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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.
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