Photoshop :: Tree Topview For Game
Mar 9, 2009how to create realistc or semi realistic trees in top view,
View 2 Replieshow to create realistc or semi realistic trees in top view,
View 2 RepliesI don't know what went wrong with that View. I can create polygon planes properly in all views but top view.What can I do to make it function again when I set up the Project.this problem occurs everytime when I set up Image Planes for the top, side and front view. URL...
View 2 Replies View Relatedhow I am able to generate a graphic from a photo that looks like its from a computer game?
View 7 Replies View RelatedI have a question on color numbers
My i1/X-Rite shows a table, after profiling, of the color numbers set in RGB, the color numbers expected in LAB, and the color numbers measured after profile/cal, again in LAB. One of the numbers with the greatest difference between Expected and Measured out is pure Red, set as 255,0,0 in RGB. The measured error value is, in percentage, 1.14%. Now here's where it get curious.
When I open PS and set a Color fill for 255.0.0 RGB, the resulting LAB is nowhere's near the one's indicated in the table as “Expected” as below:
X-Rite Table
RGB= 255,0,0
LAB Expected:
L 56
A 80
B 66
Photoshop Fill
RGB set to 255,0,0
LAB Numbers
L 61
A 127
105.
If I set the Expected LAB values, in Photoshop, of course, RGB is not 255,0,0 and to see what the differences are, I did both sets of LAB values, set one image as a layer over the other and went to Difference. The result was a muddy green, like old pea soup.
In case you are wondering why I am doing this, it's because on a particular image with ample dry grass in the image, the difference between the print and the screen is noticeable, if on the subtle side, so I make a correction using Selective Color, Picking the middle gray and moving the Cyan slider -3, which then produced a print extremely close to the screen; -2 would be better.
It would be nice if all I had to do is to save this Selective Color setting and use it when I print on my basic paper. It may also simply mean I should profile the printer as well, and I will do so. But it nags me to see what X-Rite calls pure Red and Photoshop shows as pure Red, both set at 255,0,0!
Where I find the Level up Game for Photoshop CS6 32 bits?
View 1 Replies View RelatedI don't even know where to begin to create an image of the Simon game (you know....push the correct light in the right order).
Can anyone give me a tutorial link to something I could easily modify to make this background?
I'm trying to make some textures for a 3d game with a digital camera.
If you look straight at a wall, and take a picture of it, it will be most likely that the edges of the wall won't all have the same color, because of lighting.
I have no problem getting the perspective and size of the texture right - my problem is getting the shades of the texture even, so that the final texture is seamless (i.e. if you place them next to / above each other, you get the illusion of looking at one image, and not a bunch of squares which don't fit together nicely).
Do some of you have some tips on what I can do to get rid of my problem? Is there some way to "even out" a specified color range? Do some of you maybe know some tutorials on the web which discuss this (I haven't found any )?
I am trying to create a keyboard layout sheet for a game. I already sliced a blank keyboard image and now I want to add text to each button. I tried to do this with dreamweaver by converting the hole image to a html table, but this didn't work out. So I started dragging text boxes which snap to the slices. This seems to be a good solution but how align the text vertically into the box? I want to put the text exactly in the middle. I would also like to create a margin all around the box. I can post an image clarification would be necessary. Did anybody do this before, could you post a picture?
View 1 Replies View RelatedThe pic on the right shows what I'd like to change. Problem is the borders can be tedious to do one line at a time. That is brush set at 1 pixel wide-dark gray. Then draw one map line. Then change to light gray to do center of line then draw right next to other line without messing alignment up. Then finally going back to dark gray to draw once again to other side of border line.
What would take a pro 5 minutes because he would know the shortcuts would take me hours to do these map changes. So could anyone tell me how to create a custom brush 3 pixels wide that would have the center pixel be lighter gray while the outer 2 pixels of line would be darker. I know how to use color picker to match with what's already in the game so you could skip that. I would just like to know how to create a custom brush that could do multiple colors in one stroke. I'm using XP and CS2 BTW. If anyone would like the targa files that make up these 3 regions in the game to mess around with I will send them.
I am a game coder/artist using 3ds Max. To date, I have used very simplistic methods of making character skins. I need to step it up a notch and start making more realistic (human) skin textures for humans models in this game I'm working on.
I have been searching the web for several days on this topic and finding little luck. Here are the problems I am encountering:
1. Most skin tutorials for cgi I've found are for high-res, pre-rendered images in Max or Maya ,and not for games. They use several shaders and bump maps and complex multi-texturing that I cannot use in a game.
2. I found one fairly decent skin making tutorial but it used a clouds effect that really only works for light-skinned characters. I tried to modify for darker skin characters and it looks really bad.
3. In general, I have not found much for this at all on the web.
I would like to convert in-game terrain (from whatever game) to an elevation map, so that I can use it in a program like Vue to generate a 3D terrain. Basically, I'd be flying above the game terrain and taking snapshots, and would like to know what's the usual approach to convert these snapshots into elevation data in Photoshop.
I understand the basic concept of how a grayscale image translates to elevation, but am having difficulties grasping how the grayscale version of my snapshots would translate in proper elevation information.
I want to build a mine-tunnel for a mine-cart game. So I thought of creating three tunnelframes for the motion. I attached those three different wall elements I've got:
decke 1, decke 2, decke 3
I tried a couple of times to align them, but the result is just not right. I can't get them in the same shape (frame1, frame2, frame3).
I can't really get three frames done so that it looks like you're moving forward in a mine-tunnel. Is my approach just wrong? how I could get three frames done in psd?
