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  1. T

    Photoshop

    Doesn't have layer masks or curves either amongst other 'high end' features and I don't think it has user definable guides
  2. T

    TeXture Discussion

    Alistair, if I find a site that seems to be interesting and professional, I tend to follow the links if any are posted - people seem to link to other highly thought of sites in the same or similar field of interest! ;)
  3. T

    Max Payne Cut Scenes

    I remembered seeing a tutorial on how to create a similar effect from a photograph, unfortunately the site appears to have closed. I'm looking around to see if I saved it as an 'offline web page' because I used to be on dialup and the cost of reading tuts live was pretty high :\
  4. T

    TeXture Discussion

    Another one for those details, incidentally it also saves me from describing how I did my chain - another one that I'd thought of for myself that I later see described! http://www.thewebmachine.com/ - photoshop section nots, bolts, metal, rust etc. I particularly like the 'Carbon navbar'...
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    TeXture Discussion

    The 'checker plate' effect is a greyscale heightmap that would then be rendered as a bump-map by the engine. To create it I think I made a custom brush then played with the spacing to make a 'row' . Copied that layer and reversed it, then nudged it to half the width of a column, then made a...
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    TeXture Discussion

    Nice effort Hanarky, although I notice a couple of things that you may find helpful comments on - The stripes around the edges and the underlying 'roughness' are excellent, but they don't match up - the 'roughness' looks a little odd between the sides and the top/bottom. Perhaps making a...
  7. T

    TeXture Discussion

    The pipe 'brackets' I just winged as I went, I think I had a slight gradient overlay from left to right to make them appear rounded and a bit more substancial. Last couple of things I can think of for now: The image is part of a larger one that was created for a GUI, the engine made it...
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    TeXture Discussion

    It all depends on how big your pipes etc. are Alistiar - samll ones running along the walls are usually better as part of the texture since extra 'world' detail increases the load on the game engine significantly. I found this earlier , and although I didn't read it before I did pipes in the...
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    TeXture Discussion

    Games, interfaces, whatever you do with them - fun picture :D Actually, your picture got me thinking (again) Rick - pipes and brackets.... like your screw heads btw. :righton:
  10. T

    TeXture Discussion

    I've never seen the sims, so wouldn't know but a quick search found some user create textures so I presume it's pretty easy to create your own game content :righton:
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    TeXture Discussion

    Chester, if I may quote from the intro to that link of yours... If you have something you'd like to ask about, go ahead, all we're doing is talking around Alistair's original question. There are a lot of textures on David's site, so to discuss how to make them all could take a while [confused]
  12. T

    TeXture Discussion

    I added a couple of details to illustrate another thing I thought about: Too give the wall some 'depth', I thought about making a recess in it - this can be done dozens of ways, but I did it using two curves adjustment layers. Could be done with just a simple overlay, screen of...
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    TeXture Discussion

    Those are some nice pieces, I remember seeing them sometime before now. I thought we were discussing some techniques, not having a 'how to make' - after all, ther are some pretty good texture making tutorials around. Interface design tutorials also provide some good description of...
  14. T

    TeXture Discussion

    Here, as promised, is the start of a texture I said I'd work up: It's only 256 square in consideration of the forum load time for other people, I know lots of huge images would cripple my old modem. I took the base made using the spatter filter & the texturizer layer, turned down the...
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    TeXture Discussion

    It's also sometimes useful to have a play with levels after using the highpass filter to restore a bit of the contrast, then carry on. Something else I've just remembered - putting a little sharpen and blur on the image with a soft brush at low pressure helps. This doesn't change the...
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    TeXture Discussion

    Some are inappropriate, but you'll soon find them for yourself. Other filters are useful for creating onverlay effects, so I was thinking of picking one of the examples above and working it through as a quick example. I may add that those examples are very quick rough'n'ready just to illustrate.
  17. T

    TeXture Discussion

    That's 2 ways, the third? add them both together :D
  18. T

    TeXture Discussion

    Ok, as promised, a couple of my methods for creating the base to work ontop of: Starting with a clouds usually on a 35% / 75% grey foreground/background so that the contrast doesn't start off too high. Repeat filter with Ctrl+F until I get something that looks quite bland without any...
  19. T

    TeXture Discussion

    I think you did a better job anyway, I tend to babble [excited] (I was pressed for time and had to get back to work, I was on my lunchbreak.) I have three main ways of generating a base texture to work from, all initially start with a 'clouds' and then a couple of other filters from...
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    TeXture Discussion

    beaten to the explaination :(| I've only just come in from work and was just about to write some more....
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