Tutorial - Faking depth with shadingX2
Posted: Thu Sep 17, 2009 9:35 pm
This tutorial will hopefully let you in on a little thing I came across while making our contest track. The whole idea is to fake depth, and add variety to the texture color, with shadingX2.
--Please note that this tutorial is short, and sweet. There is so much more that I could put in here, but I'm leaving you to experiment with it, and share some of your own findings.
Open up shadingX2.ppm in photoshop
Create a new layer and fill it with 50% black
Set your two colors to 50% black and 35% black
Render clouds
Now size down that layer to 25% of it's original size and tile it 16 times across your entire file
--You can make the clouds however large or small you want them, but the bigger they are the harder it is to notice it in game
--Sizing it down to 25% then tiling offers good results
Merge all the cloud layers, and set the blending mode to hard light
Adjust the opacity
--Perfect for defining moist and dry areas of the track without having different decals, and also allowing for smooth transitions
--Take a specific brush and also draw onto the clouds layer to get different added effects with the dirt color
--You can also highlight ruts very easily with shadingX2
Test it out in game to see the difference, but note that as soon as you adjust the shading it will overwrite this file, so back it up!
Lastly, get creative! Don't limit yourself to only the ideas I posed, play around with it and post your styles here for all to use!
-ddmx
--Please note that this tutorial is short, and sweet. There is so much more that I could put in here, but I'm leaving you to experiment with it, and share some of your own findings.
Open up shadingX2.ppm in photoshop
Create a new layer and fill it with 50% black
Set your two colors to 50% black and 35% black
Render clouds
Now size down that layer to 25% of it's original size and tile it 16 times across your entire file
--You can make the clouds however large or small you want them, but the bigger they are the harder it is to notice it in game
--Sizing it down to 25% then tiling offers good results
Merge all the cloud layers, and set the blending mode to hard light
Adjust the opacity
--Perfect for defining moist and dry areas of the track without having different decals, and also allowing for smooth transitions
--Take a specific brush and also draw onto the clouds layer to get different added effects with the dirt color
--You can also highlight ruts very easily with shadingX2
Test it out in game to see the difference, but note that as soon as you adjust the shading it will overwrite this file, so back it up!
Lastly, get creative! Don't limit yourself to only the ideas I posed, play around with it and post your styles here for all to use!
-ddmx