wow. 1k subs, huh? i didn't go into making this video with the intent to become a minecraft-focused channel. i just found the topic interesting, and couldn't find an in-depth analysis of it elsewhere. consider a part 2 (perhaps even 3 or more) confirmed - but i'm not going to exclusively make Content like this. my next video will be completely unrelated. i've been developing a PICO-8 game over the past year or so, and i will show it off when it's done. i'll try to answer some inquiries and correct some misconceptions i've recieved since the video blew up, though: "How did you make the background images?" it's a half-resolution screenshot put through a color quantization filter in Aseprite. "What kind of software did you make this video in?" uh, Godot Engine. i found it easier to work with what i already knew than to learn how to put it together in editing software - perhaps you can make out an accidental lag spike or two on the scrolling blocks. "What's the name of the music?" people keep asking me this for some reason, like they haven't heard these songs ingame. C418 - Taswell, C418 - Far, C418 - Beginning 2. all part of Minecraft: Volume Beta. "The cracks on the cracked stone brick texture are from the cobweb" it's close, especially the crack on the bottom right, but this is unfortunately not the case. maybe this would usurp sand as the craziest finding if it were. i don't actually know if mossy/cracked stone bricks were created with the original alignment shown in the video - they're in a different place on terrain.png. "The sand texture is still used in the hotbar" if you look at each individual slot of the hotbar, the background is actually different for each. i'd imagine a similar noise filter was used for both, though. "Snow was derived from one of the old cobblestone textures" snow is actually one of the unfiltered pixel art textures like dirt or planks - there are only three colors in the entire texture. the cobblestone texture at this point, by comparison, had 96. even the original RubyDung one had four. "Notch went back and took the earlier glass texture and turned it into the ice block." i'd assume this refers to one of the two early classic glass textures before Classic 0.0.19a_02. while the 0.0.19a one certainly looks a lot like ice, the streaks are not the same. many early textures are from his other games, but i don't think Notch kept old development versions around to reuse textures from like this. "Dark prismarine is just prismarine with an overlay" this one is actually true. if i didn't miss it, it would probably be part of the Lightning Round - i just didn't put as much research into Jeb-era textures. "If you subtract the cobblestone part from netherrack you can see the stone/bedrock grain" wow. this is definitely a new craziest finding. the blood spots on netherrack are the stone texture rotated 90 degrees. "Grass side is the same as grass top" er, yes. i just found this sort of too obvious to mention - it would be like saying "most ores are the same shape". what makes this in particular interesting though is that the original bright-green "alpha grass" side texture is still underneath the overlay in the most recent versions - meaning that a fragment of this 15-16 year old RubyDung texture survives to this day.
As someone who's worked on a programmer art resource pack I feel this video speaks to me in an interesting way. The focus I've had is fitting designs with "original" texturework (aka harder to notice reuses), and it's interesting how the style usually called inconsistent is oftentime comically consistent thanks to all the texture derivations.
Yep! Same boat. However, pretty much everything after 1.4 does spiral into rough inconsistency. The 1.7 and 1.8 textures are especially out of style with the older textures.
@necroseus I quite like quartz, but I have no idea what to think about prismarine. Also, besides the trio of ugly alt stone types from 1.8, I'm not sure what inconsistencies I can even name.
@LewisTaylor1806 Banners, prismarine, alt stones, guardians, rabbits, carrots and potatoes, all of the flowers, hardened clay (too smooth and noisy, even though it's a derivative), stained glass, the new doors (spruce is the only one that fit in well), horses, and mutton come to mind off of the top of my head. Quartz is a good texture, but when you analyze it, it doesn't actually fit into the style of the original textures. I fixed this by using the technique used to create the smooth sandstone texture and it looks way more cohesive. All the above textures aren't necessarily _bad,_ but they didn't fit the original style at all
I have a programmer art pack that is potentially one of the oldest ones out there, would you possibly be interested in collaborating in the future? I've been updating it for about 5 years now and things have started to slow down for me
I love how notch just quickly made shortcuts to these textures to save time and were just over analyzing them. also wow I was not expecting all of these textures to have a source texture. I felt like a lot of these were originally created like the torch or the door
Maybe it's just a short cut to save some time, but it also helps with keeping the look of the game more uniform. If he had made each of the textures from scratch they could've easily ended up looking disjointed. This way everything feels slightly more coherent. (Like how the oven looks similar to the cobble stone used to craft it)
As someone who has spent a lot of time messing with the old textures, I've also noticed the similarities between the grass and sand texture. Seeing as we've come to that conclusion independently of each other, I think it's safe to say that they are derivative.
I'm actually losing it over the revelation that latest programmer art cobblestone texture is literally just a rearranged version of the Classic Cobblestone
@@Querez8504 I find that the difference between them is that Minecraft textures are derivatives of themselves, which makes it feel consistent, while Toby Fox's music feels derivative of other game music, which makes it feel like it doesn't have an identity of its own (less Undertale than Deltarune, though). I've listened to a bunch of those video game music quizzes, and his music always seems recognisable despite that I've never heard it.
This is (probably) a common technique among texture artists. They use the same source images and adjust hues, mask, and contort into whatever they want. I do this for the textures I create for my games.
