and bloodied hospital beds all around randomly as part of the block models. Its all 32x32.
I think minecraft could use the jump to PS1 Era Graphics. would be pretty awesome actually. thats my current goal i guess.
Sad that it's been so many days and nobody has commented. Guess I'll be the one.
For starters, the texture is very good and definitely accomplishes the goal of making the Nether seem quite hellish indeed. It has an intentionally off-putting vibe to it. It feels rough and unclean, which are both good qualities for this sort of texture. It's also well made. While I can definitely see repetition over large areas, it's big enough to where I don't think a lot of people will notice. Using area CTM is good for that.
I think that the main problem I have it is that you intentionally invoked Silent Hill in the title. While it definitely does look like a Silent Hill texture... it don't have a Silent Hill execution. For starters, it's extremely vibrant. Almost violently so. Silent Hill is very understated in it's use of color throughout most of the game. It's rare to see a vibrantly colored area... though some examples obviously do exist.
Moreover, Silent Hill adds a lot more to its textures than just the grime that it has. Part of what makes SH so horrifying is that most of the Other World's environments are still identifiable as their original real-world locations. An ordinary hallway that you'd have no problem walking down becomes otherworldly (literally) as it becomes dilapidated and increasingly unclean as the Other World takes over. Sadly your texture, while good in its own right, doesn't reflect this. Because it's spread out over such a large area the entire thing ends up looking very flat. It relies entirely on block detail to give in any sense of depth or interest. And all of these things are totally fine for something like clay which are designed to seem flat, or even the netherrack, but it seems odd for Nether Brick which normally has more depth to each individual block.
I'm not sure what to suggest in regards to correcting this. My first idea was to add classic edge CTM to it... but given the amount of textures that would likely be a terror to pull off. (No pun intended) All I know is that it needs something to make the nether brick seem less flat and completely cubic.
Anyway, I hope that provides you with some insight or helps you in some way. Keep up the good work!
Regarding to alvoria's comment, I guess that would be complemented with a rework of the overworld too, so let's say I don't know, nether brick would be a corrupted version of the standard clay brick, for example.
As for the color critic, it is noticeable that the screenshot is taken with full brightness, but I'm pretty sure that if you set the standard brightness it would scare anyone. Remember that vanilla minecraft is pretty dark.
Looking foward to see this, even if I'm not a horror lover. It looks very well done and it has to be appreciated.
thank you very much for the criticism. I have been feeling exactly the same. i've been extending this modpack and over the past week have completely forgotten about the nether and been focusing on the overworld. making it barren, derelict, abandoned and gray, so as to see the diference between the otherworld and the overworld. I also have very little idea about how to fix the blockyness. if you see my progress right now (that i've been adding to r/minecraft: here is the current progress as a few days ago [ https://imgur.com/gallery/LW8DpZT#xq8mfzX ] ). this album has no images of the current nether, but if you look for my first album you'll see that the nether has gained several new custom models and textures with just that thought in mind.
i don't think the Classic CTM would be of much help either, as of today i have many different ways to add border complexity without resorting to making 47 individual textures. i can make borders that repeat togheter with the middle, so technically i can really pull alot of stuff out with big repeatable textures, but even then, the blockyness is very hard to be corrected. The only thing i can think off is adding extra models with no weight value so as to break the blockyness all throughout, and thats what i'll be working on in a near future, but still i think it would have to make sense in accordance to the textures. my idea for the nether brick would be a rusty, collapsing concrete. i'm just not doing the "brick" stuff minecraft is used too, even though i understand that it is minecraft's main way of adding depth, i feel bricks don't fit Silent hill, while concrete, in its many decaying forms, does.
The biggest problem will always be the lack of an existing Connected Models Mod. as long as that doesn't exist, textures packs like mine are bound to look wrong. even though the textures are 32x32.
About the colors. perhaps thats what its making it all look so wrong. the color and lightmap i'm using is borrowed from another resourcepack, and its original intent was for just what you described :vibrance. i haven't changed it yet because i was focusing on adding stuff. but still, i see your point and you are absolutely right. I'm yet to dabble into that part yet, but when i do, the colors and saturation must feel right, thats why i've been putting it off. Its going to be some work.
Just recently i've been adding wire fences and gratting to the world and frankly the blockyness of it is so offputting i'm losing hope in this texture pack, even though the textures are pretty great...
Pal, that album creeps me out. Please don't lose your hope on this because it's looking great. You are doing a really good job, and once the colormaps and stuff get done, the only thing that matters will be changing my pants.
Take a break from time to time so you don't get tired of it, though.
i have absolutely no intention of stopping at this moment. developing this pack is kind of a battle, but at every point that it feels hopeless, i just take a break and i am absolutely full of ideas of things to try. on the worst days, none of the ideas work properly, on the best days, everything i was set out to do is done and it rocks, and that moment is extasy dude. but yea due to the new standarts of quality i set out just about a couple days ago, i'll have to take longer to add stuff. it used to be that i just translated a texture into a repeat CTM but now i have to worry about color matching, borders, possible usage by the player, 3d models. its complicated lol but i enjoy the challenge.
