Photoshop :: How Do I Make A Font Look Like It's "stamped" Into Texture?
Sep 4, 2006
I'm making a website based around leather products. So my site design is based around leather.
I've got a light brownish/red leather texture for the main area of the site, and I want to have some text that looks like it was stamped into the leather, or burned into it, etc..
I've tried simple stuff like a reverse bezel or just an internal shadow in the top left.
Those suggest the letters are sunk in, but in no way look like they were pressed into the leather or burned.
I've tried using the burn tool but it doesn't look natural at all.
I'm also trying to get other leather effects, like punched holes, or sewn edges, or pattern stamping etc... Anything that might be done to leather.
I want to make a big NO boxed in with a line through it. I have it all layed out, but I simply cannot make it look like a rubber stamp. I made two layers, used an Underpainting Filter and a Spatter Brush Stroke filter and took out the white, but it still didn't look right.
I would like to make a stamped/printed type effect but don't know how to do such a thing To be more clear I've placed some examples of this text effect :
I was wondering how I could duplicate the texture of this gear/star thing? I want to use the same texture for a square shaped frame. I already tryed messing with the bevel and emboss layer style but I didnt get a the matching result that I desired.
My next question is how do I make my own custom bevel and emboss layer style textures?
I had posted in another thread about wanting to clean up a signature and make it look more font like. I tried that and it seemed to be pretty difficult due to the amount of random in a hand written signature.
So I think I'd like to approach this from the other direction. I have a font I like but I don't want it to look like the font (way too common). Is there a way to alter the font (not the entire font set or even to create a new font but just for a one word Logo)?
I'd ideally like to connect two of the letters and also modify the shapes of the letters just a bit.
Has this functionality been removed in the 2011 API. What worked fine in 2010 now throws an "Error Decrypting Data" error on trying to open a drawing created with an educational version. These are student files that we are examining with an external marking program. The application can open non-educational versions without issue.
I 'm trying to make a can of coca-cola in autocad 2013 but i can't. The texture never fit right on the model. How can i apply the texture correctly to make the can.
I can make textures (grass, rock, etc.) purely out of renders/effects, meaning that I can make them as big as I want. How would I go about making these textures seamless?
I've seen a fair number of graphics with cool fabric-like textures lately, where the design looks like it was printed on material, like this: URL...I looked up a few tutorials, but didn't have much luck with the results. How to accomplish this effect well?
I'm trying to make an eye texture and I have a rectangle texture that i would like to paint in a clockwise fashion, I know that I could just copy and paste + rotate each time but I was wondering if there was a faster way.
I am designing a paper model airplane that has parts covered in fabric. Is there a tutorial on how to simulate a fabric effect (like you see on WWI bi-planes)?
I am trying to use paint.net to make a texture pack for Minecraft. I want the inventory screen to be transparent. So I tried to use the color replacer with a tolerance of 0 to replace a color with a transparent black. So original color -> transparent color. But what happens is that the color that is partially transparent just layers on top of the other, just making it black. Since I need to get the shape and outline exactly right of all the boxes in this inventory screen, erasing and recoloring each pixel isn't really an option.
I am using Coreldraw X5 for printing and sublimation. If I use Pattern or Texture fills for a background, is there any way to make them less intense so the text can more easily be read? I am not sure of the correct terminology, whether it is "fade", "intensity" "transparency" etc. I would just like the fill to be fainter.
I am currently trying to make a symmetrical texture map for my character.
For example, I want the arms of a character to share the same texture pattern.
But I can't place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesn't match without flip.
If I'm trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order. Am I right ?
Is there a way to reverse the winding order so the UVs match the original half's without physically flipping the UV shell on the U or V.
How to make the tire tread texture in the photo link below ? I need a square texture of this type of tire tread to use in a 3D modeling program. I need to map the texture to the mesh of a 3D tire.
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 am using Photoshop Elements 6.0. I need to make my text 600 pt, but whenever I go that large my text disappears. I can only go up to about 450 pt before it disappears.