10:00 I actually want to point out that I'm pretty sure this is actually the other way around. I believe that Notch made a glass texture for Minecraft, and in a teaser screenshot people were like "What is that? That looks more like ice than glass." and Notch went back and redid the texture to be the modern glass we know. Then, later, Notch went back and took the earlier glass texture and turned it into the ice block.
The modern cobble looks different. What they showed in the video was the classic cobble realigned makes the beta 1.7+ cobble, before the texture update
I would definitely use this video as a guide for my Programmer Art revival resource pack since Minecraft has been recycling textures without even noticing it! This video definitely deserves a lot of views, new subscriber here!
I have a programmer art pack that is potentially one of the oldest ones out there, would you possibly be interested in collaborating in the future? I've been updating it for about 5 years now and things have started to slow down for me
@@TheBMGGaming4182 would love to try it out when it's finished. I don't know anything about making textures in the game but I enjoy both old and new textures for Minecraft blocks, and I wish some of the older textures were brought back.
@@kniviritsyn (For some reason, my previous comment gets deleted I don't know why) Sure! Currently as of commenting this, I'm in the process of making the 1.16 Nether Update textures in Programmer Art style, I've already finished making textures for 1.14 and 1.15, and I'm excited to see it being publicly released. I'm doing the beta testing on Bedrock, (My main edition of Minecraft), but I will be porting the pack on Java as well.
@@TheBMGGaming4182 awesome! It's great to hear that you are actively working on it (not to rush you or anything xD, it's just often people don't reply back). Take your time with it if you need. I play on the current version of Java (somewhere in the 1.20s) but I'm sure it'll still work for the most part for newer versions.
Making textures this way not only cuts down on dev time, it makes everything mesh together better into a cohesive world. Like using the same paints for different objects in a painting.
Don't worry, the last time this kinda thing happened, (the guy who solved Pokemon) it got followed up with an absolute banger of a sequel about 2 years later. Hoping for the same here.
Honestly if you ask me this is the charm of minecraft's textures. This is the sort of thing that really makes minecraft's retro aesthetic work. It not like there was some kind of limitation that forced the re-use of textures in this way, but it still adds to the aesthetic in a way that new textures dont follow.
A lot of the new textures are just cleanups of these derivative ones. The crafting table and furnace textures are still clearly based off the oak plank and cobblestone texture, for example.
this video is fantastic, im surprised it came from such a small creator fucking great work and didnt know alot of this the golden age is so magical too me and the music makes me want to cry
The cobblestone shuffle was actually a really smart way to smooth out seams between blocks since the middle parts became the edges. I will use that trick for future organic tiling textures
I've used a similar trick several times throughout my decade of making texturepacks, lmao. It was funny when I discovered that Notch did it himself 6 years before I independently used a similar trick
It is a way to create seamless textures if you don't have that function in your art program. Create a texture, slide it around so you have the previous edges making a cross, then edit that cross to make the sides blend. May or may not have to do it one more time to smooth out the part where the ends of the cross meets the edge.
Netherrack is also a derivative of the bedrock texture. If you recolor the cobblestone into the same color as the cobble part of netherrack, then put dofference blending on the cobble layer, you can see the bedrock grain.
Honestly one of greatest examples of creating a recognizable and coherent style, with lineage being traceable throughout a blocks creation through gameplay and/or function in the world- even if its different it is still related. The limitation and/or laziness breeding one of the most titular iconic looks.
Theres something really interesting and cool how all of the textures are a derivative of another texture. No wonder the old textures felt so consistent and alive, alot of them were connected.
i've seen these textures so many times for over 12 years and only until now it took me to notice how many of them were re-used without me realizing. great video
I think this reignited my love for old Minecraft. Not enough that I’ll return to my alpha playthrough though. The memories got too painful after a while.
I've worked on my own programmer art continuation pack for more than 5 years now. One of my design principles in recreating the old style faithfully is to always try to use another old texture as a basis. It's funny how that turned out to be the same way the devs made the textures before
This is super cool as a programmer art fan. Some of these have always been kinda clear, like jukeboxes being derived from chests, cactuses from logs, ice from glass, a lot of things from cobble, etc, but so many of these are crazy finds that you would never guess! It really makes Minecraft’s textures feel more cohesive and interconnected.
This is exactly the stuff I've been doing while creating an older style texturepack for the game. I find that the modern style just dosen't have the same soul in it, and so I've been studying the style, methods, and where reuse is used. I've effectively trained myself to paint like Notch. This video is really cool, seeing as it's covering the older style (my pack is based specifically on 1.2), and giving more insight into the texture making habbits that have been instrumental in understanding how to replicate it. Thanks for the excellent presentation!
I just wanna say, THANK YOU for using an accurate Minecraft font. Everywhere I go I see this inaccurate font with a messed up lowercase t, and no one seems to notice or care. Knowing about it is a curse because I can never unsee it.
