• 6

    posted a message on Texture Artists' Union

    I love the jungle planks, and I'm so glad I caught your stream! :D


    Here's all of the planks I've made so far:


    L->R,T->B: Birch, Oak, Spruce, Jungle.

    I changed the Oak and Spruce to be shaded more consistently with the Jungle planks. I'm still iffy on the birch, but shadows on one side are a no-no, because it's a continuous plank idea.

    Posted in: Resource Pack Discussion
  • 7

    posted a message on Texture Artists' Union

    Looking good Fishy. Although, I missed both your stream and Meapers's stream, so I can only see the finished product ;_;. Is that a command block, or a noteblock/jukebox?


    Anyway, here are some Jungle planks. Constantly improving with my technique since I was a little rusty when I first came back.

    Posted in: Resource Pack Discussion
  • 5

    posted a message on Texture Artists' Union

    Cobblestone



    sidenote: the stone for this pack will also be quite dark, as well as most of the stone-derived materials. I don't know why, it just turned out like that.


    Looking good Fishy. The highlights on the very edges are quite... striking. Are these jungle planks?

    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union
    Quote from filmjolk»


    Please finish this. Been waiting for a 64x that looks like this. It has a lot more depth and detail than the previous plank you posted. Instead of just utilizing big fields, it has thin lines that spread out into larger patches.The dark area on the bottom plank will stand out in a large tiling but most likely not too much since the top plank has a darker shaded end as well. The same goes for the highlights where you have the middle and bottom plank providing most of the light. All in all, I'd say the luminosity/value is pretty evenly distributed but in a patchy kind of way.

    This is a great piece to learn from, not implying that others aren't, but I have seen lots of textures with uneven light distribution which were later corrected into a homogeneous flat light (most of my textures).


    Well thank you! I've been making textures for quite a while, but it's taken a few years to develop my skills so that they actually look somewhat okay. ;_;

    Here's some glowstone, in the same vein (geddit, vein?):


    I'm now using Firefox with MCForums, as I keep getting a redirect loop error with other browsers, but it's really slow - how do I fix this redirect loop? Help please!
    Posted in: Resource Pack Discussion
  • 10

    posted a message on Texture Artists' Union

    Fishy and Meapers, those textures are amazing. Ödslighet looks like it'll be a fantastic RP pack :) - The hammer and tongs on the display are a nice touch. Meapers, I can't even understand how people can do CTM for 64x (is it CTM? it looks like CTM) -- it's so much work, especially with pixel art.


    I've made some more planks. The last ones I did aren't changing - I like them the way they are... maybe the colours could change slightly, but the pattern is fine from my POV.


    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Crimso»

    Got started on some new textures.

    I'm currently going for a bright pixel art look, similar to Siikikala's Vividian and Steelfeathers' Pixel Daydreams; would you say that my colours are too desaturated?


    I really like the look of it so far - the birch log and planks especially catch my eye. I think the saturation is fine for now, but some of the more colourful blocks aren't represented here - do you have a palette?
    Posted in: Resource Pack Discussion
  • 5

    posted a message on Texture Artists' Union

    Hello everybody! It's been a while, and I haven't done much texturing in forever. I've been really envious how everyone's skills have improved, and KrisCrash's models have my head spinning.


    So I decided to make a plank!



    What do you all think? It's 64x. I'm thinking of remaking my old pack, Evergreen, which I never finished, in 64x, with some adjustments to palette and style.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on ₪ Eyvindr - A Pixel Art Adventure (Big Update!)
    Hey FishyMint! I revived myself from the dead just so I could comment on this pack. I'm really impressed with the overall detail that you can get out of it while still maintaining so few colours on each block - that's always a problem I never seemed to be able to surmount.



    I was wondering if you had any plans on what to do with the sea lantern block? Also were you planning on having alternate textures available at any point?



    Thanks for the wonderful pack.
    Posted in: Resource Packs
  • 1

    posted a message on While don't live in Web 2.0 anymore, this redesign goes too far.
    What words come to mind when one looks at the new Minecraft Forum Beta? 'Sleek'? 'Professional' or 'User-friendly'? Or are there more descriptive terms for the new design? Perhaps one might say the new design is 'glitzy', 'clunky' or 'kitsch'. It would depend on a personal sense of style to a certain extent, but there is always an objective component to website design.

    The newbeta (emphasis added, seeing as this is not the final version) sacrifices the image of a professional, official, forum for all things Minecraft-related for an image of an, I assume what is meant to be accessible, user-friendly environment.

    And yet I have lost all sense of uniformity with this new update. The logo stands out well and is a fitting redesign, but is overpowering in its contrast. The cubic sharing buttons seem like they'd be a nice addition, but the logo on each side is off-putting to the eye. The search bar, simple thug it may be, seems to belong to another website entirely, with flat shadows from a light direction that is not seen anywhere else on the website. It simply has too much contrast to be readable. I have been attempting to read several threads on this version of the website, and have squinted due to the intense difference in colour intensity and hue between different parts of the forum - the lime green buttons, the medium brown navigation areas are contrasted with an out of place white band that goes from one side of the page to the other, for no discernible reason. When mousing over the various subheadings of the forum (that is, News, Forum, Servers, etc.) the dark-to-light green gradient is replaced by an off-white banded gradient, which seems like a poor imitation of a green-coloured metal. The 'thread' of each and every thread is unnecessarily broken by the harsh brown dividers, which have added noise which is not present anywhere else.

