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>> No.9044069 [View]
File: 9 KB, 256x512, metal3_13.png [View same] [iqdb] [saucenao] [google]
9044069

>>9044039
shrinking in nearest introduces all those bright pixels on circles and slopes. you may want to shrink both ways, then blend one on top of the other.
and if you're gonna go grainy, you have to commit to it, like some of those HL1 horror mods. with most other Q1 textures this dithering will look out of place. I would also clean up those greens (fuzzy select, then change hue), but that's up to you.
you seem to be doing yourt own thing, but I've got a grainy conversion of obtex lying around, made it at some point because I didn't like the existing blueish conversion. you can use it if you want: https://files.catbox.moe/t51m0p.wad

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