| 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. -
Does it look flat? - 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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