CompuServe Messages

#8-bit rendering

    05-Jul-95 21:23:32
Sb: #178583-#8-bit rendering
Fm: Jonas Ruikis [ADESK] 73172,1351
To: MARTIN G FOSTER 70303,456
<< Making a 12×12 pixel sprite that came from a 3d program look great, is indeed a challenge <g> >> I thought I'd repost this…. A number of game developers have recently asked for a way to created sprite objects with 3DS that are antialiased inside the sprite borders, but the borders themselves have NO antialiasing/blending pixels. Jamie Clay has come up with a simple two-pass method for doing this, and I thought it would be valuable to pass it on. – G 1 – Render the animation with anti-aliasing off, Alpha and Alpha Split on. To speed things up you should turn off as much as you can (mapping, Filter maps, Shadows, AutoReflect) Also, for this step you need to render to a 24 bit file Tif/Tga. (as far as I can tell) 2 – Render the animation again from video post, all the proper rendering switches on. On the track following the [KF Scene] add a SOLID color and with a RGB Alpha mask using the Alpha Split files from step one, and make sure to switch on the NEGATIVE modifier. You can render to a Flic at this point. Note: The color you specify as your solid color will act as your key color for final compositing in Animator (or whatever you like). You should study your materials so that you avoid using the key color in your animated element. Have fun!