esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5268
Registered: 01-02 |
Something I do pretty frequently is adding a subtle Inner Glow to my panels, to add some more depth to them.
So, go to the Inner Glow page, and first of all we're going to change the weird default yellowish color to white.
Then, turn the Size up to 11, set Range to 27, enable the Anti-aliased checkbox, and turn Opacity down to 20%. I've also set Noise to 3, because a slight bit of noise (but not so much that it'll be obvious) is generally good to add when working with a texture that's going to be palettized. Actually, considering that we've already got a noise layer behind this, adding noise here is probably not even needed. Oh well!
http://sl4.poned.com/screens/tutorial/texture/09.png
Well, that's..something, I guess. Adding the Inner Glow sort of canceled out our beveling a bit, so I'll turn the Bevel's Highlight Opacity up to 75% and its Shadow Opacity up to 60%. (That's a 10% increase for each, which you can easily do by clicking in the textbox and presshing Shift-Up).
http://sl4.poned.com/screens/tutorial/texture/10.png
I'd still like to give the panel some more depth, though. One way this can be done is to add a slight Inner Shadow to sort of counteract part of the Inner Glow. I've set the Inner Shadow's Opacity to 50%, Distance to 5, and Size to 11.
If you disable Use Global Light, you can set the angle the Inner Shadow is cast from, without affecting the Bevel and anything else. The default angle of 120 will give us an almost indented-inside look, while something like -50 will appear more like the panel is smoothly beveling outwards a little bit like a pillow. Either way, it no longer looks flat. I'll go with -50.
http://sl4.poned.com/screens/tutorial/texture/11.png
To add still more depth and glossiness, let's add a Gradient Overlay to our layer. We'll use the default black-to-white gradient, with a 90-degree Angle, and a Blend Mode of "Hard Light" because it's a bit glarier than Soft Light, so it can help with the faux-glossy appearance we're going for. Set the Opacity to 30% or somewhere around it, and click OK.
http://sl4.poned.com/screens/tutorial/texture/12.png
Now, we’re going to duplicate that layer to create the other three panels. With the Move tool selected (that’s the regular black arrow at the top of the tools palette), hold Alt and drag the square layer into the other three positions. It should snap neatly into place.
http://sl4.poned.com/screens/tutorial/texture/13.png
Okay, so maybe we overdid it a bit with the glossiness. When the panels are put next to each other, it looks a bit overcontrasted.
To do our adjustments, let’s work on the one in the bottom-right, opening up its Blending Options dialog again.
Turn the Gradient Overlay’s opacity down to 20%, and the Bevel’s Highlight Opacity down to 50%. Click OK, then right-click on that layer and Copy Layer Style. Now, select all four of your panel layers, right-click, and Paste Layer Style, to apply your changes to all of them.
http://sl4.poned.com/screens/tutorial/texture/14.png
That’s a bit better! Probably still a bit too glossy, but hell, this is just an example so it’ll work well enough.
I’ve also just noticed that my clouds pattern seems to look better inverted, so I’ve done that. Your mileage may vary.
http://sl4.poned.com/screens/tutorial/texture/15.png
Now, we could probably palettize (Image > Mode > Indexed Color, and load up the Doom palette exported from XWE or whatever) and call our texture done, but there’s still more we could do to it.
Something I use pretty frequently for colorizing paletted textures is the Gradient Map kind of Adjustment Layer. It takes a grayscale image and remaps the white-to-black range into colors defined by a gradient.
I’ve loaded the Doom colors into the Swatches palette so that, when creating a gradient, I can pick colors straight from the palette and try to create something that will palettize nicely. It’s somewhat an art, and somewhat just fudging it until it works, and doing a lot of Indexed Color conversions just for the sake of seeing how it looks and undoing it to mess with stuff more.
http://sl4.poned.com/screens/tutorial/texture/16.png
You can also add noise or clouds or some combination of things to the Gradient Map’s Layer Mask, to have some variance between the parts that get colored and the parts that don’t.
Also useful, though less precise, is floodfilled layers using the Color blending mode. Create a couple different layers, floodfilled with green or tan or whatever nice “base” colors can be mixed together nicely in Doom. Give each of them a Layer Mask and put some noise or clouds or whatever tomfoolery into it. (Keeping in mind that noise will give you the exact same pattern again unless you change its settings.) This is at least part of what I did to color this texture, if I remember right.
You can also easily create different panel and bar arrangements by changing the shapes and sizes of your square layers that you put the Blending Options shading on. To create continuous bars, use Free Transform to extend out their width to far beyond the edges of the document:
http://sl4.poned.com/screens/tutorial/texture/17.png
Adding subtle scratches is also something nice to do, and it’s pretty easy. Just take a 1-pixel brush, draw various black scribbles at different opacities, turn the layer’s main opacity down, and give it a Drop Shadow that’s cast 1 pixel above it (by changing the angle) with Distance set to 1 and Size set to 0. I’ve already spammed the hell out of this thread so I’m not going to include pictures of it, but you get the idea.
Hopefully this was at least somewhat educational!
I’ve also uploaded the final psd file in case anyone wants to look at it. It’s far from my best work, but oh well: http://sl4.poned.com/screens/tutorial/texture/16.psd
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essel.spork-chan.net - doom stuff, artwork, and music by esselfortium
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