I need help with graphics
ok most of us mus know that SmonK directed gravity angels ad we all know his new graphics in S.O.B. and P.Q. I am atemting to use rendrings of 3d images but i need help. 1) I use "anim8or" which can inteface with "3Dstudio" "lightwave" and "wavefront" Simon I'm sure used one of those for his 3D stuff and I would like to use the 3D dink and skard frome P.Q. the rest of em would be apreciated too. 2) I use "adoby photoshop buisnes edition" to edit pics and I cant figure out how to aply dink pallets. Please help me.
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Gravity Angels... ooooo... there's a ghost from the past. I didn't do any of the models or animation in that. I started editing it, and then took over directing [but that's another story
]
I have used blender for all my 3D graphics in Dink, although I did get some free 3D models for some incidental stuff in PQ, which I then modified. But yeah, Dink and Skard I modelled myself. Dink isn't too bad, but that model can't really walk and fight correctly in terms of definition and joint movement - I only used it for him rowing/sailing in the boats - in which he has very little movement.
Skard was modelled even simplier, as I knew that she'd only be seen as a 100 pixel high sprite in 256 colours. She is not a skinned model, just limbs that are linked. In fact, I don't think she uses the armature system, but the old IKA system of blender. I found that when I blew up a snap shot of her model for the full screen bmp shown when she is cured I saw just how low grade the work was.
I plan to re-do Dink and Skard again when I do Necromancer. Both need to be able to walk, fight with weapons etc, cast magic... and who knows what else?
In short, I won't release the PQ Dink or Skard models as they are too poor for general consumption.
You could try approaching the original artist on Dink (Justin Martin) to see if he will give you access to models. I tried that when I was doing PQ (I mainly wanted the textures used to match Dink as closely as I could) and he said he wasn't going to release the models as the original graphics were freely available. His perogative and I don't begrudge him for it as I'm doing the same thing now.
In Photoshop you need to open a Dink graphic that already has the palette (ie one of the original graphics) and save the colour table (I think that's the term, it's been a while since I've used Photoshop) and then when saving your new graphic, load the Dink palette/table and save your new graphic as an indexed file. Of course what is nice about Photoshop is the scripting functions which let you write a script to automatically apply a palette and save as index bmp for all files in a folder. But I beleive Paint Shop Pro ver 8 can do scripting now [makes note to upgrade from ver 4 PSP
]
If anyone uses Photoshop regularly please correct anything I've said above

I have used blender for all my 3D graphics in Dink, although I did get some free 3D models for some incidental stuff in PQ, which I then modified. But yeah, Dink and Skard I modelled myself. Dink isn't too bad, but that model can't really walk and fight correctly in terms of definition and joint movement - I only used it for him rowing/sailing in the boats - in which he has very little movement.
Skard was modelled even simplier, as I knew that she'd only be seen as a 100 pixel high sprite in 256 colours. She is not a skinned model, just limbs that are linked. In fact, I don't think she uses the armature system, but the old IKA system of blender. I found that when I blew up a snap shot of her model for the full screen bmp shown when she is cured I saw just how low grade the work was.
I plan to re-do Dink and Skard again when I do Necromancer. Both need to be able to walk, fight with weapons etc, cast magic... and who knows what else?

In short, I won't release the PQ Dink or Skard models as they are too poor for general consumption.
You could try approaching the original artist on Dink (Justin Martin) to see if he will give you access to models. I tried that when I was doing PQ (I mainly wanted the textures used to match Dink as closely as I could) and he said he wasn't going to release the models as the original graphics were freely available. His perogative and I don't begrudge him for it as I'm doing the same thing now.
In Photoshop you need to open a Dink graphic that already has the palette (ie one of the original graphics) and save the colour table (I think that's the term, it's been a while since I've used Photoshop) and then when saving your new graphic, load the Dink palette/table and save your new graphic as an indexed file. Of course what is nice about Photoshop is the scripting functions which let you write a script to automatically apply a palette and save as index bmp for all files in a folder. But I beleive Paint Shop Pro ver 8 can do scripting now [makes note to upgrade from ver 4 PSP

If anyone uses Photoshop regularly please correct anything I've said above
