tutorial for making rocks like pog, for pog, in pog, whatever....

this should help you out a bit Centurio .
(url="http://"http://www.redknightentertainment.com/rkewerks/htmlrke/rketutorialsmain.html")http://www.redknight...orialsmain.html(/url)

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Morvera ner Morden

Nice tute, I like the Bryce rocks. You can also remove the ground in Bryce, and make the sky all white (there's a preset for that), and render it, Bryce 5 creates a .pct file when it renders, so you can import that into Photoshop and use the magic wand (in most cases) to select the rock for you, then dragging it onto another document, or, if it's gonna be a stamp, leave it on that one.

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"select-->color range..." in PSD, its breakneck and works well when batching/automating/masking etc etc etc...

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...That staples it.

(This message has been edited by ellrx (edited 03-21-2003).)

A good overview. A few comments:

If you're going to render rocks that cast shadows onto the ground (which the PoG rocks generally don't), I would suggest that you render using a ground color similar to the surface you intend the rocks to be used on (green for outdoors, dark brown for caves). Otherwise you get rather strange shadows - why would rocks cast gray shadows on green grass?

If you're going to use dampeoples' rendering method, I would suggest that you use a solid-color sky background that, again, matches the color of the intended background for the image. Otherwise, you'll probably get a white "halo" around the object as a result of the antialiasing. Also, if you're going to use this method, you can "fake" the existence of a ground plane by grouping all of your rocks and boolean subtracting a suitably large cube from the underside of the group.

There's no reason to save the image as indexed-color, given that Coldstone doesn't play well with images that are less than 16-bit.

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Oh no, here comes another learning experience.
Oderint dum metuant?

Quote

Originally posted by Glenn:
(B

If you're going to use dampeoples' rendering method, I would suggest that you use a solid-color sky background that, again, matches the color of the intended background for the image. Otherwise, you'll probably get a white "halo" around the object as a result of the antialiasing.
(/B)

Whoops, you are correct sir. My method works with the white background if you turn the anti-aliasing off.

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""There's no reason to save the image as indexed-color, given that Coldstone doesn't play well with images that are less than 16-bit. ""

im confused, last time i checked all the images in pog were 8 bit? or rather thats what photoshop is telling me?

if pog dont play well with 8bit im in a world of @#)&^*!

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Morvera ner Morden

(This message has been edited by DJ (edited 03-22-2003).)

Quote

Originally posted by DJ:
im confused, last time i checked all the images in pog were 8 bit? or rather thats what photoshop is telling me?

On my computer, at least, they're RGB color with 8 bits per channel. That's not the same as 8-bit (or fewer) indexed color, which is what your tutorial seems to suggest. Try using your indexed images in Coldstone if you don't believe me. (Actually build and run a game - the editor may display the images just fine, but the game engine's handling of them is the important part. 🙂 )

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I don't know what I'm talking about.
Oh no, here comes another learning experience.
Oderint dum metuant?

Thanks for the tutorial! I'm going to get cracking.

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