Urban Craft Texture Pack Download
“Real cities - although not all - aren’t planned out from start to end,” explains. “They grow naturally.” It’s really this observation that has defined CubedRealism’s approach to building his city, and what sets his work apart from so many other builds. Every structure has a history. In the very architecture itself is a story of how the city's purpose has changed.
Jul 03, 2014 The best way to support Defscape is to leave comments, opinions and suggestions in the thread. Your support makes the development of this pack possible!
Dereliction creeps in. Nature reclaims unused spaces. Old buildings get. Abandoned industrial sites become. The fashionable new builds of the 80s become canvasses for graffiti. The city lives! Above all else, exploring CubedRealism’s city reveals a love for all kinds of architecture - new, old, functional or fancy.
Even the careful recreation of expresses a certain sort of beauty - one of several power stations that form part of a decentralised power grid, in the mix with other renewable energy sources. Part of this is realised in the world, part of it remains an imaginary but important context that informs how CubedRealism builds. “Whatever it is, everything is supposed to have a meaning,” says CubedRealism. “It needs to make sense to make it believable.
That's the reason why I built the power plant - if there are tons of buildings, they all need energy. There are even sewer systems! Not that anybody would ever see them, but still it helps to get into the ‘right mindset’. Thinking about the ‘bigger picture’ and the history of the thing you're trying to build helps a lot.” The power plant is a monument to functional design.
“There’s a large coal depot beneath the ground floor which can be filled by trains or trucks that simply drop their coal from some sort of platform above it,” explains CubedRealism. “Tons of pipes and conveyor belts transport the coal to the higher floors, where it gets processed and eventually turned into energy using high efficiency furnaces and turbines on the upper floor. This is a rather effective and clean process - at least in Minecraft! - and because the city is quite large a lot of power is needed.”.
But even as CubedRealism draws a detailed history of his city, many of his buildings look to the future too. “Because many - but not all - former industrial sites were converted into living spaces, the classic divide between residential and industrial areas gets more and more blurred,” says CubedRealism. “That means that most new factories and plants should no longer only be functional but they also have fulfill some sort of aesthetic purpose. Jagath Guru Adi Shankara Full Movie Download. That's why I tried to give the build a more modern look with high quality materials that form some sort of ‘shell’ around the actual machinery.
I think this is not only nice for the neighbors but it might also benefits the workers in those plants!”. “Hiding the ‘guts’ is one way to do it,” CubedRealism continues. “Another, in my opinion way more interesting way is to incorporate these functional parts into the new build when they get refurbished - the city keeps some of its original charm while still offering some sort of modern lifestyle. The apartment conversion project is a good example of this.
While most of the facade has been changed you still see a lot of the old structure like the metal beams or even whole brick walls that have remained in it's original state. Another cool thing is a large, re-purposed chimney. It was so large that it could be turned into some sort of small, round tower apartment after some windows have been added!”. CubedRealism’s many-year-long project looks to cities like London, Manchester or Leeds - old cities, with heavy industrial pasts, that have seen continual regeneration. “I'm a big fan of that contrast of old, traditional buildings and the seemingly very sterile, modern buildings with a lot of glass and high-end materials,” he says. “That's a tip I can give for all the city builders out there. Don't try to make everything look nice and shiny.
Instead, add more grungy, dirty bits. And add Graffiti. Graffiti is present in almost any city and simply a part of the urban culture. So why not add it to your Minecraft build as well?” CubedRealism himself has learnt a huge amount about cities while building this project - doing something like this puts you face-to-face with all the sorts of real and hugely fascinating challenges that face actual city planners.
“It made me more conscious about a lot of things when I visit a real city,” says CubedRealism. “I try to see how and why they are built the way they are and what architectural features are unique to them. I'm also more aware of very real problems like the huge amounts of traffic. Prior to playing Minecraft, I never really thought about how hard it is to design a proper, working street layout with plenty of junctions and so on. 20 Ads That Shook The World Pdf Converter. I can totally see people starting a career in architecture because Minecraft made it very accessible for them. Even if it's just a small dirt house - it is still architecture.” Why not give it a go yourself? Maybe you’ll find Minecraft is the bedrock of your own architectural career!
Have a few more images of CubedRealism’s train depot for inspiration.
