Gradient map conversions (part 1)

A while ago sock released a pack of industrial textures which generated some excitment and discussion on func_ about how to crunch them down into 8-bit versions that Quake could digest. More recently Cage released a tutorial on 8-bit conversion. Today’s post, so outside of my normal topics that I can’t even categorise it, is my attempt to combine these things together in a tutorial style way. This first post will be mostly about technique, and in the second part we’ll get more arty and see what effects we can create. Continue reading