#8-bit rendering
Hi DA — you've zeroed in on the most critical issue (I think) of working with
3-D Studio in 8-bit. I've been creating graphics for 8-bit multimedia
applications (kiosks, disk-brochures, CD-ROM, etc.) for several years now and
believe its essential to design your palette as soon as you have your primary
screens designed. I render the critical scenes as 24 bit images, and use a
paint program (Photoshop) to assemble them into one large image, then convert
to index color and let Photoshop create the palette. Personally, I find a
high-end paint program does a better job than the High Palette technique in the
3DS documentation. Even better, since our office uses both PC and Mac
software, is to bring all the critical scenes as 24 bit images onto the Mac and
use Debablizer to create a custom palette (I don't know if there is a PC
version of Debablizer — but if there is — get it!)
Is your final programming using the .flc format, or will your images be
imported individually into the game program? If you need to cut the images out
as cels, I recommend rendering them as 24 bit images with alpha channels
against the appropriate background color. In Photoshop, load the alpha channel
as a selection set and increase it by one pixel. Dither to your custom palette
first, then invert your selection set and delete the background. Your cel will
be cut out with one pixel of antialiasing (this works great for text cut-outs
also in Photoshop). However, if the cel will be floating over a background
with a wide variety of colors, both dark and light, you'll have to settle for
unantialiased edges.
If your final programming uses the .flc format, go ahead and render to the
custom palette right in 3DS. Be sure any background images have been
previously converted and saved with the custom palette as well, to avoid that
nasty "crawl" that occurs in the background when its dithered with slight
differences from one frame to the next.
Another tip: if your game is going out on a Windows platform — don't forget to
include the 20 Windows system colors in your final palette, in the correct
locations (first 10 and last 10 slots in the palette). You'll need a program
like Animator Pro or Debablizer to locate the colors in their correct slots.
Without the system colors in the palette, your user will get some very annoying
screen effects if he/she runs the game in a window on a hi-res screen.
Bottom line is — these guys who use 3D Studio for broadcast graphics have it
easy! It's making 3-D look good in 8-Bit that takes real skill! Good luck…
Anne