Okay, so even though I’m pretty sure this is in the FAQ, people seem to be having trouble with this, so here’s my mini-tutorial on how to get this working with 1.8 skins and how to get the hat layer working. STEP ONE: First you change the skin. I’m not going into detail into how to do this. Even though it starts off by looking weird, change the skin to your 1.8 skin. STEP TWO: On the left-hand side, go to the “Object data” tab.
The icon looks like this:. Right click the body mesh.
Scroll down to UV Maps (you might have to click the little arrow next to it). Then click the little camera next to “+1.8 Skin”. Repeat this step but rather than selecting the body mesh, click the head mesh. STEP THREE: Back on the actual rig, under design, move the Hat Driver so it’s on the higher side.
Then repeat step two while the hat mesh is selected. STEP FOUR: Profit. Before all of you go and say the Mods part of the rig pack itself is small, please be courteous and understand that me and Rymdnisse will finish the Aether off ASAP, Original and Genesis of the Void, and we will also be doing a ton of other mods as well, including Advent of Ascension, Orespawn, Tropicraft, Twilight Forest, and Thaumcraft. I am also working hard, as I have been for the past 3 days, trying to complete the items and blocks for the Aether mod, and I will get to do some solo work on many non-mob mods that are there for details, such as TConstruct, Pam’s HarvestCraft, CustomNPCs, Chisel, Chisel2, 10Pak’s Plants Mega Pack, ect. I might just be repeating myself, but I like to make sure I send a clean message: Rymdnisse is working his hardest, and currently I’ve halted everything else and probably won’t be doing anything but trying to bring an absolutely massive update to the Rymdnisse Rig Pack for V2.9. I was wondering about what will be after the Aether mod for the Minecraft_Mods_Rig.Blend Since I have a whole lotta experience with going out of bounds of the original Minecraft theme (Creepers, Zombies, Skeletons, Steve, Ect.) and making Custom and Modded rigs, I began laying my eyes on a new mod: The Advent of Ascension mod by Xolova B., which adds over 300+ Mobs, 20+ Bosses, and over 500+ Blocks/Items. There are over 20+ Dimensions in the mod as well, and as a perfectionist, I began working on the project solo, and as of today I have more than 15 Mobs rigged out and in my mobs folder, but once we are up-to-date with the Aether mod, there’s no doubt that the Advent of Ascension mod will make its way into production for the future Rymdnisse Rig Versions.
As for the Aether mod rigs, with Rymdnisse being in College and with the crapload of content needed to be made, I’ve taken it upon myself to handle 90% of the production with Rymdnisse’s Mod Minecraft rig, since I understand that College years are tough times and you barely have little to no free time during those years Me being a highschool dropout, I have plenty of time on my hands and all I need to do is mimic Rymdnisse’s style and help him out. It probably won’t be that hard, but I don’t want to jinx it quite yet •. Glad you love the modded blocks m8. Hey 😀 I saw the trailer of warlords and it was really impressive! I thought the best thing is that they have custom items and helmets and so on 😀 Now i am using this rig to create a minecraft animation and i would like to create custom models as well! I played around a little bit with the remesh modifier and this works pretty well 😀 but there is one problem: I cant get the textures on the helmet i created, because it is a 2d texture and i want only 1 pixel every face:S Thats why i am asking you 😛 How can i apply a texture on a remesh-pixelated-mesh so that there is 1 pixel every face?
I think i have a partial answer to this problem. After you’ve got your skin on (with the mesh still selected) go to Data (the triangle to the left of Material) and look for where it says UV Maps (start looking from bottom to top) there should be 2 things there Old-1.8 Skin and +1.8 Skin. To the right of both of these there’s a small camera click the camera fore +1.8 Skin (select +1.8 Skin also so you can see the difference in Texture view the camera is the one render will you’s) this will make the skin work on the body but you will probably need to do repeat this for the head. I tried doing the same thing for the 2nd layer but when i did the skin was empty where there should be texture and it was black where there should be nothing i kinda fixed it by going in Materials and at the top were it says Data (confusing i know) to the left of that there should be a thing which says Hat (click the arrows next to it) change Hat to skin. And now all the correct skin textures are on the 2nd layer but its still black everywhere it should be transparent if anyone can fix it completely then go buy an Ice cream you earned it!
Then please tell us how you did it =) •.