Minecraft Maps / Land Structure

MossBrick — Cozy City

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_Emerald's Avatar _Emerald
Level 22 : Expert Architect
13
This cozy city that I have been building for more than 2 years on the survival server started as a small project and grew into another huge city that will never be finished, but it was really fun and interesting for me to build it and I will try to finish it sometime, then I will publish the schematic. I will make updates, but not too often, it takes a long time, but it's worth it.
Progress15% complete
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2
03/05/2024 7:15 am
Level 32 : Artisan Engineer
Coolboy100_
Coolboy100_'s Avatar
Whoa!
2
03/02/2024 2:15 pm
Level 61 : High Grandmaster Terraformer
Ivain
Ivain's Avatar
Right now, the only feedback I have to give you is that your builds are too noisy/busy. There's nowhere that the eyes can rest for a bit, making it difficult if not painful to actually take in the build. Absence of detail is a detail all its own. Make some areas that are low on detail, and make your 'repeated' areas a bit larger in scale.

There's different ways to add 'detail' to a build. These are "shape", "color" and "detail". With blocks of a single color (say, birch planks) you can make fancy-looking shapes that are all the detail you need for that area. As you did with those terracotta/granite planes, color can be detail by itself. If you have flat areas, I suggest going for an actual pattern rather than random noise. And then there's "fine detail", which uses decorative blocks. Try to have each detail represent or 'mean' something.

In general, when detailing a build, try to use only 1 of these methods on 'low detail' areas and only 2 on 'high detail' areas, try to avoid using all 3 except in specific small areas that you want to be a focus.

If you're wondering why im going into so much detail, you do a good job with your individual techniques, there's just so much of it that it takes away from the whole.
2
03/03/2024 4:06 am
Level 22 : Expert Architect
_Emerald
_Emerald's Avatar
Yeah, you're right. I built small parts from a huge complex, decorated them to the maximum like crazy (at this stage everything looks fine), then proceeded to the next part in the same way: layout, pattern, detailing. But when all the parts come together it gets noisy. As a builder who planned the exposition in my mind and spent many hours decorating it piece by piece and all the blocks make sense, in the end I do not feel oversaturated, unlike the viewer. I was just afraid it would be boring, and then what's the point.

In my small defense, I can only say that this building is not very good for screenshots, in a still image, colors and shapes are layered on top of each other, it becomes difficult to understand something, but for viewing as a player who feels depth more well while moving, it will not seem so chaotic. I hope so.

I don't want to undetail finished buildings, but in the future I will try to make a composition that is easily acceptable to the eye in some areas, although I will still try to add a pleasant natural randomness. Thanks for the advice, man.
2
03/03/2024 5:35 pm
Level 61 : High Grandmaster Terraformer
Ivain
Ivain's Avatar
You finished the build, which is better than I can say 99% of the time. I think in this particular case it's mostly the noise being too small-scale that's the issue. Like, you have individual blocks heavily contrasting. The floor in 8/18 is a good example, you have alternating oak and dark oak, alternating every single block. If, instead, you were to make the stripped logs just oak and the inlaid stairs dark oak, with possibly just the corners spruce (or vice versa), the sections of each 'color' would be far larger.

I went through this 'everything must be super-detailed' phase myself, it's just that I'm about a decade ahead of you (though nowhere near as productive if I'm honest), so I had time to get over it. You already know how to do it, your "All-Seeing Eye" chamber is pretty neat on the eye side, it just loses out a bit on the side opposite it.
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