This is good for a portfolio piece, just to show some of our abilities and that we can take an idea from start to finish. Getting in to the financial aspect is asking for trouble. I would be fine to simply continue as we have.
You need to create the main color palette.
If you want to have the costume change color, you need to make the pants blue or some other color that will stand out. It'll work for masking, so it doesn't mix with the hair colors.
Make a large document in Photoshop, and place a bunch of the .png renders in it. Views of him from different angles would be good.
Convert that document to indexed color, Local perpetual, colors = 256, Forced = None, check transparency, click OK.
That will get rid of the transparent pixels and limit your colors to 256.
Next you can cut out the masked parts of the costume, like the pants. Make a palette for just that, so you can organize the colors real easy. I like to do this in Fighter Factory, because it's easier to work with.
Make a palette for the skin, another for the pants, give each palette what number of colors you want.
Maybe 64 swatches for the skin, or what ever you can fit.
Add some colors for the blood and bones, 16 to 26 is fine.
You also need to add the masking color that will be transparent in the game, 255,0,255. Put that swatch on the lower right corner of the palette.
When you have all these palettes ready, you put them all in to a single palette. All nice and neat, so the colors are easy to select in groups to affect specific areas.
Skin section, Pants section, blood section...
If you just run a default indexed color operation, these will be jumbled and a pain to work with when you need to make different colors for the game.
After the Master palette is made, you can use a batch function to convert all your sprites.
Open one of the .png files
Start the Record action, and go through these steps.
Image > Mode > Indexed color > Local Perpetual, 256,forced none, transparency, OK.
Image > Mode > Color Table, in the palette that opens, click on the transparent swatch and give it the masking RGB value (255,0,255). The background will turn pink, click OK.
Image > Mode > RGB color
Image > Mode > Indexed color > Palette = Custom, Load the master palette and click OK, and OK again.
File > Save As > Have a main folder where all the converted sprites will drop by default, I have it in my root animation folder. > Select .pcx and click save. > Close the file > Stop the recording.
That should be it for the recording, now whenever you make new sprites, you run the batch function with that action.
File > Automate > Batch, select the action for Liu Kang sprite generation > Source is the folder where your render was saved, and click OK. All the files will be converted for you.
Fighter Factory download
http://www.virtualltek.com/products/show/2
If you need to see how the palette editor works, look for Fighter Factory Ultimate palette tutorials on youtube.
I can make a tutorial on it, if you need one.
Bleed I got my stance rendered and I know I have to convert it to .pcx in photoshop but I don't k ow anything else. I saw cage's sprites, I know I have to scale my sprites, change the color mode, apply a magenta background but I'm not clear, I rendered my sprites 1280x1024 and saved it as a png file, with the settings you mentioned before. Also I would like to put them in mugen, Can you recommend me a good tutorial or something? Thanks bro
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You need to create the main color palette.
If you want to have the costume change color, you need to make the pants blue or some other color that will stand out. It'll work for masking, so it doesn't mix with the hair colors.
Make a large document in Photoshop, and place a bunch of the .png renders in it. Views of him from different angles would be good.
Convert that document to indexed color, Local perpetual, colors = 256, Forced = None, check transparency, click OK.
That will get rid of the transparent pixels and limit your colors to 256.
Next you can cut out the masked parts of the costume, like the pants. Make a palette for just that, so you can organize the colors real easy. I like to do this in Fighter Factory, because it's easier to work with.
Make a palette for the skin, another for the pants, give each palette what number of colors you want.
Maybe 64 swatches for the skin, or what ever you can fit.
Add some colors for the blood and bones, 16 to 26 is fine.
You also need to add the masking color that will be transparent in the game, 255,0,255. Put that swatch on the lower right corner of the palette.
When you have all these palettes ready, you put them all in to a single palette. All nice and neat, so the colors are easy to select in groups to affect specific areas.
Skin section, Pants section, blood section...
If you just run a default indexed color operation, these will be jumbled and a pain to work with when you need to make different colors for the game.
After the Master palette is made, you can use a batch function to convert all your sprites.
Open one of the .png files
Start the Record action, and go through these steps.
Image > Mode > Indexed color > Local Perpetual, 256,forced none, transparency, OK.
Image > Mode > Color Table, in the palette that opens, click on the transparent swatch and give it the masking RGB value (255,0,255). The background will turn pink, click OK.
Image > Mode > RGB color
Image > Mode > Indexed color > Palette = Custom, Load the master palette and click OK, and OK again.
File > Save As > Have a main folder where all the converted sprites will drop by default, I have it in my root animation folder. > Select .pcx and click save. > Close the file > Stop the recording.
That should be it for the recording, now whenever you make new sprites, you run the batch function with that action.
File > Automate > Batch, select the action for Liu Kang sprite generation > Source is the folder where your render was saved, and click OK. All the files will be converted for you.
Fighter Factory download
http://www.virtualltek.com/products/show/2
If you need to see how the palette editor works, look for Fighter Factory Ultimate palette tutorials on youtube.
I can make a tutorial on it, if you need one.
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