I am trying to make a mobster themed game, consisting out of puzzles. Every puzzle has the same background, which i am making at the moment.
The idea was a bricked wall, a bit cracked and with bullet holes. I got the brick wall, but i cant seem to get it to look more "real" also the cracks in the wall don't look realistic. For the bullet holes i bought some extra pencil sets. But i cant get the desired effect.
I know you can pixelate with Filter / Pixelate / Mosaic, but for some reason images I put through this filter don't look like old 80's/90's video game graphics. Not sure if it's the pixelating itself, or - more likely - the number of colors being used.Is there a plugin out there specifically designed to make an image look like it came straight out of an old video game?
View 5 Replies View RelatedIs there a way to bake down multi-part materials and textures in a complex scene for a game?
View 1 Replies View RelatedMaya 2011 seems to have an import function to *.OBJ files.
See the picture below I could not find the Export to *.OBJ format function.
What I do to export file into OBJ format?
Do I need to setup something or download plugins?
I Trying to make Civ V (A pc game) icons like this:
I think that if i used e brushes and gradients i will make things like that.
I'm trying to create a skybox (basically, a giant hollow cube that goes around a map to give the impression of a sky) for a game.
However, I don't know how to create a good sky and such that fits within the template and looks smooth all around.
Basically, the template is as follows: (note: this isn't actually the template. Each side is uploaded individually. The template is to show the wrapping.)
So how would I create a good, realistic sky that wouldn't look messed up at the corners or not matching up at the top or such?
do level design and/or design anything for the Source Game Engine. For those of you who do, here is a new series of videos I've started to walk you through the steps it takes to get 3ds Max setup to properly export your levels into the Source Game Engine.
basic Max setup (proper units setup, snapping to grid, etc) and end up with exporting your level, building concave models, lighting and more. I've taken the approach of walking you through the process, pointing out tips to make the process efficient. Since there are a lot of tutorials online that already go into the technicality of various Source tools (Hint brushes for example).
I have been modeling a Wheel for a game mod and here recently my wireframe view on my viewports has been screwed up.. the sizing on the wireframes is like 3x the size they used to be and i cant find anything to reset them to normal.
View 4 Replies View RelatedHow to make textures look great around the edges and blend nicely with the background.
Here's a sample of my problem, here's how the texture starts to look:
Here's it is rendered against a smoky light colored backdrop:
Here's how I want it to look, the edges are so nice!:
Here's the above ball zoomed in:
I can add shading in the .png file but then I can't render it properly as the shaded geometry messes up when I created the transparent background.
I'm playing a racing and I'd like to screenshot my cars, or some of them, and cut them out to a transparent background.
So I want to be able to take the car out of the picture, with a tracer pen (if possible). I used to know how to do this awhile back but I done and forgot how after stopping making signatures and stuff.
I make game textures. What I want to know is if there is a plugin that can create an alpha fade? So that, lets say, on the left side remains no alpha, but heading toward the right is a gradual fade into alpha.
The regular transparency plugin allows either the entire image or a selection within the image to become alpha. A way to simulate this is to make an image half black and half white.
Next select gaussian blur to have both sides bleed into each other from white to black then click black to alpha plugin in and that creates a fade from white to alpha. An alpha fade from the white to the black side of the image.
But I was hoping that there is a plugin that could ignore colors and create a gradual shift into alpha from one side of the selection to the other.
I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.
I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.
Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.
For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.
I've included a link to a video of the cylinder bending.
[URL]
I want to edit a lot of videos of board and cards games for YouTube. I would like to add an overlay that displays the current score for each player. Here is an example of what I'm looking for: [URL]....I am an experienced AE / Premiere user. I know how to add and animate typography for short clips. My question is what the fastest and most efficient approach is for longer videos. The videos are up to an hour each. The scores change every minute. I don't want to be twiddling with keyframes. How to set up an efficient production workflow for this?
View 9 Replies View RelatedDoes anyone have any nifty techniques to simulate a tree carving? I'm looking to "carve" items into a photograph of a tree...
View 7 Replies View RelatedSo I am trying to take an image of a tree trunk (or a school desk, or a wooden door) and "carve" a heart with some people's names into it and make it look somewhat realistic, as if they carved their names into it themselves.
I am not completely new to photoshop, I can find my way around and have edited several other projects. I am, however, completely stumped on how to do this one. Please help! Let me know if you need any more info.
I have this photo of a tree in the forground, with a house behind it. I want to remove the house from the photo, would it be easier to select the tree and put it on a different layer or select the house and remove it. ? What is the best way to select a tree like this? I have read that the pen tool is not the correct way to select trees and leaves.
View 4 Replies View RelatedI am trying to make basic templates for a collectible card game. The first step is creating the card in the correct shape and making a border. Here is what I did so far :
1. Create a new project in the appropriate size
2. Create an alpha layer
3. Select rounded rectangle to round the edges
4. Invert selection and delete
Now I have a nice card in the correct size and the correct shape.This is where the problem comes in . I want all cards to have a uniform border around the outer edge and I cant quite get this right.
I duplicated the layer and resized it to create the same shape in a smaller size to make this border, but when I show both layers the rounded corners on the smaller sized layers still show up as square. If I show only that smaller layer though, I can see that it has rounded corners.
I am looking for a way to make a realistic looking heart on a old oak tree using photoshop
View 2 Replies View Relatedi m making a 3d model of landscape design, i need some trees from photographs for visualization purposes in elevations. however it's not possible to extract them from a photograph neatly using extract tool from filter. how can i do a nice extraction?
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