Tutorial: Non-Desctructive Texture Workflow Continued, Page 4  
   

11.) Adding Depth the Easy Way: To give this broken up concrete some depth, we are going to need duplicate the layer mask and paste it outside the ConAll_GRP as a new layer. Name this layer brokenDepth.
- With the brokenDepth layer selected, run Filter>Other>High Pass, and set amount to 1.0. Change the layer's blend mode to overlay, and reduce it's opactiy until desired depth is achieved.
- To enhance the effect further, duplicate the brokenDepth layer and rename the ne layer to brokenShadow. Adjust its levels ( ctrl+l ) until you end up with a high contrast image ( but no too jaggy ) with a pure white concrete area and dark shadow lines where the brick area appears.
- Soften it by running Filter>Gaussian Blur, with a radius of 1.0. You may need to adjust levels again to darken up the blackest blacks, and lighten the midtones for more contrast after the blur.

12:) Ship It: Time to make some final adjusts.
- The first thing I do is save the file off in it's current state, and then save it again under a different filename, for example: oldWall_FinalAdjustments.psd. This way I can play all i want and always have the previous file-state backed up.
- The first thing I do in the new file, is create a Hue / Saturation Adjustment Layer from the layers palette, and move it to the top of the layer stack. Name it valueCheck. Move the saturation slider all the way to the left and really analyze your image and ask yourself some important questions:

- Does it look flat?
- Does it have an overall high dynamic range of value?
- Is there a good distribution of values?
- Where is my eye drawn?
- What do I want to be the focus in the image?
- Are there elements in the image competing for my eye that shouldn't?
- How do the values look when combined with lighting and post effects?

- The list can go on and on. But the bottom line is this: Get your image to read in grayscale through effective use of value. If you succeed, then color temperature shifts and post processing won't ruin the integrity of your images. Achieving believability in your texture maps is much more about accurate use of value that it is color matching.

- Most of my final adjustments will happen in grayscale with the valueCheck layer on, while paying careful attention to my values. Turn the adjustment layer visibility on and off to see the affects of you adjustments in color, and in grayscale. The kind of adjustments I make will be opacity and adjustment layer shifts. I may also add additional adjustment layers like Curves and Hue / Saturation. Remember however, when adding more Curves Adjustment Layers be sure to set it's blend mode to luminosity as to not affect color saturation. When I am happy with my values, I will also look at the full color image, and adjust the hue and saturation of elements to push them back, bring them forward, and subdue or enhance their appearance.

- Another good comparison tool is to paste a flattened version of you previous image state on the top of your layer stack in your final image canvas. You can turn this layer on and off to compare your new adjustments to your previous image state. You can do this for full color and grayscale as well. Using my snapshot actions from in my downloads page can make getting flattened copies of selections or the entire canvas fast and easy.

- Here are some rollovers of the image after some final adjustments ( regular ), and before final adjustments ( over ).

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