– Texture editing/recoloring –
November 7, 2013 2 Comments
Before we begin, i need to familiarize you with a few concepts.
– What is color? –
Light is made out of a type of electrons called the photons, all electromagnetic radiation travles in waves and have different wavelengths, the wave length in the case of light, defines its color.
Different object surfaces have different resistance to different color photons, some photons go right through into the object, others get bounced back, the color that bounces off the object is the color we see with our eyes. for Example, tomatoes arent really red, they just deflect red light.
A white object deflects all light equally, a black object absorbs all light.
Long story short, the color of the photons deflected from the object surface is the color we perceive the object to have
– What is ambiance? –
ambiance/radiosity is the illumination created by light reflected of object surfaces, if lets say you have a white ball in a room that has a red wall in it, the side of the ball facing the red wall will be slightly red too because of the red photons bouncing of the red wall
heres an example http://androidarts.com/tuts/radiosity.jpg
heres another simple example http://www.fxguide.com/wp-content/uploads/2012/03/Cornell_Box_Vray.jpg
notice the green and red and white reflections on the blue object and white walls, also the blue reflection on the ceiling
– So, now how does this apply to texture moding? –
In order for your textures not to look grey and dull, you need to apply the same principals of ambiance and all that stuff to them.
Heres and example, the boring skintone thing has the same dusty grey shading that should be avoided, http://androidarts.com/tuts/middle.jpg it looks the same as if it was a build menu recolor.
– If its too much to swallow, simplified trick –
You need a tone theme, an overall consistent tone of ambiance through out all your colors
You can either be stylistic and pick a specific color for your ambiance or use the most common everyday ambiance that you would have on SL if lighting in it worked like in real life. Basically that would be half sky blue and half green/brown ground sort of ambiance i guess. Or if that is too complicated, just pic any color really, it just has to be similar but a bit different, like if you have blue, pic a different and slightly purple tone of blue.
– so assuming you picked your ambiance, heres a few methods you can use to apply it to your textures. –
This will be the shadow layer.
And this will be your Color layer under the shadow layer.
you need to find a tool or a filter in photoshop or whatever program you are using, that lets you select a color in the shadow layer image and turn it into a gradient alpha, kinda similar to how you would remove green background using chroma keying in photoshop only it turns the entire green channel into alpha. If you are unable to find it, plan B would be set the layer to multiply mode
And this is what you should get
Now you need to find the RGB or the levels filter thing and turn that layer into the color you want your ambiance to have
And you get this.
Now everything is colored in the same tone but it might not look too good one some of the colors you might have so heres where the magic wand selection tool comes into play.
You can select the colors/areas you wanna fine tune and play some more with the RGB levels (do so by selecting them on the color layer and than switch to the shadow layer and edit it)
And youre done.
Now i realize that the example image i made isnt clear enough to actually see the differences so heres some more examples.
On the left you have a typical boring recolor that uses the same color and the same tone for its shadows only different brightness level. And on the right side you have shading using the method i described above
Lets say you want a nice light blue, heres what you get if you just change the prim color or try to recolor the texture the usual way.
Lets fix this using this ambiance colored shadow method.
Oh and heres one more trick you can do, take another copy of the shadow texture and this time isolate all the speculars and stuff using the levels filter
And put this on top of your texture using either the addition/additive layer mode or also use color to alpha to turn all the black color into alpha if you dont have such a mode or it works differently than what i have in my examples. Play around with its color levels as well and you should get this.
Oh and btw, one common mistake people do on SL is use too much white and especially too much black. you shouldnt use a pure black color for your black parts or the detail will disappear in the blackness. You need to pick a really dark grey sort of colorish tone for your black parts, and really light cream or blueish color for your white
Like in this image, white isnt really white and black isnt really black if you take them out of context and compaired to actual white and actual black colors.
Well thats it, i hope this isnt too confusing, i will need to probably sit down and reorganize this totorial a bit to make it more simple.