Photoshop :: How To Get That Organic Look With Brushes/path ASAP
Apr 12, 2005
Im trying to get an effect in Photoshop 7 where the line stoke is like a brush stroke. I mean with regards to pressure (ie when you draw a line it thins out at the end of the line...like a brush stroke in reality) I have a photo and i want to create that drawing in a few strokes making it looking free flowing etc... Code:
how to apply a brush to a path, but I'm not. I literally want to know how the brush wraps...what it's technical sequence is around a complex path.
I'm creating a set of brushes meant for wrapping around a text path. I'm trying to push the limits of what's possible by doing some unique things and have had various results. For example, when you create a path from a text layer, where does it create the start and end anchor points?? When I apply my brushes, they seem to always start in the bottom left of the text...is there a way to change that? By better understanding the process of how it wraps around and inside each character, i can create better and more efficient brushes.
There is a way inside Illustrator to send back or front the anchor points of a path?
In the image below was createad with Pen Tool starting from left to right but if i want to bring some of these crossing points back and forth from each other, is it possible?
Like in the middle one to send it back from the other behind it?
i have a seen a very nice Model of an Human Antibody in the Internet and tried to recreate a similar model. I tried several techniques like 3D Displacement (with Cell-Map) on different Shapes, Blobmeshes, but none of these were really effective. How to get a model like this done?
I have a file with hundreds of rectangles. I need to print very large 60" x... I would like the shapes to have a bit of organic look. less perfect geometry. Can the objects be selected and some filter or effect applied that makes them more random?
I need to apply a knurled texture to an organic curved surface. It cannot be a decal, this is to be rapid prototyped so the knurl must be real 3d. I have an imported Solidworks file that shows exactly what I need. I do not have access to the author of the Solidworks part so I don't know how they did it. Its part of a pistol grip handle.
Keep in mind that emboss does not support organic surfaces, only cylindrical or planar.
here is a simple way to start practicing organic painting in photoshop using greyscale. I have used this same technique on all of my digital paintings.
1. Start with a medium grey as the background color. you can go to edit/fill/ then select 50% grey, or just double click the black brush color and select a grey halfway between the white and the black.
This will the the middle ground for the entire painting.
2. Take the elliptical marquee tool (the top left corner of the tool pallet.) on your canvas hold shift and click and drag to make a perfect circle on the background.
Create a new layer and name it shadows.
Start to paint using a soft, 5% opacity brush around the bottom of the circle where the shadow would be if it were a sphere... start really light and work big. then as it gets darker work smaller and more detailed. i start with a brush size of around 125. when your done it should look like this (it should not be totally black anywhere)
3. Create a new layer and name it highlights.
on this layer do the same as you did with the shadow but on the top side of the sphere using white. Add white where the light source would be hitting it . work large and work your way dont to smaller detailed areas (there should not be much detail with a sphere.)
4. Now after this is finished open a new layer and name it shadow and glow. you can add a shadow below the sphere. what i did was use the elliptical marquee tool to create an oval what would be the shadow of the sphere. after you paint the shadow, erase the part of the shadow that you can see over the sphere. ten ad a blur to it. you can use the gaussian blur and mess with the sliders untill you find one you like. the shadow must line up with the light source. for example if the light source is on the right side the shadow cannot be on the right side. once yo have the elliptical marquee selected fill it in with a 5% opacity brush untill it is dark enough to match the shadow on the lower side of the sphere.
also, some things you can do is add a bit of glow around the top of the sphere. this will be the light that is bouncing off the top. also add some highlight to the bottum of the sphere. this is where the light will bounce up from under the sphere . both of these highlights, or glows should be very subtle.
I am interested in grouping and sorting brushes according to size, shape, whatever.
Right now when I add a brush library, they just stack on top of one another.
For example let's say I have a round brush with a 10 diameter, then next to it a round brush with a 20 diameter. If I make a 15, it goes to the bottom of the list, and I have to scroll all around. How can I group them?
I suspect I would have to make my own brush library with my brushes how I want them, then save that and load it?
I'm an architecture student who has high interest in 3d modeling.I would like to learn how to design something in a very organic form for a change.I can model very accurately and fast what I need on Autocad most of the time, but it seems like autocad 3d modeling is not the best tool to be using for modeling something very curvy and random.
Some Examples: [URL] .....
So Basically, I want to be able to first sculpt the general exterior form I have sketched out or in my mind, and not only that, I would like to model the interior portions so I can have renders from inside the building. (Like the ons from the examples)
Although in architecture, 3D modeling comes into play after the 2d drafting, I don't think it's the same case for organic shapes. I would have a general layout sketched out on paper how the building would be formed, but not necessarily accurately measured. Then I would model the building to cut the sections through, and extract them out along with floor plans thus creating a very accurate orthographic drawings as well as gorgeous renders.or just poly edit with soft selection and other modifiers?
