156 colors

Is there a way to make images that look good in thousands of colors look good in 256?
Oops, in the topic I meant to type 256 colors.
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(This message has been edited by EV Player (edited 08-13-2000).)

Quote

Originally posted by EV Player:
Is there a way to make images that look good in thousands of colors look good in 256?
Oops, in the topic I meant to type 256 colors.

i don't know.....

make it in 256 colors from the beginning and make it look good then??? 🙂

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Learn to dither to the system palette.

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My signature is short and unobtrusive. I don't have a long sig to overcompansate for "ego" problems.

GraphicConverter usually does a pretty good job. But you'll never get quite the same image quality as the original graphic.

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"Apple does not recommend allowing an elephant to operate a Mac in any environment."

Hmm, just a quick thought:
Look at the smaller pallette and try to use colors which are included there (e.g. many greys but few greens or something like this)

Generally, smooth color-transitions doen't look great with few colors, so try to avoid large areas going from "very light blue" to "light blue".

- Marko

You can achieve some very good effects with 256 colours and dithering.

However, for all of EVO except the splash screen, you are limited not to 256 colours adaptive but to 256 colours system palette.

This means that broad areas of colour that aren't system colours will look awful, as will gradients except for grey gradients.

This is most noticeable in sky scenes.

For ships, the more detailed the texture, and the more monochrome, the better your chances. Also, play with hue, saturation, brightness and levels in Photoshop.

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M A R T I N • T U R N E R

In most 3d graphics progs can't you just render it in 256 colors. That would be a lot easier than converting it somehow.

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Quote

Originally posted by Jol'Jvik:
**In most 3d graphics progs can't you just render it in 256 colors. That would be a lot easier than converting it somehow.
**

No. It's always better to start with more information and work to less information. The more level of colors you have originally, the easier it will be to get the graphics looking correctly when dithered to the system pallete.

Unless, of course, there is a 3d rendering engine which will shift returned values to a pallete using its rendering algorithm without postprocess dithering.

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My signature is short and unobtrusive. I don't have a long sig to overcompansate for "ego" problems.

Quote

Originally posted by foo12:
**No. It's always better to start with more information and work to less information. The more level of colors you have originally, the easier it will be to get the graphics looking correctly when dithered to the system pallete.

Unless, of course, there is a 3d rendering engine which will shift returned values to a pallete using its rendering algorithm without postprocess dithering.

**

Yeh, most of them do - it's easier to render to a strict colour palette than dither to a smaller one. I think Cinema 4D can do that, and I know StrataVision 4 can.

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--blackhole
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