Its surprisingly difficult to find a correct ttf for minecraftSeven since java has it as a texture sheet and bedrock edition files have 2 whole fonts, with the Mojangles one and i believe another one called MinecraftSeven, but those are still different from java's, even though the chat in bedrock uses the correct font. Its a mess
Minecraft, especially its music has thos weird ability to make me (and i assume most others) happy a lil bit for no reason. Thanks for making this video
This is the type of content I REALLY like. It's interesting, entertaining, it uses the beta volume which is rarely used in minecraft content, no voice, no camera... yeah you get it. Subscribed. Keep it up!
one that i noticed just now is that the old fire charge texture is derived from the old snowball texture! makes sense, since ghasts used to shoot fiery snowballs lol
I love these oddly spesific minecraft deepdive videos using text commentery you used to see a ton of these back in the day but not as much anymore, glad this found me Amazing work dude!!!
I love the idea of analyzing textures to a comical level and trying to understand every little intricate detail and thought that went behind each texture, well done
I think a better word to describe it would be cohesive. I mean, I really love the new textures but it's true that the previous ones felt like they had more connection with each other because they were reused and tweaked.
I really like the old style of textures and the old fog from Beta, and you can't tell me its nostalgia because I didnt even play MC during the beta days
Wow, now I really want to learn about the hidden secrets in the transparent areas of the items texture and the procedurally generated animated textures.
omg, this video is so well done !!! the editing is absolutely fantastic !!! I love all the little details like the blocks breaking and making the appropriate noise / particles when broken, little stuff like that just makes the video feel so much more alive and well thought out. I like to call myself a beta nerd as well and this video just filled me with joy, It's actually insanely interesting to me, there was waaaay more deriviation then I thought... thank you so much for making this !!! I've subscribed, and would absolutely love to see more stuff like this !!!!!
Gotta say, outstanding video, and you did a great job showing how the textures actually relate to each other. It feels great to be able to know there are others out there who value the obscurities behind how things have come about, whether intentional or not. Makes you wonder how many things like this are in the world itself! The latest one I've thought of is that clockwise means to the right, and it's because of sundials, and they were in the northern hemisphere, because they were made around the shores of the Mediterranean. Crazy!
Holy cow. I never saw the plank lines in the chest texture until you pointed that out. I have a feeling this video will be super helpful in making resource packs for molded blocks and textures to feel cohesive and vanilla-like
This is so interesting! I made a texture pack for Beta a little while ago, and I used a lot of the same techniques actually to generate new textures. Cool to see how the artists thought about making new blocks.
Pie when no slice Pie when Haves Slice Dude genuinely this is one of the most imppressive and neat videos I've ever seen, every animation and transition, I don't even know how long this would've taken you to edit together, and I learned a lot I didn't know about Minecraft, even after playing for like 12 years. This is great stuff, sub earned.
Whoever worked at the textures is a true programmer reusing everything work around at the simplest things. If you wonder "Is these things made to be Time efficient or just laziness? To be frank its both.
I really love texture creation, I often reused some of mine hand drawn materials and used the techniques shown here, thank you so much for uncovering them here. Hope more videos of this great quality come soon
Great video. I'd assume the ease of reusing the textures made much more sense given (presumably) the old textures were still in the large single texture atlas rather than separate images so all he'd have to do is copy paste the block texture from one slot to a different slot and tweak it until it looks right. Perhaps this consistency is what helps keep the textures iconic wherein the textures share lots of elements rather than the modern approach which is just like full sending different artists 'Okay, concept art this new block and create the texture from scratch. Oh it is so hard fitting it into the 16x texture, I wish the textures were higher resolution!' kind of vibe. The full blocks for diamond, gold, and iron looks like he had a picture of a landscape and used that so it looked 'reflective' similar to SM64 Metal Mario and the new ones are more like just colored blocks with glossy highlights. This old texture philosophy is really interesting and I'd love more resource packs trying to imitate this approach for newer blocks!
the higher contrast red lines on the older netherrack texture are actually some of the dark lines from the stone texture layered on top of the cobblestone, sideways
God tier editing and video Definately gave me so Magmamusen vibes I can confidently say that there was a lot of effort put into this video (something that nowadays youtubers lack significantly) You deserve the subs
I'll be honest - the video is super well done, I especially got surprised about Lapis Lazuli Ore, Ore blocks & Wood/Planks, I did *not* expected cactus to use Wood for itself, it perfectly shows how textures are just properly reused. Also, about cobblestone texture - I first figured that out when I stumbled upon cobblestone slab, more specifically - its bottom & top halfs placed at the borders of two blocks, and when I started to work with resourcepacks - noticed something odd when I decided to figure out Mossy Cobble's, and sure enough - Beta 1.7's cobblestone is just a very well shuffled Alpha's, it keeps shocking me that seemingly different textures are just well-hidden old ones.
This one of the most interesting videos I've seen in a long time, I'm surprised that it came from such a small channel. Keep it up, ❤the fantastic content :DDD.
I really like Minecraft's old textures. They have that retro block game feel that I love, and it kind of represented what Minecraft was back then. New Minecraft has lost that indie charm; Minecraft's new textures are all "smooth" and quality, which represents the game's high triple AAA status, but I will pick the humble, old indie Minecraft any day. Just my opinion.
im the person that did the majority of the proc animation page, "constachugga" is my ancient name ive done my own texture archeology but never documented it aside from the proctex stuff i still have to do the fire & water+lava parts. i didnt do the gears one but its fine enough but the water/lava ones are messy, no offense to the original person One Day.
