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nuzcraft.bsky.social
nuzcraft
@nuzcraft.bsky.social
Hi, I make games and play Monster Hunter.

🐘- @[email protected]

https://nuzcraft.com
November 29, 2025 at 4:04 PM
here are some recolored giadromes
1. hd recolor with better gradients
2. old recolor with splotchy beak
3. hd tex
4. original texture
for me number 1 is loads more cohesive than number 2 and would be a surprising sight in a playthrough
#MonsterHunter #FreedomUnite #Randomizer
November 29, 2025 at 3:50 AM
there's still some banding, but that's more because we're condensing the rainbow into a bunch of smaller gradients

red-orange-yellow-yellowgreen-green-teal-cyan-blue-purple-magenta-red
becomes
m-p-b-c-t-g-yg-y-yg-g-t-c-b-p-m-p-b-c-t-g-yg-y-o-r-o-y-yg-g-t-g-yg-g-t-c-b-p-m
November 29, 2025 at 3:41 AM
my working fix is to define colors by their core 'hue 30 is orange and 60 is yellow', swap the cores, then for pixels between 30 and 60 we replace them with a new gradient between the replacement colors (yellow and magenta). An easing function helps too
November 29, 2025 at 3:37 AM
I think the banding was caused partially by my color definitions. I had hard bounds for what 'yellow' or 'teal' was and the replacement hue would pick one value within the band and replace everything with it. I think that's why the purple/red banding is so harsh.
November 29, 2025 at 3:33 AM
this is my problem with the old color randomizer code. We do a hue shift that basically says 'red should be magenta and green should be red' but for anything with a gradient these squareish artifacts show up
November 29, 2025 at 3:29 AM
back on my bullshit from a couple years ago working on my monster color randomizer for freedom unite. I want to recolor hi res textures but I’m not happy with some of the splotches. I got a plan
November 29, 2025 at 2:48 AM
Reposted by nuzcraft
November 28, 2025 at 8:40 AM
MH4U - RedRun Challenge - YouTube
youtube.com
November 26, 2025 at 8:45 PM