Search found 666 matches
- Wed Jun 12, 2019 5:42 pm
- Forum: Resources
- Topic: 3DLUT Doom Palette for Photoshop etc
- Replies: 23
- Views: 7873
Re: 3DLUT Doom Palette for Photoshop etc
Update: 3 new paletting methods based on YCbCr, CIELuv with an adjustment to the distribution of hues to perceptually smooth it out, and Jzazbz. YCbCr looks like standard RGB but with better luminosity matching, Luv (Mod) looks good with skin and subtle colors, Jzazbz handles subtle colors and skin ...
- Tue May 07, 2019 8:04 pm
- Forum: Resources
- Topic: Doom Palette CRT Luminosity
- Replies: 2
- Views: 1721
Doom Palette CRT Luminosity
https://i.imgur.com/wPy3c70.png This is Doom's palette with sRGB primaries, or more exactly your modern display's RGB primaries which should approximate sRGB to some degree. I want to draw attention to blue and magenta. Notice the sharp change between light blue and blue in the gradient and the ...
- Sun Apr 28, 2019 7:23 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.1.0 Released
- Replies: 23
- Views: 10999
Re: GZDoom 4.1.0 Released
The performance difference between pow and mix pow step is negligible. It may not be a "true PBR engine" but if it's going to have PBR features it might as well do it right. Besides, it's not like it takes any time to paste the new code in the 2 lines in the shader. There's no good reason not to.
- Sun Apr 28, 2019 6:02 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.1.0 Released
- Replies: 23
- Views: 10999
Re: GZDoom 4.1.0 Released
It was pointed out to me that sRGB conversion is handled by pow 2.2 in material_pbr, and maybe elsewhere. This is incorrect. Use these: Linear to sRGB mix(1.055*pow(x, vec3(1./2.4)) - 0.055, 12.92*x, step(x,vec3(0.0031308))); sRGB to Linear mix(pow((x + 0.055)/1.055,vec3(2.4)), x / 12.92, step(x ...
- Sun Apr 28, 2019 3:39 pm
- Forum: Resources
- Topic: (CC0) Balanced Palette - Usable in Commercial or Free Games
- Replies: 12
- Views: 2900
Re: (CC0) Balanced Palette - Usable in Commercial or Free Ga
Balanced Palette in xyY with sRGB primaries. https://i.imgur.com/rmN9JPX.png The blues and magentas are really similar with the current RGB division. I believe it'd be more balanced if it was equally divided in a perceptually uniform color appearance model within the confines of sRGB's gamut ...
- Thu Oct 04, 2018 9:06 am
- Forum: Resources
- Topic: [Textures Sprites Sounds] Game Rips
- Replies: 133
- Views: 46026
Re: [Textures Sprites Sounds] Game Rips
There are great and all, and I could add them and even mirror them on Mega just in case of future Dropbox shenanigans, but wouldn't you rather have your own thread to catalog your own ripped content? It's easier to update and make changes when it's your own thread.
- Sun Sep 23, 2018 3:54 pm
- Forum: Resources
- Topic: [Textures Sprites Sounds] Game Rips
- Replies: 133
- Views: 46026
Re: [Textures Sprites Sounds] Game Rips
Added: Sounds from Contra ReBirth, Castlevania ReBirth, and Gradius ReBirth.
- Sat Mar 24, 2018 10:45 pm
- Forum: Resources
- Topic: 3DLUT Doom Palette for Photoshop etc
- Replies: 23
- Views: 7873
Re: 3DLUT Doom Palette for Photoshop etc
The 512px image is a 2D representation of a 3D cube of 64px, think of it like a cube made of voxels sliced into 1px thick sections down one axis and distributed flat. 64 possible values in 3 coordinates is 64^3 = 262144 possible combinations, same as 512*512. Can't have a 256 color 3D LUT, cube ...
- Fri Mar 23, 2018 8:43 pm
- Forum: Resources
- Topic: 3DLUT Doom Palette for Photoshop etc
- Replies: 23
- Views: 7873
Re: 3DLUT Doom Palette for Photoshop etc
The program does 24-bit and 48-bit, assuming you mean 24 bits per pixel. In Photoshop the bit depths are per channel so 8 bits per channel is 24 bits per pixel, or 32 bits per pixel if there's an alpha channel or it's CMYK, or higher if it's a multichannel project.
- Fri Mar 09, 2018 10:27 pm
- Forum: Resources
- Topic: 3DLUT Doom Palette for Photoshop etc
- Replies: 23
- Views: 7873
Re: 3DLUT Doom Palette for Photoshop etc
Little update, I remember my old one being trash but this one's better. compare.png Comparison of hidfan's 3DLUT which smoothly pulls colors toward the palette, and mine which looks more posterized and index-y. Situation for each I imagine. Made it with IWLTBAP's free LUT generator . Here's an older ...
- Thu Nov 16, 2017 8:15 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645415
Re: [SPRITES] Spriting Carnival!!
Yeah that should be fine.BigProjectAlone wrote:A new start
I'll wait for your answer before going into details.
- Wed Nov 15, 2017 11:35 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645415
Re: [SPRITES] Spriting Carnival!!
Finally got the time to try another shot on the Tommy gun so what about this one ?? ( ---- left = OLD ,................................ right = NEW . ---- ) http://puu.sh/ymhJx/8ce8cb3080.png http://puu.sh/ymhH9/eb460a7a10.png It's an improvement but the angle isn't great. The heavy offset to the ...
- Sun Nov 05, 2017 6:43 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645415
Re: [SPRITES] Spriting Carnival!!

Computech SA-68 with the sights removed to expose more gun that I've been messing with. I tried using the pointiness attribute in Cycles to get edges highlighted and that got them well enough but the overall shading underneath needs more work.
- Fri Nov 03, 2017 11:08 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645415
Re: [SPRITES] Spriting Carnival!!
https://i.imgur.com/QtNaAUu.png Experimenting with Photoshop's Trace Contour on normal passes in order to get sharp masks of the edges, as well as painting a reflection texture within Blender for live preview in order to get shapes highlighted in certain ways. I've been thinking about this for ...
- Tue Oct 31, 2017 9:41 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 682643
Re: Hell-Forged - Update in Progress (Check Opening page)
Hey can you give us a run-down on your new 3D process? All the way from deciding what's going to work on this visual scale, to lighting / shading, to rendering, to Photoshop.