![]() Note: If you’re using the latest Photoshop version you may need to click “Show All Menu Items” in order to access Average and High Pass… Open Filter > Other > High Pass… and play with Radius parameter to control the effect.Move it to the top of the stack, change it’s opacity to 50% and blending mode to Linear Light.Double click Background layer to change it into movable layer.Download Image 1 (Large) from this page.Usually Radius 100 works just fine but depending on the photo you might want to tweak it in the range of 50 – 150. The goal was to minimize the amount of steps. To be honest I just couldn’t grasp it fully so I started to mess around with layer blends and eventually developed my own technique. But firstly I have to admit that it’s based on this mini tutorial by Peter Guthrie. I’d like to show you the way I equalize my seed images using layers in Photoshop. Making them even in terms of color tone and overall brightness will pay off in the end. Theoretically it works with all “raw” photos but practically it’s better to invest more time and prepare them carefully before importing. Basically, you can take few photos of a surface, import it and get a tileable output with just a few clicks. Although it’s not a perfect solution for wood and other organics, it can save a lot of time. Programs like Pixplant or Imagesynth let you make tileable textures automatically using seed images. Personally I rarely use Photoshop to paint out tiling. It inspired me to write this post and show you how I prepare my textures before I make them tileable. There are few tricks to deal with these problems though. Of course it might all go out the window if Squad decides to switch to Unity 5 and we get PBR shaders to play with.Isn’t it a beautiful concept to make textures using DSLR cameras? It is, until you won’t place them on a big surfaces and hit tiling problems like uneven brightness, visible seams, color shifts etc. But with a more complex lighting setup what you have on the right would work better combined with normal specular and additional maps. The game's directional provies the key ambient fills in the shadows and the painted lights fakes the bounce lights from the environment. Given KSP's current extremely simple lighting setup one directional + fairly bright ambient Porkjet's style with painted-in lights works better. after that it's a matter strategically erasing the chipping on the long edges, and the clean high lights where there is more chipping, to get a combined effect you want.Ī lot of final look will depend on in game lighting. You can make a selection with the seams once more this time use the clean selection and run a very thin and faint stroke of lighter color on the outside of the selection, that would give you the thin edge highlight you are looking for. Porkjet has larger brush strokes filling up the large panels and few long scratches that cross multiple panels the painted lights appears to come from the 4 corners of the image. Here's another shot with more defined edges and Porkjet's texture on the left for comparison. I'm doing this by making short repeated strokes in the vicinity of the seam, so it would have to be something like that. I tried irregular paths for brush strokes, and randomised brushes and selections before, and it's just not the same. I should be able to replicate this in GIMP, but I don't think that this will give me the effect I want. free of license restrictions.Īfter you get a look that's 80% there you can go in with a small brush to kick out some strong high lights like at the corners of the panels. is a good place to go free account gets you 15 megs worth of very good high res texture source photos, per 24hr period. ![]() You can also use the selection to copy/paste grunge textures from photos and manipulate them further with layering and filters. that gives you a selection with imperfect edges, then you can paint in the selection with a dirtied up brush to give you a quick lay-in for this type of scuffs. Run some filters like fragment and pixelate on the mask then switch back to normal mode. That lets me manipulate the selection mask as if it's a normal layer. I'm pretty sure there are similar tools in GIMP but in PS I make selection out of the seams, go into quick mask mode.
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