Vibrant Visuals could look significantly better if mobs followed the same pixel scale as the world. Pixel-aligned shadows, and any future entity-grid effects, would look much more precise when they have a consistent texture grid to work with. Without consistent pixel density, these effects can jitter, slide, or look uneven across different parts of a mob. Mojang has already improved this with the Vex, Bat, and baby mobs, but several major mobs still have mismatched “mixel” textures: • Ghast & Happy Ghast: Their 32×32 textures are still too low-resolution for their enormous models. 64×64 or higher would better match the world’s pixel scale. • Slimes & Magma Cubes: One texture is stretched across all three sizes, breaking pixel consistency. They should use a system like the Sulfur Cube, with properly scaled textures for each size. • Wither: Its torso and heads have inconsistent pixel density, making its surfaces and shadows look uneven. Fixing these mobs would give Vibrant Visuals a consistent grid across blocks and entities, allowing shadows and future pixel-based effects to lock cleanly onto mob surfaces instead of jittering or sliding. This would eliminate some of Minecraft’s last major mixels while giving Vibrant Visuals a stronger foundation for sharper, more stable, and intentional entity effects.
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