Author Topic: Graphics remapping techniques?  (Read 2378 times)

Vecanti

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Re: Graphics remapping techniques?
« Reply #15 on: February 25, 2011, 08:03:01 PM »
Realtime 9bit painting

ccovell

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Re: Graphics remapping techniques?
« Reply #16 on: February 25, 2011, 11:36:21 PM »
Yes, Brilliance Paint is the program that I routinely use to finalize my hand-drawn / composited indexed bitmaps in 9 bits.  It's basically chock-full of options.

fragmare

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Re: Graphics remapping techniques?
« Reply #17 on: February 27, 2011, 08:30:10 PM »
Chris,
The best method I've found for remapping a 24-bit image into dithered 9-bit color is one you've already discovered how to attain the end results of, but my method might be a bit simpler.  Here's what I do in Photoshop...

-First, take the image into photoshop (duh)
-Then posterize using 8 levels (9-bit color)
-Reduce that image to indexed color using 'palette: exact' and 'dither: none'
-Then go back in the history or simply 'undo' until you're back at the original 24-bit image
-Now posterize using 15 levels (this gives you 12-bit color, which is 4-bits per RGB color channel.  This allows for exactly TWICE the number of colors per channel as the PCE could generate)
-Then index that image once again, but this time use 'palette: previous' and 'dither: pattern'

Voila!  Then what i normally do is use tilepile.exe to break the image down into 8x8 tiles and then batch convert them to 15+1 colors in Photoshop.  The difficult part is palette mapping the image to 16 total background palettes.  Tom found a couple programs that do this.  The one with the best results seemed to be a program called NitroCharacter from the DS devkit, but it's licensed software only or something.  :/

Bonknuts

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Re: Graphics remapping techniques?
« Reply #18 on: March 03, 2012, 08:00:26 PM »
I wanted to revisit this topic since I'm writing yet another pic2pce app and want to use this as one of the methods. I get the bias on the 8 level scale and all (thanks for the files, I edited them in a hex editor to get some different results), but for the post about 10+11 and 9+10, what is that in reference too? I only have 15a and 15b for the alts (which worked great).

ccovell

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Re: Greyscale remapping techniques?
« Reply #19 on: March 04, 2012, 12:24:43 AM »
The 10+11, 9+10 are posterization levels.  I take the same image, make a copy, and posterize each copy using different levels, then overlay a regular 2x2 checkerboard pattern over one image and pick up only the remaining pixels from that image and paste them over the 2nd image (same as the 15a, 15b procedure)  Then IIRC, I posterize the lot to 8 levels.

I've been playing around with the PCE palette limitations a bit more too.  Legendary Axe II always impressed me in the penultimate level with the large, concrete-ish columns that used about 32 colours with a base grey gradient.  The artists did this quite cleverly (although everyone's done it in some way or another) by ramping the R,G,B bits in order of luminosity to make a few more shades in between each grey:  Grey1 -> B->R->M->G->C->Y-> Grey2.



If you step this way through all the greys you get 50 shades instead of the normal 8:


Of course, the rainbowy pattern is an artifact that can either detract from or enhance the picture.  Original low-colour pixel art probably is a better candidate for this rainbowy remapping than are renders or whatever.

Other ways involve using 15 or 16 colours with the in-betweens one hue or a couple.
Cyan

Red->Yellow


Some comparisons from pixel art, original by someone (not me.)


You all can let me know which one is more pleasing to your eye, & with reasons why.

First pic: Using just the 8 PCE greys; 2nd, using 16; 3rd, using 50.


The same with some converted render:
« Last Edit: March 04, 2012, 12:32:16 AM by ccovell »

nat

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Re: Graphics remapping techniques?
« Reply #20 on: March 04, 2012, 06:05:49 AM »
For the first set, I like the last one (the one with 50). The first two are too grainy. The rainbowy effect on the third is minimal, and I have a hunch that it would look really smooth on a CRT.

On the second set, I'm really torn. The middle one is by far the worst, but the red/pink/whatever of the third is a little more pronounced than in the first set. That said, the first image of the second set is REALLY grainy, so I guess I'd go with the third pic again.

Keranu

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Re: Graphics remapping techniques?
« Reply #21 on: March 04, 2012, 08:29:11 AM »
My eyes are glued to that babe's luscious ass, I have no clue what's being said.
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

nodtveidt

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Re: Graphics remapping techniques?
« Reply #22 on: March 04, 2012, 09:16:01 AM »
My eyes are glued to that babe's luscious ass, I have no clue what's being said.
Glad I'm not the only one. :lol:

Arkhan

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Re: Graphics remapping techniques?
« Reply #23 on: March 04, 2012, 09:36:17 AM »
We're talking about pixel art?

where?
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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ccovell

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Re: Graphics remapping techniques?
« Reply #24 on: March 04, 2012, 10:32:21 AM »
Look at the girl's ass.  No, not just to gawk, but to appreciate the subtle hand-drawn dithering in the original girl picture.  The dithering pattern can be seen more clearly in the 50-colour greys picture as I didn't add any dithering to it from the original picture.  Also, check out the interweaving strands in her hair without any Ys-title-screen-style high-contrast lines.

That's pixel art.  8)

Black Tiger

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Re: Graphics remapping techniques?
« Reply #25 on: March 04, 2012, 11:00:32 AM »
The third pic of the girl looks best to me, as the extra colors suit the artwork. The second pic of the balls looks best as an interpretation of the original.
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Vecanti

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Re: Graphics remapping techniques?
« Reply #26 on: March 04, 2012, 05:29:41 PM »
Are those penises behind that ass?


Keranu

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Re: Graphics remapping techniques?
« Reply #27 on: March 04, 2012, 06:03:14 PM »
This forum has been penis loco lately.
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

ccovell

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Re: Graphics remapping techniques?
« Reply #28 on: March 04, 2012, 06:03:29 PM »
Of course not.  They're dildos.

Vecanti

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Re: Graphics remapping techniques?
« Reply #29 on: March 04, 2012, 06:44:02 PM »
Of course not.  They're dildos.

Oh! I see it now.  :D