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Moderators: GZDoom Developers, Raze Developers
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Spoiler:The image below shows a few things. On the left, my model with a 'realistic' shader (It's not a PBR shader, but it does respect energy conservation so that highlights don't blow out or produce fireflies.) The next two images are simply the first, but have been translated to an indexed palette in Aseprite with the Doom and Duel palettes, respectively. The last two images on the right were rendered directly from Maya with my 'palette matching' shader... the shader that I'm trying to use to achieve a pixel-art look.
Spoiler:I'll return to this post later and see if I can extend my limited palette by adding dithering. I find dithering to be ugly, and it can get noisy on animations. But, it might be possible to achieve a nice dither in Maya. I'm going to see if I can generate something like this:
A wiki. Either the ZDoom wiki or the more general Doom Wiki (at DoomWiki.org). Both have a tutorial section where it could fit.Custodian wrote:I'm not sure where I can host a tutorial where it won't get lost to time.