    While the background from the old forum is kept, it seems completely out of place here. Without that, I imagine that the only discernible part of the forum that would identify it as being about a specific game is the logo in the top left. To me, this is a tragedy. There are too many game-related websites that seem to hop on a bandwagon of being uniformly boring and flat, with generic buttons and fixtures that are completely unrelated to their subject. At least wikipedia was a pioneer on this front - the apparent lack of a theme, was in fact its theme. But the derivative websites that followed only adhered to a colour scheme, with a few enterprising members taking the design into their own hands and doing something different and recognizable. This can be found when looking at Minecraft wiki. The website as it stands is completely recognizable as being in reference to Minecraft. Without the logo, I aver that it would still be recognizable. Minecraft forum, while still maintaining that aesthetic, uses a different logo entirely - one which does not necessarily fall in line with the Minecraft wiki logo (or for that matter, many other official Minecraft art logo pieces). The old design seemed to strike a perfect balance - between flat elements and textured ones. At one point, it even included small 'caves' on the sides of the forum, which I found to be nice aesthetic additions. But this new design does not have very identifiable elements, to the point where it could be mistaken for any one of a number of generic forum websites.



    My personal opinion is that Minecraft Forum should retain some of the textural elements that have come to define it and the game itself, as well as redesign some of the user interface to facilitate readability.

    Thanks for reading~!
    Posted in: Feedback Archive
  • 0

    posted a message on Texture Artists' Union
    Quote from insomniac_lemon

    Which I covered. You don't need to use an off centered texture because you can just use an actual 15x15 textures.
    Not as bad as an actual non-square textures, but I'm still not sure why you would resort to off-centered textures unless you weren't aware that MC can use otherwise now.


    Also, the way you worded it (16x15) would need to be a sideways needle because the format is X*Y or width*height.


    For the sake of consistency, in a 16x16 pixel resource pack, it seems unnecessary to go out of your way to create a centred texture. Also considering the 15x15 texture would be slightly larger when held than a 16x16 texture.

    You are indeed correct. However, that might make more sense, seeing as the needle would not be visible when held if it were pointed down; and would it make sense to be holding a syringe by the needle?
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from insomniac_lemon

    WHY? Just make it 15x15 and don't risk giving Minecraft an existential crisis. I'm not sure why you'd need 1 axis to have a normal 2px center and then the other to have a 1px center.

    Unless you're saying don't actually make it have a 1px center but put it off to the left? In which case I'd say why not just center it with actual 15x15 instead? Minecraft supports real odd-resolution textures (as long as you're not on something really old that MC would likely give you an OpenGL warning on anyways).

    Having it off-center would make it weird in item frames, compared to other inventory items, and would possibly make it spin weirdly when dropped.


    I believe he means using a 16x16 canvas and only using 16x15 pixels of the space for the texture, enabling you to have a one pixel wide syringe needle.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Is Deonyi still active in the texture packs forum? I distinctly recall seeing him around the place, and it says WTC is maintained by him (at least, he's one of the admins). Perhaps we could get it up and running again, then?
    Posted in: Resource Pack Discussion
  • 5

    posted a message on Texture Artists' Union
    Hi macadamia,
    I think the one on the left is a good starting point for a sponge texture, but at the same time it's more aesthetically please than the texture on the right. You're only using 4 colours in each, which, while it's good for pixel art, is also too few colours for you I feel. Here's the glowstone texture I made for Evergreen for comparison:



    I've used (I believe) 14 colours on this one, but really it could do with less (10 or 8) - it's a legacy texture, so I've had to cut back on colours retroactively.

    As you can see, the light direction is from around the top right, and there's various shades of dark outline colours. For glowstone, I usually employ a light orange colour for the base and add yellows and whites for highlights. I recommend you lighten up the main orange colour a bit, and make the outline a little thinner [or add some transition shades].

    To SiikiKala: That morning star is niiice. Sorry for the page steal!

    To SharkyGAMER: From what I understand, there's a new page every twenty pages: But as it is, it will always fall on a multiple of 2: i.e. post #4241 will be a new page but post #4250 will not. It starts counting from post 1 (OP), so every new page falls on a '1'. i.e. 21, 41, 61, 81, 101. The last post on any page will be a round number i.e. 4260, 40, 800, etc.

    There used to be a setting to change the number of posts on a page I think, so all this knowledge was useless if you changed your preferences. :P That's changed now methinks, so that's good for page related stuff.

    To iiPod: Haven't seen you around in a while. That helmet reminds me a bit of Fallout, I think... It's actually pretty swish.

    To AngeloTangelo: Nice! That gives me an idea for wooden weapons in this 48x48 pack that I seem to be sucking myself into. :)

    So here's some updates on my pack revival: Comparators for 1.7, furnaces, and updated repeaters to go with new half slabs. Thank god 1.8 is delayed - I'd be swamped otherwise.



    Next is podzol: I'm particularly proud of this texture, despite the high contrast and what might be perceived as "noise"... It feels quite well suited as dead leaves on a forest floor.



    Finally: droppers and dispensers in various orientations. Droppers on top, dispensers on the bottom.



    Let me know what you think!
    Also, are the page-get-challenge setters supposed to not contribute? Because I'm quite partial to making a helmet actually.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    I'm lagging behind on these page challenges...
    Here's your morning star. I'm actually kind of getting used to making 48x48 item textures...



    And your shrubbery! (Ni!)



    I'm worried that this is slowly becoming a 48x48 texture pack... D: I need to focus on my current one. Speaking of which, I'll have to do something about that.

    EDIT:
    PAGE GET~!

    For my challenge, I command y'all to draw a helmet. :)
    Posted in: Resource Pack Discussion
  • 5

    posted a message on Texture Artists' Union
    Here you go! Not too late for page challenge I hope.

    Also, if there are new blocks, that would be great, but at the same time... more textures to catch up on!

    Posted in: Resource Pack Discussion
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