| Resources and Support | |
| |
|
| Author | Message |
|
spartan_117
Commander
Joined: 14 June 2007 Online Status: Offline Posts: 478 |
![]() Topic: AAing without knowing what the background would bePosted: 25 November 2007 at 1:56am |
|
hi PJers .
i would like to know how to AA a pixel without having a specific background color. Usually i would use that sweet AA tool where you type the rgb values of the 2 colors u want to AA. Edited by spartan_117 - 25 November 2007 at 1:56am |
|
IP Logged |
|
|
surt
Commander
Joined: 30 December 2015 Online Status: Offline Posts: 413 |
![]() Posted: 25 November 2007 at 2:10am |
|
If it's for a game, and the platform supports it, I'd say use alpha.
If you have a general idea of the intensity range it'll be sitting on you can AA between the source intensity and the closest intensity or the mean intensity in the expected range. It won't always look great, but so long as the expected range isn't too great it should usually look okay. If you have no idea as to what it'll be sitting on then you can't AA as whatever you try has as much chance of increasing aliasing as decreasing it. Edited by surt - 25 November 2007 at 2:10am |
|
IP Logged |
|
|
spartan_117
Commander
Joined: 14 June 2007 Online Status: Offline Posts: 478 |
![]() Posted: 25 November 2007 at 2:25am |
|
when u say alpha you mean like the alpha channel in photoshop.
like using a 50% transparency with the pencil tool. |
|
IP Logged |
|
|
surt
Commander
Joined: 30 December 2015 Online Status: Offline Posts: 413 |
![]() Posted: 25 November 2007 at 2:26am |
|
Yep. Then it looks right whatever's behind it.
Not for PJ though. PJ don't like no alpha. Edited by surt - 25 November 2007 at 2:27am |
|
IP Logged |
|
|
spartan_117
Commander
Joined: 14 June 2007 Online Status: Offline Posts: 478 |
![]() Posted: 25 November 2007 at 2:30am |
|
which formats support multiple alpha data
|
|
IP Logged |
|
|
surt
Commander
Joined: 30 December 2015 Online Status: Offline Posts: 413 |
![]() Posted: 25 November 2007 at 2:33am |
|
PNG, TIFF, others.
|
|
IP Logged |
|
|
Monkey 'o Doom
Commander
Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
![]() Posted: 25 November 2007 at 6:38am |
|
Also you could export the alpha channel as a separate greyscale image, allowing the image and alpha channel to be in pretty much any format, and just combine them when you're rendering (assuming that this IS for a game).
|
|
IP Logged |
|
|
spartan_117
Commander
Joined: 14 June 2007 Online Status: Offline Posts: 478 |
![]() Posted: 25 November 2007 at 6:57am |
|
how do i do that in photoshop?
|
|
IP Logged |
|
|
Monkey 'o Doom
Commander
Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
![]() Posted: 25 November 2007 at 7:32am |
|
You could open the Channels window and from there turn off the channels you don't want visible, then take a screenshot of what's still displayed. There's probably a more streamlined and elegant way though; check the help file.
|
|
IP Logged |
|
|
jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 28 November 2007 at 11:42am |
|
If you don't know the BG then if any AA is needed, AA inside or selout.
If unknown AA is not to be used. Often times, correct lineart requires no AA at all. AA = operator error E: Feel free to flame me, I know better :p Edited by jalonso - 28 November 2007 at 11:42am |
|
|
|
|
IP Logged |
|
|
Doomcreator0
Commander
Joined: 12 March 2017 Online Status: Offline Posts: 187 |
![]() Posted: 29 November 2007 at 2:08pm |
|
Don't AA if it's transparent pixel art, only do it when you have a defined background.
|
|
|
|
IP Logged |
|
|
||
Forum Jump |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |
|