My house is a red brick house that has had a white wash applied to the brick. (Those that don't know, this is like very thin white paint, or stain for brick. It gives a white look to it.) Anyway, I'm considering getting rid of the white wash (by use of pressure wahser) and would like to see what it will look like with the fresh red brick look.
I have a shot of the existing house (posted below) and a shot of the area where the white wash was removed. I now want to apply this "clean brick" to the "washed brick" to view the entire house.
Due to the brick not having a consistent color or texture, changing this in PhotoShop has become difficult. My only thought is to create a new texture or brush based off of a portion of the new brick. Then to select and apply that to all of the old bricks. Obvioulsy selecting all of the old bricks is another problem of its own.
The file upload manager seems to not be working for this forum. I'll try to upload later. For time being, imagine replacing a painted brick with a plain brick.
i performed a proboolean on a wall, put the windows and door aec objects in and evertthing,.. i m tyring to put some brick texture on the wall. but the pro boolean deeestrooooys my uvs, and i cant do anything, cant unwrap can put a box uv modifier nothing looks good.. is there any remedy to this??? should i have used pro cutter or regular boolean?? is there a certain setting i should have used?? is there anyway to cut out the shapes for the windows and the doors without loosing my uv integrity?????
I am looking for a different methods of creating texture backgrounds such as old ruff solid & parchment backgrounds.I am trying to duplicate the method I used in Photoshop CS3, have Photoshop CS5, but forgot how to do it.
I've been trying for a long time, mostly in Ai, to make a tile able Magma pattern. but never being satisfied with the results.
If you visit my blog you'll see it's mostly build-able paper models that I design then add graphics to, then freely distribute for anyone to download & build. I've always wanted to use a magma texture, & I try to stay away from stock, with the attitude "If I want to claim this as my work, I should do all the work", so I've never been able to. Although I have looked for it to get pointers, but never found what I'm looking for.
Now with my new found passion for Photoshop, & to expand away from just paper toys, I want to try again. I want to achieve something like the pattern in the link, but from a direct overhead view not perspective, and more magma than dry earth. Without having to draw out every little piece preferably.
I'm trying to create a texture or find a texture that I could use in my web design that looks like real stucco. I need to be able to change the color to a beige / tan or anything I want, that's why I'm thinking about going down the route of making it myself.
I tried a clouds difference / noise effect but couldn't quite get that "real" look, came out like a pixelated image and not the result I wanted.
How to create a 3d box in CS6 with custom texture. Before explaining my problem, i saw couple of good 3d onject videos already and i am close to my target but yet not finished
Problem:
I would like to create a 3d product box with custom textures, reflection and shadows. I have my top, front, back and side images in high quality.
My Solution:
1- With my box TOP image, i create the 3d layer. 2- Because it creates the box with the top image looking front, i position it as the top image comes to the top of the box. 3- I resize the box to the dimensions i would like to. 4- Side, front and back textures are missing. As its a custom made box, i can only add all of them in one image so i merge them vertically in a file and add the texture in 3d section 5- With UV scaling, i fit the image perfectly 6- Adding light and reflections 7- Render
Now the main problem is, my images have the exact measures of the real product box and i would like to create a box with these dimensions.
1- How can i play with the dimensions of the 3d box with numbers, such as pixel or cm ? As i can see, its only with %. Or is there an option so when i add the second image (side, front and back, merged), box's length dimension changes accordingly?
2- How can i create 3d box and add different textures to different part of the box? I found CUBE MESH PRESET in the forums but no download link, EVEN IN THE DISCCUSION itself
3- I have a i5-3570 , 8GB Ram, 1GB Radeon HD7750 at work, newly built. I work with high resolution files, and when i create my box and render it, some parts come out blur, why this is happening? At home i have a older PC, and it doesnt happen that much. Where i can modify the render quality or such a thing if it exists?
I am trying to create a displacement map from a texture, and am not sure how to go about it. If you look at the attachments you can see what I am trying to accomplish. What I have done so far is:
Desat by Lumin Motion Blur -> Linear Length 10
Then I think I need to color by apparent depth.. which I am not sure how to do?
Im having a image of a house with stone bricks and need to adjust these bricks as if thy are painted with grey paint.
Could someone please advice me or direct me to a useful tutorial of how to accomplish something like this. I experimented a lot already but without success.
For my 3D scene, I have to use a texture file on the floor. If I use the only file, than it looks really boring and below par. What I want is, I want to generate some (around 6-8) texture files within the original texture file - so the colors of all the texture files remain same but only the texture varies.Likewise there are more than 500 texture files and I just can't do them manually. Is there any way out to do this in Photoshop?
I want to make a wall with some relief.. I dont want it to look flat or anything, but with some depth between the bricks. Its from a 3d view so it would not look nice if it were flat. I dont know how to get this effect though..and moreso..I have some graffiti brushes for the wall that need the same kinda brick relief effect (cause its sprayed on the bricks of course.. is there any way to create this as a style, brush, pattern or whatever...?
ive tried some wall brushes, but they dont give that feeling of depth..
I want to make metallic text in pse7 (free w/win7) and I am in way over my head (ok fine, it's not all that hard). I don't understand 120 text angle, and what the heck is rasterize?
I am currently using this method, creating a 1-bit bitmap from a grayscale "distress" texture bitmap, choosing transparent fill or outline depending on which area i need trasparent and powerclip it in text or other vector object.
Is there a way to achieve the same distress effect with transparency with FILL ? pattern fill maybe? eg can i save in some format this bitmap to use it maybe as a pattern in pattern fill and retain transparency ?
I have a lava texture and a ground texture. I'd like to be able to make some cracks on the ground texture that would show through the lava texture below it. Something like a cracked mud look. I would be using this for a game I'm making form some terrain textures. Are there any plugins that would aid in making these transparent cracks and perhaps even add depth to the cracks?
I guess a spider web where the spider was on crack would be something I'm looking for. Similar to the following image:
How can I make a circular brick object (using a tube)? I tried the same method as making the arch in the tutorial that comes with 3Ds Max Design (make a spline in the center and then use spine unwrap) but it comes out all warped.
I am having trouble on how to show the brick pattern on my 3d views. Some shows some do not, only the shade color. i am exporting or printing to pdf these 3d images under consistent shade mode no shadows. I tried flipping wall orientations, didn't work. Apparently when v viewing afar the patterns do not show, when zooming in to the view they show up. but the savifn the current 3d viewing with the patterns partly showing yields the same output prints.
I know how to add components horizontally to a wall like brick in the front and air space, etc. My question is how to have bottom 2 feet of wall to be of one material and the top of another material.
What I want to do is create a material that has both a brick surface pattern and an underlying solid grey surface pattern. Is this possible? The reason for this is, to represent different colors of brick in the same plane.
When I draw a brick wall in the north-south or west-east direction, the pattern is at 45 degrees, but when I draw a wall at any other angle, the pattern is still at 45 degrees but not relative to the brick wall.
How to get the brick hatch pattern on my elevations to line up between levels. I have a two story residence with one wall the front that has brick all the up to the roof (the rest of the house has cement board side on the second story). My problem is that the brick pattern on the second floor wall does not line up with the brick pattern on the first floor.
I tried to just extend the first floor wall up to the roof, but I did not like how it wrapped around the corner of the second floor to tie in with the siding. Surely theres is a way to set the hatch patterns origin like in ACA so that all the bricks line up nice and pretty. Also would lining up the brick pattern on the quoins, which are, whatchamacallums... in-place-edit components?