• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

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Every good illustration starts with solid fundamentals. That means getting the basic proportions down before worrying about details. Nailing your perspective before worrying about lighting. Making sure your values are where they need to be before worrying about your color pallet.


A common belief many artists share is that you should be able to stop working on an illustration at any point and it will look good, even if unfinished. The idea stems from the good fundamentals principle. If you start sketching out a pose and stop, it should look good as just a gesture pose. If you get to the proportions but lack details like clothes and stop, it should still look good.


Now, obviously there are a ton of great artists who ignore this and just get their rough sketches "good enough" and clean it up when they actually start laying down final lines and produce amazing images, you really have to start somewhere. Usually the artists who throw down super rough sketches that don't look totally great and end up with amazing pieces are just experienced enough to know how to do what they want and are just using those rough sketches to get ideas, rather than as true construction lines like most artists.


If you find yourself not producing images that you enjoy or things that are comparable to the style you're going for, try stopping at each step, poses, construction lines, shapes, etc and figure out where the divergence happens. You'd be surprised how easy it is to spot just where your illustration went wrong.


Unfortunately, given how critical the first steps and the fundamentals are, when you discover your illustration is looking a bit weird, likely the culprit of your problems happened close to the start, which makes it extremely exhausting to backtrack and fix those mistakes and instead usually leads to you giving up on a piece.


Which isn't a bad thing. Giving up on a piece when you know it's not the way you like is a healthy way to keep you motivated in art. It's exhausting and emotionally draining to keep working on an illustration that you think isn't coming out as well as you had hoped.