@@Blazing_NinjaThe reason it's hard to see is because after overlaying the leaf texture onto a white background, Notch took a half opacity green brush and scribbled all over it! Lmao. He also used a gray brush with light opacity to create several other visual features like the diagonal striations of the creeper's torso (done after the green scribbling, and likely once the model was finalized in shape) I verified this by doing a test recreation and it turned out nearly identical to the creeper texture.
I'm so glad someone else mentioned that netherrack was made from cobblestone. I thought I was the only one who noticed. I'm pretty sure netherrack was the Alpha cobblestone, then tinted red, and then blood was added seeping down it (similar to original crying obsidian)
The quality of this video is _pristine!_ Absolutely marvellous job! I'd honestly love a Wallpaper Engine background of the scrolling block textures and blue-tinted dithered background - it just feels...right
When will you cover entities? I have found a couple findings of my own Edit: One thing about the entities is that they often have parts of them derivatizing from other parts of the same texture, like the top of steve's head is the same as the back of steve's hair, or how the villager has MANY things going on, seeing a video about entities would be fun.
wow. 1k subs, huh?
i didn't go into making this video with the intent to become a minecraft-focused channel. i just found the topic interesting, and couldn't find an in-depth analysis of it elsewhere. consider a part 2 (perhaps even 3 or more) confirmed - but i'm not going to exclusively make Content like this.
my next video will be completely unrelated. i've been developing a PICO-8 game over the past year or so, and i will show it off when it's done.
i'll try to answer some inquiries and correct some misconceptions i've recieved since the video blew up, though:
"How did you make the background images?"
it's a half-resolution screenshot put through a color quantization filter in Aseprite.
"What kind of software did you make this video in?"
uh, Godot Engine. i found it easier to work with what i already knew than to learn how to put it together in editing software - perhaps you can make out an accidental lag spike or two on the scrolling blocks.
"What's the name of the music?"
people keep asking me this for some reason, like they haven't heard these songs ingame. C418 - Taswell, C418 - Far, C418 - Beginning 2. all part of Minecraft: Volume Beta.
"The cracks on the cracked stone brick texture are from the cobweb"
it's close, especially the crack on the bottom right, but this is unfortunately not the case. maybe this would usurp sand as the craziest finding if it were. i don't actually know if mossy/cracked stone bricks were created with the original alignment shown in the video - they're in a different place on terrain.png.
"The sand texture is still used in the hotbar"
if you look at each individual slot of the hotbar, the background is actually different for each. i'd imagine a similar noise filter was used for both, though.
"Snow was derived from one of the old cobblestone textures"
snow is actually one of the unfiltered pixel art textures like dirt or planks - there are only three colors in the entire texture. the cobblestone texture at this point, by comparison, had 96. even the original RubyDung one had four.
"Notch went back and took the earlier glass texture and turned it into the ice block."
i'd assume this refers to one of the two early classic glass textures before Classic 0.0.19a_02. while the 0.0.19a one certainly looks a lot like ice, the streaks are not the same. many early textures are from his other games, but i don't think Notch kept old development versions around to reuse textures from like this.
"Dark prismarine is just prismarine with an overlay"
this one is actually true. if i didn't miss it, it would probably be part of the Lightning Round - i just didn't put as much research into Jeb-era textures.
"If you subtract the cobblestone part from netherrack you can see the stone/bedrock grain"
wow. this is definitely a new craziest finding. the blood spots on netherrack are the stone texture rotated 90 degrees.
"Grass side is the same as grass top"
er, yes. i just found this sort of too obvious to mention - it would be like saying "most ores are the same shape". what makes this in particular interesting though is that the original bright-green "alpha grass" side texture is still underneath the overlay in the most recent versions - meaning that a fragment of this 15-16 year old RubyDung texture survives to this day.
6 minutes into the video and you sent this message 3 minutes ago
maybe it would be a good idea to make another video each for jeb era textures and then another for microsoft?
Thanks for letting us know!
Incredible video great work
It is an interesting video. Also you're making a game?
Edit: Grammar
As someone who's worked on a programmer art resource pack I feel this video speaks to me in an interesting way. The focus I've had is fitting designs with "original" texturework (aka harder to notice reuses), and it's interesting how the style usually called inconsistent is oftentime comically consistent thanks to all the texture derivations.
Yep! Same boat. However, pretty much everything after 1.4 does spiral into rough inconsistency. The 1.7 and 1.8 textures are especially out of style with the older textures.
@necroseus I quite like quartz, but I have no idea what to think about prismarine. Also, besides the trio of ugly alt stone types from 1.8, I'm not sure what inconsistencies I can even name.
@LewisTaylor1806 Banners, prismarine, alt stones, guardians, rabbits, carrots and potatoes, all of the flowers, hardened clay (too smooth and noisy, even though it's a derivative), stained glass, the new doors (spruce is the only one that fit in well), horses, and mutton come to mind off of the top of my head.
Quartz is a good texture, but when you analyze it, it doesn't actually fit into the style of the original textures. I fixed this by using the technique used to create the smooth sandstone texture and it looks way more cohesive.
All the above textures aren't necessarily _bad,_ but they didn't fit the original style at all
The textures all being connected makes it far more visually satisfying than the various blurry bean-looking textures Jappa created...
