Reactor wrote:I wouldn't limit the colors, not one bit. I had enough of that paletting issue at Tristania3D.
If the real life graphics rips would REALLY look fugly, I'd simply prefer to choose another engine, or a port, which does not use any kind of palettes.
Doom has a certain style associated with it, and unless you're doing a total conversion of some kind or replacing a majority of the graphics, it's best to try to fit within that style. I don't mean that I palette-rape my images, I mean I take into consideration that Doom has a 256 color palette, so my awesome gun, which looks great in meat-space, probably will look out of place with it's 10 billion colors.wildweasel wrote:Marty's comment was more in line with trying to make the graphics look more consistent with ones that already exist. Photographed hands wouldn't look nearly the same as Doomguy's iconic arm hair, for one.
This is important with arm graphics and the like as well. I try to make whatever arm/hand images I'm taking from meat-space look as close to Doomguy's arms when I'm editing them.