SixtyGig is a so-called "semi-faithful" texturepack, which means that it aims to stay close to Minecraft's original look and feel, while introducing its own specific style as well. For example, wood planks have the same patters as the vanilla textures and similar colouring too, but the difference is that they are more detailed and cartoony instead of pixelated.
Besides changing the art style of the game, the pack has much more in store. It includes texture variation, made possible by MCPatcher. When you place a jack-o-lantern for instance, the pattern of the cutout holes is picked randomly from a selection of 9 variations. This method is also applied to many other blocks; including trees, sandstone, gravel and more!
Be sure to take a look at the comparison above to see the difference and if you are eager to see more, check out the gallery below or the creator's Minecraft Forums thread.
Texture packs can be installed easily by using Curse's very own client. After opening the client, navigate to the "Get More Textures" page, type the name of the texture pack in the search box, select the pack of your choice and hit the install button. Be sure to patch your game using MCPatcher, otherwise many of the pack's features will not work properly.
We also had the opportunity to ask Rayvolution some questions. Read on to learn more about the development process behind SixtyGig Texture Pack!
How did you get into Minecraft?
Well, roughly 3 years ago I heard off and on about this new game still in development called "Minecraft". I had absolutely no clue what so ever what it was, so mostly I just disregarded it. But one day, a friend of mine showed me a YouTube video of some random "Let's Play" that featured some of the game mechanics. I was instantly interested. A world where I could literally shape and form it any way I please?! Sign me up! Since then I opened a now very successful private server (That is now 3 years old) and I've been playing exclusively on that server with a lot of great people I've met.
What made you decide to become a texture artist?
I just like to create things. I was that crazy kid who would play with Legos for hours, as I got older and more tech savvy I would create levels or play with textures in old games like Wolfenstein 3D (The one from the early 90s!), ZZT, DooM, eventually Duke3D, Quake2 and so on. I just love the creation process. Throughout my experience with that I've found drawing art is one of the most rewarding and straightforward processes of game development.
What was your inspiration for this specific project?
It happened by accident! I am currently working on a small indie game written in java. But I needed some artwork. The game engine I am writing just so happens to feature a top-down randomly generated world that uses 64x64 tiles in a grid. Well, I was drawing artwork for my game when a few of my friends on my Minecraft server said "I wonder how your graphics would look in Minecraft? That's a really cool art style!" so I went ahead and moved over some of my game's art resources like grass, dirt, snow, sand and so on just to see what it would look like in the Minecraft universe. I was very pleased with the results, so eventually I started drawing more art specifically for Minecraft. Before I knew it, SixtyGig was born!
How did the community respond to the pack’s first public release?
For the most part, everyone seemed to like it. I was absolutely shocked by the popularity it gained, I still look at the Curse top list (for monthly downloads) and almost can't believe that I am in the No.1 position!
Roughly how much time did you spend on the initial version of SixtyGig?
I couldn't even start to figure that one out. I'm finally starting to draw close to finishing all my CTM work, I've put more time into this pack than I could even count. Since about February when I started this project I've put in anywhere from 4 to 10 hours a day, almost every day. If it wasn't for all the CTM, this pack probably would have been completed a month or 2 ago. :)
Have you come across any challenges during development and, if any, how did you handle them?
I'll sometimes hit roadblocks with certain texture designs. For example, I went through about a month where I was trying to figure out how to draw Wool. You would think wool wouldn't be a hard texture, but man, I tell you, trying to make a clean smooth "wool" texture that doesn't look like a bucketfill is a hard! I threw out about 5-6 wool concepts over the course of at least a month before one day I finally made something that worked! I've found the best way to handle roadblocks is to take a break from it, and try something else. I think I made a good dozen textures (for other blocks) before I finally solved my wool issue.
What was your favorite development tool for this project?
Photoshop CS6 Extended, it's the one and only tool I use for everything in SixtyGig. :)
Have you learned anything new from this project?
I've vastly improved my tiling and shading skills, I can't wait to apply that new found skill to my java game in the future! Working on this texture pack will have a very visible impact on the quality of the graphics in my game, and I can't wait to see it in the future!
What stage of the SixtyGig’s development process did you enjoy most?
I couldn't really say I liked any one process over the other, I guess it depended on my mood at the time. Sometimes I loved putting together CTM-supported textures, while other times just making a few simple items was quick, fun and rewarding. I haven't started mobs yet, but I'm really looking forward to it!
And what is your favourite feature of the texture pack itself?
CTM! Lots and lots and lots (and lots!) of CTM. Currently, even with the pack still technically in Alpha, I have over 1,500 CTM textures. Currently I believe SixtyGig holds the world record for most CTM in a texture pack. Almost every single in-world object has a minimum of 9 random variations, some as much as 36! I think that's what really separates this pack from the rest.
Are you currently working on any other texture packs, plugins or updates?
Nothing else Minecraft related, no. But I do have plans to make more SixtyGig themed packs. A few ideas I had was "SixtyGig - Apocalyptic" where it's all the same textures, but more dark, brooding and worn out looking, "SixtyGig - SimpleGig" a 16x spinoff of SixtyGig, "SixtyGig - CandyLand" a really pastel and colorful recolor of the SixtyGig pack. There's several other spinoffs of SixtyGig I want to make in the future, a lot of them will be heavily remixed versions of each other so people who want to, can use some of the other fun versions of the same pack.
In addition to your Minecraft texture pack, have you ever released any custom content for other games?
Oh tons, I've done all sorts of fun custom work in games dating all the way back to when I was a little kid. I even made my own little adventure worlds in games like ZZT, or whole new episodes in Wolf3d, Duke Nukem and DooM. I also dabbled a lot in "Custom Settings" Starcraft maps back then. I could spend all day talking about all the crazy stuff I've made over the past 2 decades since I got my first computer at 8 years old. I've released/played with/tweaked 100s of games in my lifetime. Like I said before, I just love making things! :D
Aside from your own projects, what are some of your favourite texture packs and/or plugins from other authors and why?
Hmm, Well... *compiles list!*
Sanity - By Alvoria (http://www.curse.com/texture-packs/minecraft/alvorias-sanity-pack)
It's just good pixel art! I can't really explain it. I just like the natural soft flow of the artwork. It's very eye pleasing. :)
Glendale - By Taiine (http://www.curse.com/texture-packs/minecraft/glendale-16x-16x)
Same as Sanity, I'm a sucker for good pixel art Taiine has done an amazing job on her texture pack. It doesn't get the attention it deserves!
Chroma Hills - By SycloneSJS (http://www.minecraftforum.net/topic/1552878-)
Syclone has done some amazing work with this pack, if you're looking for a detailed high resolution texture pack this ones probably the best out there. It also became the "official" SEUS shader pack as well I believe.
Do you have any advice for other aspiring texture creators?
Texture packs take a long, long time.. You should take your time with every single texture. Don't rush anything! If you ever tell yourself "eh, good enough.." it's not good enough! Who cares if it takes you all day to make a single dirt texture, quality counts more than quantity in this world. Don't stop working on a texture until you can sit back, look at it and go "man, I don't even know what I could do to make this any better!". Once you can say that, it's probably good to go!
Having reached the end of the interview, we would like to thank Rayvolution for taking the time to answer our questions and of course for creating the texture pack in the first place!
Even though SixtyGig is still in its alpha stage, it is a very promising pack. The texture pack transforms the look and feel of the game into a cartoony style that mostly maintains the original colour scheme and patterns. On top of that it includes many alternate textures that bring more diversity into the world.