I have a programmer art pack that is potentially one of the oldest ones out there, would you possibly be interested in collaborating in the future? I've been updating it for about 5 years now and things have started to slow down for me
It does seem that sand and grass textures are derivatives. There are similarities between grass and dirt also
I love how notch just quickly made shortcuts to these textures to save time and were just over analyzing them. also wow I was not expecting all of these textures to have a source texture. I felt like a lot of these were originally created like the torch or the door
Maybe it's just a short cut to save some time, but it also helps with keeping the look of the game more uniform. If he had made each of the textures from scratch they could've easily ended up looking disjointed. This way everything feels slightly more coherent. (Like how the oven looks similar to the cobble stone used to craft it)
As someone who has spent a lot of time messing with the old textures, I've also noticed the similarities between the grass and sand texture. Seeing as we've come to that conclusion independently of each other, I think it's safe to say that they are derivative.
P.s. Nice video!
oh yeah I was playing alpha the other day and noticed a weird similarity to them while making a cactus farm
dual replication implies truth, god bless the scientific method
I noticed too when I went back to play beta, the grass texture back then was more similar to sand texture
It could also imply to whatever noise generator notch used to create grass was just also used for sand.
I'm actually losing it over the revelation that latest programmer art cobblestone texture is literally just a rearranged version of the Classic Cobblestone
And the one from the texture update is a reimagination of the latest proggrammer art cobblestone
why are you absoloutley everywhere
High Quality PvZ rips playlist guy it's true, the old cobblestone textures are basically the same. It was perfection since day 1.
And somehow it tiles better 😭
@@pikanix18is it? I thought the newest cobblestone looked totally different
5:50 Creeper really wanted to be on camera
“Mom!! I’m on camera!!”
He's a big fan
hi wizard
creeper was like "hey!!!!!! (˵>ᗜ
The creeper's mother decayed, and dropped a stick and an oak sapling.
I Love creepers
Notch made like 5 textures for Minecraft, and somehow twisted them into 5,000.
The sometimes untapped magic of reusing assets
reminds me of when people say the exact same thing about Toby Fox and his music lol
@@Querez8504 I find that the difference between them is that Minecraft textures are derivatives of themselves, which makes it feel consistent, while Toby Fox's music feels derivative of other game music, which makes it feel like it doesn't have an identity of its own (less Undertale than Deltarune, though). I've listened to a bunch of those video game music quizzes, and his music always seems recognisable despite that I've never heard it.
This is (probably) a common technique among texture artists. They use the same source images and adjust hues, mask, and contort into whatever they want. I do this for the textures I create for my games.
Just like Toby Fox's lietmotiefs lol
10:00 I actually want to point out that I'm pretty sure this is actually the other way around. I believe that Notch made a glass texture for Minecraft, and in a teaser screenshot people were like "What is that? That looks more like ice than glass." and Notch went back and redid the texture to be the modern glass we know. Then, later, Notch went back and took the earlier glass texture and turned it into the ice block.
Actually yea, I think that’s what happened
you!
It may have inspired him to do the ice block but the texture was totally different from both the ice and glass textures
Classic Notch manouver
i miss the old fart, he did right by the game
@ fart is the perfect way to describe programmer art
EHHH!!! WHAT?! THE NEW COBBLESTONE IS THE SAME AS THE OLD ONE BUT REALIGNED?!? I CAN'T UNSEE IT NOW!
me neither
Wait until you notice about the texture update one
@@pikanix18uh... i think is EXACLTY what his saying 😂😅...
This is written like speech in anime/manga
The modern cobble looks different. What they showed in the video was the classic cobble realigned makes the beta 1.7+ cobble, before the texture update
I would definitely use this video as a guide for my Programmer Art revival resource pack since Minecraft has been recycling textures without even noticing it! This video definitely deserves a lot of views, new subscriber here!
I have a programmer art pack that is potentially one of the oldest ones out there, would you possibly be interested in collaborating in the future? I've been updating it for about 5 years now and things have started to slow down for me
@@justzilla A collaboration you say? Sure! I'm interested in working with someone who is also a Programmer Art enjoyer!
@@TheBMGGaming4182 would love to try it out when it's finished. I don't know anything about making textures in the game but I enjoy both old and new textures for Minecraft blocks, and I wish some of the older textures were brought back.
@@kniviritsyn (For some reason, my previous comment gets deleted I don't know why) Sure! Currently as of commenting this, I'm in the process of making the 1.16 Nether Update textures in Programmer Art style, I've already finished making textures for 1.14 and 1.15, and I'm excited to see it being publicly released. I'm doing the beta testing on Bedrock, (My main edition of Minecraft), but I will be porting the pack on Java as well.
@@TheBMGGaming4182 awesome! It's great to hear that you are actively working on it (not to rush you or anything xD, it's just often people don't reply back). Take your time with it if you need.
I play on the current version of Java (somewhere in the 1.20s) but I'm sure it'll still work for the most part for newer versions.
I guess it begs the question, what do the 1.9b textures improve? Looping, filtering, consistency? I'm having trouble comparing them ingame.
i believe most of them were done to make tiling look more seamless
I've compared them before, and it's mostly just some added noise for depth iirc
This video felt like a Magmamusem video and I love it. Minecraft music, no voice, only text, slow moving, perfect
Now there’s a name I haven’t heard in a while
I definitely felt vibes from magmamusem, was my childhood so I instantly fell in love with the editing!
