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Biomecha
Don't Go Into The Light
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#1809 | |||
Just disable sleep mode.
Sequin pants? I need to figure out how to make them more sparkly. | ||||
Posted 09-13-2018, 04:12 PM |
#1810 |
Espy
Wanderer
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Random pixels of white? Or maybe white + signs?
STONEWALL WAS A RIOT | ||||
Posted 09-13-2018, 04:21 PM |
#1812 |
Biomecha
Don't Go Into The Light
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I tried a few different things but it's not working out very well. But I don't know what I'm doing either.
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Posted 09-13-2018, 05:17 PM |
Espy
Wanderer
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#1813 | |||
I wonder... perhaps a bokeh effect overlay?
STONEWALL WAS A RIOT | ||||
Posted 09-13-2018, 05:31 PM |
#1814 |
Gallagher
It Won't Stop
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my go-to when i need scattered texture patterns and i'm not getting the results i want is to make a layer of noise
layer of noise, went in and selected swatches of pixels to delete (selected at about 10% so i wasn't doing shades individually) until i was left with a scatter i was happy with, painted it all white, then set to overlay | ||||
Posted 09-13-2018, 05:42 PM |
Espy
Wanderer
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#1815 | |||
Huh. That’s interesting. And cool.
STONEWALL WAS A RIOT | ||||
Posted 09-13-2018, 06:02 PM |
#1816 |
Gallagher
It Won't Stop
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that's the basis i use for several textures in my personal art
noise + motion/radial blur at long stroke settings is my go-to for baseline wood grain, too. obv adjusted as needed for differing levels of contrast and CURVITUDE | ||||
Posted 09-13-2018, 06:15 PM |
#1818 |
Gallagher
It Won't Stop
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the process differs depending on the intended effect. the baseline version is good when i just need a gentle texture for, say, smooth, high quality lumber derived furniture. if it needs a lot of intimate details like knots and things, i go for a shorter stroke and use it as a guideline for making my own lines, so a level of randomness that i can't get on my own is still there.
an example where the quick method is adequate: doesn't need the details you're talking about because it's an already subtly grained wood that's been well refined into its current state | ||||
Posted 09-13-2018, 06:26 PM |
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