Search found 666 matches

by torridgristle
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 ...
by torridgristle
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 ...
by torridgristle
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.
by torridgristle
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 ...
by torridgristle
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 ...
by torridgristle
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.
by torridgristle
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.
by torridgristle
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 ...
by torridgristle
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.
by torridgristle
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 ...
by torridgristle
Thu Nov 16, 2017 8:15 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38036
Views: 4645415

Re: [SPRITES] Spriting Carnival!!

BigProjectAlone wrote:A new start :)
I'll wait for your answer before going into details.

Image
Yeah that should be fine.
by torridgristle
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 ...
by torridgristle
Sun Nov 05, 2017 6:43 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38036
Views: 4645415

Re: [SPRITES] Spriting Carnival!!

Image

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.
by torridgristle
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 ...
by torridgristle
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.

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