PREVIEW: Cut 'n Paste Pack v. 1.0!

Ok, Here's 16 smoke effects from ofx, I've divided them into 4 categories
  1. regularity = 0.1
  2. regularity = 0.3
  3. regularity = 0.5
  4. regularity = 0.8
The more "regular" the smoke is, the more rounded-ish it is
in these four categories are -
  1. noise smoothness = 0.5
  2. noise smoothness = 1
  3. noise smoothness = 2
  4. noise smoothness = 4
the higher the number, the less little bits there are.
the storyboards are named after this as well, if reg=0.1 and ns=2 the storyboard will be named "smoke01-2"
I'll do a preview for the different regularity categories, they all have NS of 1, the others will just be more or less smooth :)
(sorry for the large preview sizes :( )

Regularity 0.1
reg01.gif

Download <200kb

Regularity 0.3
reg03.gif

Download <400kb

Regularity 0.5
reg05.gif

Download <550kb

Regularity 0.8
reg08.gif

Download <525kb
 
Here is my first try of the palette. There are some problems yet. The lightest colors of the belt do mix up with the darkest of the foots. Another problem is the point of the spotlight. Also we have to define the Civ- Smoke- and Shadow-colors.

Alu__CnP_Palette_01.gif
 
Dom Pedro II said:
Hrrmm.... do you have any suggestions for this?
Sure. 155 0 155 as main color of the shadow (index 249) - see the image.
Dom Pedro II said:
What exactly have you done? Were you able to convert the parts to other colors?
Just made a palette for this colorful man. I think that some parts of him are too illuminated. Mat colors would be better.
Alu__CnP_Palette_01b.gif
 
Aluminium said:
Sure. 155 0 155 as main color of the shadow (index 249) - see the image.
Just made a palette for this colorful man. I think that some parts of him are too illuminated. Mat colors would be better.
Alu__CnP_Palette_01b.gif

Mat colors? I don't understand....
 
DP,
for the props, did you want something like the attached image? (with all 8 directions of course ;) )
 

Attachments

  • helmettest.gif
    helmettest.gif
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I think that'll work just fine... but is the helmet dipping below the "floor"? Looks kind of like it is.

Btw, I didn't say so earlier, but thanks for the explosion effects! Well... that's ONE person contributing... and even the man who came up with the idea hasn't posted anything yet... (yours truly) :mischief:
 
Dom Pedro II said:
I think that'll work just fine... but is the helmet dipping below the "floor"? Looks kind of like it is.

Btw, I didn't say so earlier, but thanks for the explosion effects! Well... that's ONE person contributing... and even the man who came up with the idea hasn't posted anything yet... (yours truly) :mischief:
:hmm: it does looks like that, although it's not since it doesn't even move ;) The camera is what's moving.

I think it would be good to link to the posts with stuff for the c&p'ers from the frist post or else lots of stuff will get lost if this project catches on.

I've also got a few more props that I'll do this weekend :D
 
Dom Pedro II said:
Well... ideally, we'll get a Stickied thread either here on the main C&C forum or in the Units Forum... And it will all be compiled there for easy access.
sounds good :thumbsup:

will sid be armed for the various movements or will he just be doing the movements and the c&p'ers just put whatever prop they want on him?

Also should the props be multicoloured like sid so people can change the colours using a palette?

EDIT: sid's forearms look rather huge in comparison to the rest of him :crazyeye:
 
Dease said:
sounds good :thumbsup:

will sid be armed for the various movements or will he just be doing the movements and the c&p'ers just put whatever prop they want on him?

Also should the props be multicoloured like sid so people can change the colours using a palette?

EDIT: sid's forearms look rather huge in comparison to the rest of him :crazyeye:

This is actually Kinboat's Paperdoll model... the one he uses for all of his stuff... so if there's an issue with the forearms... Not my fault... :mischief:

Sid will not be armed for the various movements. The c&p'ers will just put whatever prop they need in there... but there's so many movements done that I'd be really surprised if they couldn't manage.
 
Dom Pedro II said:
Do you think I should change the color of the feet (or the hip area) in order to prevent them from being confused? If so, what color would work?
Here is a image of the 'Hue map' from PSP. This tool let you replace one or more colors very fast. Perhaps, we should use this colors for the body parts. But I think the colors need the the same lightness. I will make some tests.

Alu__CnP_Palette_02.gif


Dom Pedro II said:
Also Aluminium: out of curiousity, what colors did you try to go with there for the head and hands? is that supposed to be a flesh color?
Forget the second picture. It was just a test.
 
Aluminium said:
Here is a image of the 'Hue map' from PSP. This tool let you replace one or more colors very fast. Perhaps, we should use this colors for the body parts. But I think the colors need the the same lightness. I will make some tests.

Alu__CnP_Palette_02.gif

Seems to me that a purple color could cause some problems with the shadows... not to mention the fact that there are several blues which might conflict...

but if you think it can work, I'm sure willing to try.
 
Aluminium said:
The last two shifts change shadow and background color. Red, green (144°) and cyan of Sid work good. Cyan should be darker.

I noticed that myself... ok, will do.


So does that mean I should get rid of brown and gray altogether?? I mean, this might work for Paintshop, but I think it'll cause big problems for Photoshop.
 
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