Magmamusem was the first Minecraft channel I ever watched, back in 2016 :)
i completely forgot about him
MagmaMusen (y'all, get the name right please-) was my first time hearing Undertale music, which is really funny.
Making textures this way not only cuts down on dev time, it makes everything mesh together better into a cohesive world. Like using the same paints for different objects in a painting.
it reminded me of that too, feels intentional. older minecraft textures look cohesive
> creates YT account
> drops insane Minecraft texture lore
> refuses to elaborate further
> leaves
Don't worry, the last time this kinda thing happened, (the guy who solved Pokemon) it got followed up with an absolute banger of a sequel about 2 years later.
Hoping for the same here.
@@cameron7374 10 months have passed already, we are pretty close
Honestly if you ask me this is the charm of minecraft's textures. This is the sort of thing that really makes minecraft's retro aesthetic work.
It not like there was some kind of limitation that forced the re-use of textures in this way, but it still adds to the aesthetic in a way that new textures dont follow.
A lot of the new textures are just cleanups of these derivative ones. The crafting table and furnace textures are still clearly based off the oak plank and cobblestone texture, for example.
this video is fantastic, im surprised it came from such a small creator
fucking great work and didnt know alot of this
the golden age is so magical too me and the music makes me want to cry
The cobblestone shuffle was actually a really smart way to smooth out seams between blocks since the middle parts became the edges. I will use that trick for future organic tiling textures
I've used a similar trick several times throughout my decade of making texturepacks, lmao. It was funny when I discovered that Notch did it himself 6 years before I independently used a similar trick
It is a way to create seamless textures if you don't have that function in your art program. Create a texture, slide it around so you have the previous edges making a cross, then edit that cross to make the sides blend. May or may not have to do it one more time to smooth out the part where the ends of the cross meets the edge.
@@AnotherDuck Bingo
I like how it took almost one year for TH-cam to recommends you this.
You too, I see
Real
You know what’s crazy? I _CAN_ unsee this.
That’s how good they are at hiding everything.
Something that was missing from the video is that the cracked stone brick texture had the cobweb texture overlayed on top of it to make the cracks.
Ooh, yes!
very interesting
Netherrack is also a derivative of the bedrock texture. If you recolor the cobblestone into the same color as the cobble part of netherrack, then put dofference blending on the cobble layer, you can see the bedrock grain.
5:50
"WOAH! HEY, ITS MEE! HEY, HAI, HEWOO :D"
-exprodus, creepus, the creeper
Jack Silverfish the 142nd: Hi Exprodus Creepus.
2012 style comment lol
5:47 look at the happy little guy in the bottom left!!!! joyous
Yipeee
So cute
Honestly one of greatest examples of creating a recognizable and coherent style, with lineage being traceable throughout a blocks creation through gameplay and/or function in the world- even if its different it is still related. The limitation and/or laziness breeding one of the most titular iconic looks.
Theres something really interesting and cool how all of the textures are a derivative of another texture. No wonder the old textures felt so consistent and alive, alot of them were connected.
Also made them feel repetative and coarse
@whateverIwasthinkingatthetimeWAAH WAAH I CAN'T HEAR YOU FROM HERE
@whateverIwasthinkingatthetime Repetitive, maybe, but I found them more consistent. Feeling coarse has to do with the contrast, not re-using textures.
It also sometimes making them fall into pixel mess
Someone should reconstruct the new textures like this
the editing is just... so amazing... the sync to the music, the effects, everything just... perfect! this video is soooo underrated.
5:50 why is that FREAK so jolly? may be the christmas season, but they're undeserving of the christmas spirit.
its the old texture
@@BobDavidsons he's talking about the creeper
thats fucked up. let bro be happy
the parts that split the textures up and realigned them were a cool visual. legendary video, brought me back to old times.
0:10 IT'S THE STONES AGAIN. THE SAME STONES.
GET OUT OF MY HEAD
THE STONES ARE TRAPPING ME IN THIS CYCLE
EVERY GAME. EVERY. SINGLE. GAME.
It's not the stones again, ya silly dummies
i've seen these textures so many times for over 12 years and only until now it took me to notice how many of them were re-used without me realizing. great video
I think this reignited my love for old Minecraft. Not enough that I’ll return to my alpha playthrough though. The memories got too painful after a while.
i love how amature the old artstyle was done, its so unique and has such a charm- and the results from this style can look so beautiful!
I've worked on my own programmer art continuation pack for more than 5 years now. One of my design principles in recreating the old style faithfully is to always try to use another old texture as a basis. It's funny how that turned out to be the same way the devs made the textures before
This is super cool as a programmer art fan. Some of these have always been kinda clear, like jukeboxes being derived from chests, cactuses from logs, ice from glass, a lot of things from cobble, etc, but so many of these are crazy finds that you would never guess! It really makes Minecraft’s textures feel more cohesive and interconnected.
11:46 pie when all slice when
This is exactly the stuff I've been doing while creating an older style texturepack for the game. I find that the modern style just dosen't have the same soul in it, and so I've been studying the style, methods, and where reuse is used. I've effectively trained myself to paint like Notch.