What do you guys think of the textures? its all mostly Repeat CTM. i think it looks pretty neat, and i can explore it even further. If i want i can add hostile looking wheelchair and bloodied hospital beds all around randomly as part of the block models. Its all 32x32.
I think minecraft could use the jump to PS1 Era Graphics. would be pretty awesome actually. thats my current goal i guess.
Sad that it's been so many days and nobody has commented. Guess I'll be the one.
For starters, the texture is very good and definitely accomplishes the goal of making the Nether seem quite hellish indeed. It has an intentionally off-putting vibe to it. It feels rough and unclean, which are both good qualities for this sort of texture. It's also well made. While I can definitely see repetition over large areas, it's big enough to where I don't think a lot of people will notice. Using area CTM is good for that.
I think that the main problem I have it is that you intentionally invoked Silent Hill in the title. While it definitely does look like a Silent Hill texture... it don't have a Silent Hill execution. For starters, it's extremely vibrant. Almost violently so. Silent Hill is very understated in it's use of color throughout most of the game. It's rare to see a vibrantly colored area... though some examples obviously do exist.
Moreover, Silent Hill adds a lot more to its textures than just the grime that it has. Part of what makes SH so horrifying is that most of the Other World's environments are still identifiable as their original real-world locations. An ordinary hallway that you'd have no problem walking down becomes otherworldly (literally) as it becomes dilapidated and increasingly unclean as the Other World takes over. Sadly your texture, while good in its own right, doesn't reflect this. Because it's spread out over such a large area the entire thing ends up looking very flat. It relies entirely on block detail to give in any sense of depth or interest. And all of these things are totally fine for something like clay which are designed to seem flat, or even the netherrack, but it seems odd for Nether Brick which normally has more depth to each individual block.
I'm not sure what to suggest in regards to correcting this. My first idea was to add classic edge CTM to it... but given the amount of textures that would likely be a terror to pull off. (No pun intended) All I know is that it needs something to make the nether brick seem less flat and completely cubic.
Anyway, I hope that provides you with some insight or helps you in some way. Keep up the good work!
Daaamn, that is truly horrorific, very well done.
Regarding to alvoria's comment, I guess that would be complemented with a rework of the overworld too, so let's say I don't know, nether brick would be a corrupted version of the standard clay brick, for example.
As for the color critic, it is noticeable that the screenshot is taken with full brightness, but I'm pretty sure that if you set the standard brightness it would scare anyone. Remember that vanilla minecraft is pretty dark.
Looking foward to see this, even if I'm not a horror lover. It looks very well done and it has to be appreciated.
thank you very much for the criticism. I have been feeling exactly the same. i've been extending this modpack and over the past week have completely forgotten about the nether and been focusing on the overworld. making it barren, derelict, abandoned and gray, so as to see the diference between the otherworld and the overworld. I also have very little idea about how to fix the blockyness. if you see my progress right now (that i've been adding to r/minecraft: here is the current progress as a few days ago [ https://imgur.com/gallery/LW8DpZT#xq8mfzX ] ). this album has no images of the current nether, but if you look for my first album you'll see that the nether has gained several new custom models and textures with just that thought in mind.
i don't think the Classic CTM would be of much help either, as of today i have many different ways to add border complexity without resorting to making 47 individual textures. i can make borders that repeat togheter with the middle, so technically i can really pull alot of stuff out with big repeatable textures, but even then, the blockyness is very hard to be corrected. The only thing i can think off is adding extra models with no weight value so as to break the blockyness all throughout, and thats what i'll be working on in a near future, but still i think it would have to make sense in accordance to the textures. my idea for the nether brick would be a rusty, collapsing concrete. i'm just not doing the "brick" stuff minecraft is used too, even though i understand that it is minecraft's main way of adding depth, i feel bricks don't fit Silent hill, while concrete, in its many decaying forms, does.
The biggest problem will always be the lack of an existing Connected Models Mod. as long as that doesn't exist, textures packs like mine are bound to look wrong. even though the textures are 32x32.
About the colors. perhaps thats what its making it all look so wrong. the color and lightmap i'm using is borrowed from another resourcepack, and its original intent was for just what you described :vibrance. i haven't changed it yet because i was focusing on adding stuff. but still, i see your point and you are absolutely right. I'm yet to dabble into that part yet, but when i do, the colors and saturation must feel right, thats why i've been putting it off. Its going to be some work.
Just recently i've been adding wire fences and gratting to the world and frankly the blockyness of it is so offputting i'm losing hope in this texture pack, even though the textures are pretty great...
Pal, that album creeps me out. Please don't lose your hope on this because it's looking great. You are doing a really good job, and once the colormaps and stuff get done, the only thing that matters will be changing my pants.
Take a break from time to time so you don't get tired of it, though.
i have absolutely no intention of stopping at this moment. developing this pack is kind of a battle, but at every point that it feels hopeless, i just take a break and i am absolutely full of ideas of things to try. on the worst days, none of the ideas work properly, on the best days, everything i was set out to do is done and it rocks, and that moment is extasy dude. but yea due to the new standarts of quality i set out just about a couple days ago, i'll have to take longer to add stuff. it used to be that i just translated a texture into a repeat CTM but now i have to worry about color matching, borders, possible usage by the player, 3d models. its complicated lol but i enjoy the challenge.