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photoshop play -- sternum focus


sternum focus sternum focus

a few hours in photoshop playing with layer techniques...

Not as "deep" or "contrasting" as I would have liked... but at the same time I don't think it's going anywhere, so I should leave it alone. :)

Comments

( 14 comments — Leave a comment )
shaktool
Mar. 13th, 2006 06:03 am (UTC)
It's possible to do the most amazing things in Photoshop using just the filter menu, the edit menu, and changing the foreground and background color... All in one layer, starting from blank white.

...five minutes later. ^_^
kaolinfire
Mar. 13th, 2006 06:08 am (UTC)
I like to use lots and lots of layers so as to be able to go back and forth between ideas, change the order of things being applied, and such as that. :) Plus there's crazy things you can do by changing layer masks on adjustment layers, and changing blend options on those! :)

I can never stop at 5 minutes.
shaktool
Mar. 13th, 2006 06:21 am (UTC)
Oh, definitely. Layers are what Photoshop is really all about. I'm just amused by what you can do with Photoshop even after you take away its most useful feature.

Oh yeah, I make computer game art. Not sure if you knew that or not...
kaolinfire
Mar. 13th, 2006 06:26 am (UTC)
I don't think I did, though I'm in the process of grabbing CrimsonDragon2. :) Cool stuff! I really like the skybox/ground of http://www.contrib.andrew.cmu.edu/~jnesky/skybox_angles3.jpg

I've got a long, long, long way to go with that sort of stuff. :)
shaktool
Mar. 13th, 2006 06:34 am (UTC)
That's actually a sky cylinder... despite the filename.

Crimson Dragon 2 is... wonky. :P
kaolinfire
Mar. 13th, 2006 06:37 am (UTC)
Aha, I see. :)

[[quite wonky; I'm 8 minutes in, now]]
shaktool
Mar. 13th, 2006 06:27 am (UTC)
Also, I think you'll be pleased to hear that all those were made in Blender. :)
kaolinfire
Mar. 13th, 2006 06:28 am (UTC)
Awesome =) Do you do game development in blender, or do you export to some other engine afterwards?
shaktool
Mar. 13th, 2006 06:38 am (UTC)
I export. Which is, unfortunately, a painful and unreliable process. But their export scripts are gradually getting better. Now if only they had the formats we want. And I really, really ought to learn Python. ¬_¬

Except for one of the games I'm working on, where we just render it from all angles and use sprites. That's easy.
kaolinfire
Mar. 13th, 2006 06:40 am (UTC)
What format do you actually use?
shaktool
Mar. 13th, 2006 06:53 am (UTC)
It varies. I don't always handle the final exporting, but I know we've used md2 and 3ds. I'm pretty sure we've used other things too. Right now, we're trying to use md3 for one of our games. We've found mostly reliable exporters for md2 and md3 online, but they didn't come with Blender.

My job is often to take models made by other people and skin them. They'll export from whatever program they're using into the practically universal but very bulky .obj format, then I'll import, UV unwrap it, then export it back to .obj and send it back to them along with the image for the skin, and I'll let them do what they want with it after that. Not a terribly efficient pipeline, but I'm the only guy in the CMU Game Creation Society who can be relied on to texture 3D models in a pinch, and I only work with Blender.

I do mini Blender tutorials for free, but so far I've only done them in person...

Also... although this nearly real-time LJ conversation is fun, I need to go to bed soon. :P
kaolinfire
Mar. 13th, 2006 07:01 am (UTC)
UV unwrapping is something I've yet to attempt. It looks intense.

'night :)

I need to pick/learn a model/skeleton format. :/
kaolinfire
Mar. 13th, 2006 06:33 am (UTC)
from the comments about the grass in crimson dragon, I thought it was going to be rendered. :)

odd.

that's you teleporting about and mind-controling folks, right? :)
shaktool
Mar. 13th, 2006 06:36 am (UTC)
Yeah, that's me. About two or three years ago, depending on which part of the movie you're at.

I love how you can watch Master Dan's hair grow throughout the movie... ¬_¬
( 14 comments — Leave a comment )

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