This video is really cool, seeing as it's covering the older style (my pack is based specifically on 1.2), and giving more insight into the texture making habbits that have been instrumental in understanding how to replicate it.
Thanks for the excellent presentation!
I just wanna say, THANK YOU for using an accurate Minecraft font. Everywhere I go I see this inaccurate font with a messed up lowercase t, and no one seems to notice or care. Knowing about it is a curse because I can never unsee it.
They even used the scuffed one in the Minecraft movie!
Its surprisingly difficult to find a correct ttf for minecraftSeven since java has it as a texture sheet and bedrock edition files have 2 whole fonts, with the Mojangles one and i believe another one called MinecraftSeven, but those are still different from java's, even though the chat in bedrock uses the correct font. Its a mess
It's probably just because of copyright or something
literally a top 10 of all time youtube video for me i LOVE stuff like this
dying to see a part 2
"Minecraft textures aren't sourced from photographs"
Paintings:
6:40 seems like some sort of landscape, I wonder if finding the origin is possible
That’s what I was thinking. Someone needs to find the original picture
GOD this style of video is SUCH A NICE CHANGE this is so chill and relaxing to watch
Very much enjoyed this video. Hope to see more from you. So interesting diving into the old textures of the game as a beta player myself.
I love how some textures are based off other textures, really makes the texture interconnected.
Great work, interesting info presented really cleanly
Minecraft, especially its music has thos weird ability to make me (and i assume most others) happy a lil bit for no reason. Thanks for making this video
mind blowing, but it explains why everything was so similar yet different, all was part of one another, and it was beautiful
This is the type of content I REALLY like. It's interesting, entertaining, it uses the beta volume which is rarely used in minecraft content, no voice, no camera...
yeah you get it. Subscribed. Keep it up!
one that i noticed just now is that the old fire charge texture is derived from the old snowball texture!
makes sense, since ghasts used to shoot fiery snowballs lol
When I was a kid, I thought it was cool how stone looked like a muted bedrock, the similar textures were kind of fun to discover.
I love these oddly spesific minecraft deepdive videos using text commentery
you used to see a ton of these back in the day but not as much anymore, glad this found me
Amazing work dude!!!
I love the idea of analyzing textures to a comical level and trying to understand every little intricate detail and thought that went behind each texture, well done
This perfectly explains why new minecraft textures dont seem "minecrafty" enough
my whole life was a lie, srs notch?
Yeah because artists actually make new textures now instead of reusing the old ones lmao
@@ArlieMeadow New for the sake of new is pointless, though.
I think a better word to describe it would be cohesive. I mean, I really love the new textures but it's true that the previous ones felt like they had more connection with each other because they were reused and tweaked.
@@AnotherDuck i think they more so did it so the old blocks would match the artstyle of the new ones
I really like the old style of textures and the old fog from Beta, and you can't tell me its nostalgia because I didnt even play MC during the beta days
The fact the old dirt texture survived this long amazes me
5:51 the creeper looked like someone trying to get into frame on a live news broadcast
Cool video! the animations actually blew me away with how smooth they are and everything was explained thoughtfully and carefully.
12:21 for the note thing i audibly went "no! stop! what are you doing! stop! what are you doing!" quietly because my family is all asleep
this is actually inspirational on how much you can reuse something without anyone even noticing
Wow, now I really want to learn about the hidden secrets in the transparent areas of the items texture and the procedurally generated animated textures.
Wow this is so cool
Hello Mog!
Yes
omg, this video is so well done !!!
the editing is absolutely fantastic !!! I love all the little details like the blocks breaking and making the appropriate noise / particles when broken, little stuff like that just makes the video feel so much more alive and well thought out. I like to call myself a beta nerd as well and this video just filled me with joy, It's actually insanely interesting to me, there was waaaay more deriviation then I thought...
thank you so much for making this !!! I've subscribed, and would absolutely love to see more stuff like this !!!!!
Great stuff! Definitely a nice change to the usual stuff you see on this site - glad the algorithm has been treating ya well!
this video is so well edited. absolutely love this, and the facts are truly very interesting
Gotta say, outstanding video, and you did a great job showing how the textures actually relate to each other. It feels great to be able to know there are others out there who value the obscurities behind how things have come about, whether intentional or not. Makes you wonder how many things like this are in the world itself! The latest one I've thought of is that clockwise means to the right, and it's because of sundials, and they were in the northern hemisphere, because they were made around the shores of the Mediterranean. Crazy!
Holy cow. I never saw the plank lines in the chest texture until you pointed that out. I have a feeling this video will be super helpful in making resource packs for molded blocks and textures to feel cohesive and vanilla-like
Thank you for this video! It feels so good to see some calm, informative, non-clickbait and still Minecraft related content on this platform
This is so interesting! I made a texture pack for Beta a little while ago, and I used a lot of the same techniques actually to generate new textures. Cool to see how the artists thought about making new blocks.
Such a cool method of not only efficiently using resources, but it subtly makes the entire visuals of the game cohesive and whole.
Pie when no slice
Pie when Haves Slice
Dude genuinely this is one of the most imppressive and neat videos I've ever seen, every animation and transition, I don't even know how long this would've taken you to edit together, and I learned a lot I didn't know about Minecraft, even after playing for like 12 years. This is great stuff, sub earned.