When creating a work path on a new layer, the path is a grayish black color is there a way to create that path to be a different color, yellow for instance? Using CS6, I don't see it in preferences anywhere
I'm trying to stroke my work path with a brush I tailored myself. now, when I create a workpath from my text layer and switch to my top layer to try and choose 'stroke path' the option is shaded out.
I'm trying about 8 hours to convert a Photoshop shape in to a working path in order to put a brush border around it. I don't understand why the "stroke path with brush" is grayed out and not usable directly on the shape path itself.
"Load path from selection" is not an option because it deforms my path.
I want to be able to transpose the perspective of the existing image to my new 3D prism shape.Why can't I create a path.. and then drag nodes on that path.. and warp the pixels at the same time???
It shouldn't apply to just 3d.. because I should be able to draw a rigid path around anything and warp / stretch the image from those points.
Having made a (ex circular) closed path within a (ex square) path, I want to turn this into a selection in which the inner circle is omitted from the selection. But when choosing "Make Selection", only the first option,"New Selection" is available, the other three are grey (Add to, Subtract from and Intersect).
I'm wasting time having to place my image in Illustrator then manually line up the clipping path. You used to be able to save a file with a clipping path as an EPS in photoshop, select "retain vector data", place in illustrator and hit cmd Y to see the clipping path. I need the image and the clipping path in Illustrator and the image is too complex to create a mask in Illustrator. I tried to save it as an EPS but "retain vector data" is grayed out.
I have many drawings that were created with the xref's as full path and I need them to be relative path. I would just go in and reatch them as relative path but the drawings are complete and there are different layers frozen in each one.
I have found a way to convert FULL to RELATIVE using XRP2004.lsp but not the other way round. Main reason I want to do this is to change the Relative to Full, move the drawing and then revert them back to Relative.
I have some negative space I created(black area, see first image) that I want to fill with type, not just a simple fill.
Basically I want to create the negative space from a bunch of small minus signs(-) that need to line up as they go across. If I type on each path one at a time as the text doesn't line up that way. This needs to be one continuous path. (see second image)
Unfortunately if I add them together, it creates a compound path, which you cannot type on, unless I am mistaken? So I need them to be a path, not a compound object.
Actually, I have more than 6 years experience on Catia V5 customization and vb and vb.net catia API's. What I am trying to do know is converting some applications or programs running on catia to the inventor.
The first program deal with the inventor API relating to the SweepFeatures class. So my first problem is about to find the right way to use the sketch3D for the creation of the path which is the input of the sweep method.
I know That is possible to create a path by using the CreatePath method when the input is SketchLines or any guide curve in the 2D Plan. Also, I tried to generate path by using the ProfilePath3D method of the sketch3D class but No way, the AddUsingPath method of the SweepFeatures Class doesn't accept it as path Input.
So I cannot imagine that is limitation of inventor because it was possible to do it by using the seep function of the model tab in the ipart document. How to create the path object as an input of the AddUsingPath method of the SweepFeatures class.
I have a bunch of material libraries that need to be re-pathed as I have moved my textures, the Bitmap/Photometric paths editor has a tickbox that says "include material library" which leads me to believe that it will list, for re-pathing, all materials in my library.
However, it doesn't seem to do anything for me even though the library i need to re-path is loaded into my Material/map browser.
I am attaching a File as a xRef. At the time of Attachment, I select attach as attachment, and No Path in Path.
Now if I try to fetch detail of this file using MdiActiveDocument.Database and BlockTableRecord, I gets only file name not the path. However, In AutoCAD we can see the file path under "Found At". Can we read / fetch this using C#.
In case of Full Path or relative Path, I gets full path in btr.PathName
Here is my code and I am using AutoCAD 2013
Database db = acadApp.DocumentManager.MdiActiveDocument.Database; using (Transaction Trans = db.TransactionManager.StartTransaction()) { BlockTable BlkTbl = (BlockTable)Trans.GetObject(db.BlockTableId, OpenMode.ForRead,false,true); db.ResolveXrefs(false, false);
I've tried every permutation of copy and paste; I renamed the path to path. It looks like a path when I add stroke, but it does not behave like one. I can't cut it or join it to any other path. It remembers it's text path status. I'm running OS X 10.7.5.
I accidentally converted a path to a text path. I searched the forum for how to convert it back to a regular path. The answer I found said to select the path and hit Command+C+F. This gives me another text path! I now have at least 6 copies of the path in my files but they are ALL text paths and none are visible with a stroke.
Why the "Text along path" feature hovers the text so far above the currently active path? (in my case, the space between the path and the text is about 3 times the height of the currently used font!). I've been told that the letters should lie on top of or at least closer to the path instead. How can I move the text closer to the path?
I've got two paths. They don't intersect, exactly, a straight path ends at a curved path, but I need the end of the straight path to be curved, to make it look like the two meet perfectly. The two gray paths (a single path, then path->offset for the second) are the outside of a shield shape. The two black lines (paths) just surround text, but currently they overlap the gray paths.