Capn here, just wondering. When Reu made DragonClaw, there was only one palette and the colors were all over the place, but now DC has a ton of useable palettes. Unfortunately, I wasn't around really when Reu was, so I don't know if it was PoTS' patches or if Reu did it himself. So I was just wondering, how'd you guys create palettes for a character made in 3DS Max? DC started off with none, and now has a ton, and Brokken still only has one palette. I'm trying to make a character in 3DS max as well, so I need to know this.Thanks and Good Luck
You do them as with any other 2D character. Open the sprite in Photoshop, edit the colors and save as a new palette.
Capnwtf said, May 12, 2012, 11:47:03 pm<Doesn't have photoshopAny of Fighter factory versions by VirtuallTek could work as well, specially the recent FF3 version.Palette=>Advanced Palette Editor.
Gimp would also work. Reu reduced the colour depth a lot and was careful about both lighting and texturing to make sure he had flat colours.
Cyanide said, May 13, 2012, 12:05:16 amGimp would also work. Reu reduced the colour depth a lot and was careful about both lighting and texturing to make sure he had flat colours.If it's not too much trouble, could you go into detail?
The simple nature of a texture in 3D, even when cel shaded is that you will have a lot of variations in colour, especially if you fail to turn off antialiasing. To create a sensible .act file in mugen you want it to be 255 colours or less. Less than 100 if you can manage it. Your texturing should be of flat or single colours that are good and solid and don't really bleed into each other. When you extract the images they should be in a format that doesn't dither or speckle. You will still need to reduce it down even then. You should not have too many light sources and the one you have should lighten up the whole model, no black patches, you can always change shading with a palette, you can't add shading where there is none without re-editing.
3DS Max's default lighting lets you see the whole model when you render, no shadows normally. Is a .PNG format good for this type of thing? (and about that cel-shading thing?) I might decide to pull a diepod and make the light source above the character, but the default seems good.
Celshading gives you "cartoony" graphics. Limits the number of colours quite well, but at the same time, it's really quite hard to get the gradiation you want.
So, Cel-Shading would be having just a base and shadow color, right? I'd have to post a render here later, but I think I did it right.
I'm LEARNDING! Would an ambient occlusion (In addition to Cel-shading)over the models decrease the color count in any way? Also...how does I turn off Antialiasing. that seems like it would give the models and animations a more "MUGEN-y" Feel to them.
You want it off as antialiasing causes bleed between colours and worse from a mugen standpoint, bleed into the background.It'll be somewhere in how you extract the images when rendered, i don't know how you're doing that so can't tell you.