Honestly I’m so glad I found this video, it’s so well crafted and has INSANE information, I had no idea texture archeology was even a thing
Whoever worked at the textures is a true programmer reusing everything work around at the simplest things. If you wonder "Is these things made to be Time efficient or just laziness? To be frank its both.
I really love texture creation, I often reused some of mine hand drawn materials and used the techniques shown here, thank you so much for uncovering them here. Hope more videos of this great quality come soon
Great video.
I'd assume the ease of reusing the textures made much more sense given (presumably) the old textures were still in the large single texture atlas rather than separate images so all he'd have to do is copy paste the block texture from one slot to a different slot and tweak it until it looks right.
Perhaps this consistency is what helps keep the textures iconic wherein the textures share lots of elements rather than the modern approach which is just like full sending different artists 'Okay, concept art this new block and create the texture from scratch. Oh it is so hard fitting it into the 16x texture, I wish the textures were higher resolution!' kind of vibe.
The full blocks for diamond, gold, and iron looks like he had a picture of a landscape and used that so it looked 'reflective' similar to SM64 Metal Mario and the new ones are more like just colored blocks with glossy highlights.
This old texture philosophy is really interesting and I'd love more resource packs trying to imitate this approach for newer blocks!
Such a cool video. I didn't realise just how many of the textures were derivatives. Thanks for such unique and quality content.
I think some were pretty intentional. Like a crafting table is made out of planks, so it is going to look like them
this is genuinely so badass make more like this please
the higher contrast red lines on the older netherrack texture are actually some of the dark lines from the stone texture layered on top of the cobblestone, sideways
God tier editing and video
Definately gave me so Magmamusen vibes
I can confidently say that there was a lot of effort put into this video
(something that nowadays youtubers lack significantly)
You deserve the subs
I'll be honest - the video is super well done, I especially got surprised about Lapis Lazuli Ore, Ore blocks & Wood/Planks, I did *not* expected cactus to use Wood for itself, it perfectly shows how textures are just properly reused.
Also, about cobblestone texture - I first figured that out when I stumbled upon cobblestone slab, more specifically - its bottom & top halfs placed at the borders of two blocks, and when I started to work with resourcepacks - noticed something odd when I decided to figure out Mossy Cobble's, and sure enough - Beta 1.7's cobblestone is just a very well shuffled Alpha's, it keeps shocking me that seemingly different textures are just well-hidden old ones.
I absolutely loved how this video was edited, from the music to the animations to the calm ambiance it created. 10/10
This one of the most interesting videos I've seen in a long time, I'm surprised that it came from such a small channel. Keep it up, ❤the fantastic content :DDD.
For a one-off this is probably the most refined and classy way to do it, excellent work, such an itch scratcher
I really like Minecraft's old textures. They have that retro block game feel that I love, and it kind of represented what Minecraft was back then. New Minecraft has lost that indie charm; Minecraft's new textures are all "smooth" and quality, which represents the game's high triple AAA status, but I will pick the humble, old indie Minecraft any day. Just my opinion.
really good dive into old textures, surprised when i saw your channel only had ~100 subscribers :D
im the person that did the majority of the proc animation page, "constachugga" is my ancient name
ive done my own texture archeology but never documented it aside from the proctex stuff
i still have to do the fire & water+lava parts. i didnt do the gears one but its fine enough but the water/lava ones are messy, no offense to the original person
One Day.
the whole style/editing of this video is amazing :)
Super underrated video, looks like it's gonna blow up soon which is entirely deserved!
I'd love a video on the development of the new textures. its so hard to find all the different iterations on youtube
0:27 got me hooked bro
I could never see the leaf texture on creepers until this video!
@@Blazing_NinjaThe reason it's hard to see is because after overlaying the leaf texture onto a white background, Notch took a half opacity green brush and scribbled all over it! Lmao. He also used a gray brush with light opacity to create several other visual features like the diagonal striations of the creeper's torso (done after the green scribbling, and likely once the model was finalized in shape)
I verified this by doing a test recreation and it turned out nearly identical to the creeper texture.
This video is really well put together! My eyes have been opened, and the visuals really helped drill it in. 10/10 goated video.
I'm so glad someone else mentioned that netherrack was made from cobblestone. I thought I was the only one who noticed.
I'm pretty sure netherrack was the Alpha cobblestone, then tinted red, and then blood was added seeping down it (similar to original crying obsidian)
Don't forget the bone chunks!!
The quality of this video is _pristine!_
Absolutely marvellous job! I'd honestly love a Wallpaper Engine background of the scrolling block textures and blue-tinted dithered background - it just feels...right
awesome video, i kinda wanna see how both fire and portal textures were generated, sounds interesting
2:06 wow it’s like an onion
4:16 and than lever texture was reused for the red stone torch texture (up until very recently)
When will you cover entities? I have found a couple findings of my own
Edit: One thing about the entities is that they often have parts of them derivatizing from other parts of the same texture, like the top of steve's head is the same as the back of steve's hair, or how the villager has MANY things going on, seeing a video about entities would be fun.
I 300% sending this to homies not only i gotta sit there with jaw dropped to the depths of the universe
The door one was beyond mind blowing
5:51 look at me hey hey hello look at me
5:50 YIPEE! YIPEE! YIPEE!