This page will run through the techniques and methods I use to make my textures for my Bioshock Rapture city build that can be seen below
I will be discussing creating standard textures, Connected Textures (CTM), Specular textures (PBR) & Normal mapping textures (POM).
I am by no means a professional, so please dont think that this page is going to be comprehensive, it is just for sharing what I do know about texture creation for modded Minecraft. There is still a lot to learn about the intricacies of the modern day modded resource pack. Everything I've learnt is from lots of googling, finding small chunks of information online and reverse engineering other resource packs.
Though I am sharing my techniques and showing off my textures, they will not be available for download.
I make these textures for my own personal use, they are to me my own personal art, not art I would sell off or provide to others.
If you find that one of my methods is wrong or doesn't work for you, you may have to go looking online to see if there is a way that will work for you.
To achieve the look of Minecraft shown in the video above you will need to:
Have a copy of Minecraft Java Edition.
Install the Optifine Mod.
Find yourself a resource pack, a really good one is Conquest 32x, made by Monsterfish.
Get your hands on a Shader pack such as Sonic Ethers Unbeliveable Shaders (SEUS).
There are two different types of SEUS, one is "Renewed" Which is an older sues, it doesn't have path tracing but looks really nice and can run decently well on a mid range computer.
The other type is the path tracing type, it uses ray tracing to achieve a more accurate lighting effect, which significantly increases the demand on your computer, this type is only really usable by those with powerful graphics cards - SEUS PTGI is currently only available if you subscribe to Sonic Ether's Patreon .
there are many more shaders out there, such as Sildurs
In this tutorial page I will be sticking with SEUS PTGI, please note that other shaderpacks require different methods of specular & normal mapping.
Have a decently powerful computer.
To be able to use texture editing programs such as Photoshop, Gimp or Paint.net.
In this tutorial page, I'll be using Photoshop Cs6.