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From an earlier version. To get large areas
of constant color I use the average color of each face as a color for
that face. Quake 2 tends to be a darker game texture wise, so lots of
stuff ends up brown. |
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From the final version. Here I used a modified version of a
popularity/histogram algorithm to get texture colors. The result is
more pleasing and closer to the original in terms of texture color.
This particular image is one of my favorites. |
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From the final version. This illustrates my color selection
algorithm breaking down. I used some heuristics to get away from Quake
2's constant grays and browns. The bulkheads in this shot refused to
give enough 'non-gray' texture information, so their colors were offset
and ended up purple. |
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From the final version. Another one of my favorites. In
this particular part of the level, my color selection algorithm worked
particularly well. The colors of the stairs, floor and surroundings
work well together and look like authentic artist generated cel-shaded
textures. |