2016-01-23

Thanks everyone for your feedback, that helps to bring out other issues and solutions to the table! I kinda got worried that nobody made a reply yesterday :P

sofar wrote:
I have been attempting to convince people of the same thing. It's becoming increasingly hard to add new blocks since only few reviewers actually look at how the new texture fits in with the overall style, and most people just ignore it ("But I prefer ....").

One person should redo all the textures in minetest_game.

This will be our main problem. We need to talk directly to all the core devs i order to get them to help out establishing what is the overall feel they want out of the game. Without a clear idea of that, we will end up with neutral and bland textures. The textures must go had-in-hand with the objectives and the game play of Minetest, if ever one is fully established. So we need to clear out the questions of what will be Minetest and where it's going, to avoid wasting resources in textures that will need to be redone.

duane wrote:
The problem with having one hero do all the work on any given area is, of course, that eventually they won't be around. I'm not a big fan of trying to standardize art of any sort. One man's art is another's trash.

I know it would be too much, but working in a group has it's downsides. Of course we can have more than one person working on them, but we need all of them to agree on a certain aesthetic/style. Heck, At one point, our default texture pack had 8 bit-esque textures in it, and went unnoticed for some time.

What I talked about color is not something about a standard, but rather something to take in consideration when making sprites.

duane wrote:
If you want some sort of standardization, without depending on artistic genius (if such a thing really exists), I would recommend picking a reasonable set of palettes and forcing any new textures into them.

Code:

convert texture_in.png -remap palette.png texture_out.png

This is an interesting concept, but I don't know if it will work in execution. I've seen many texture enhancements/sprite fixing threads in other places, and most of the time it requires more than a forced palette, but rather adding/removing details and colors manually. If we don't manage to get someone to work on a new default texture pack, we could go with this, but I really don't recommend it.

duane wrote:
...
Edit: Correction, some of them tile better. Some look awful.

Agreed, That's another thing we should focus along with the things I said in the OP. Many 2D RPGS break the grid by adding more sprites for the terrain, something we can't do in the default game.

Calinou wrote:

duane wrote:As an aside, my vote would be to increase the resolution to 32-pixel, at the least.

I think going 32² or even 64² is a good idea, but eventually it's a lot of work. It'll also "break" compatibility with existing mods (they'll look out of place). That said, we could have a Minecraft pack author release their 32²/64² pack under a free license and use it.

This is another great solution, a bigger sprite would give the artist a bigger canvas to work on. Some stuff that I said in the OP may apply, but not so strictly because it becomes more of an actual texture than pixel art. However,not only it would break compatibility with mods; but also it would make more difficult for mod devs to produce fitting textures, because 32x requires more skill because of the tiny details, etc.

Statistics: Posted by Esteban — Sat Jan 23, 2016 13:11

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