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Post by littlegrizzly on Jul 27, 2021 16:32:09 GMT -5
Hello, I´m really new to the recoloring things. I want to change some counters to new colors. But I have a small problem. When i extract the texture, there are (when the counters are made good) some shadows for handles and those things. Just for not being looking so plain. But when I want to recolor it and use an other texture, how can I have the shadows on the new texture? I´m using a wood pattern in photoshop. A light original texture can be multiplicated with the new one and I can see the shadows. But a darker one won´t work, it darkens the new texture too when I´m trying to multiplicate the layers. What do I have to do to get the shadows like these imgur.com/okedL5N to a new texture without changing it´s color? Multiplicate doesn´t seem to enough or right.
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Post by InternWaffle on Jul 27, 2021 16:41:53 GMT -5
The original texture was made using several layers. It was not one single image. If you want to replicate those shadows, you will have to remake those shadows. No amount of layering and multiplying and opacity and other workarounds is ever going to give you your new wood texture and those exact shadows.
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Post by Fwecka (Lolabellesims) on Jul 27, 2021 23:09:05 GMT -5
If the original image was just one solid color and it had baked shadows--creators use Blender to bake what's called ambient occlusion maps, which is just baked shadows--you can just desaturate the image, put your wood grain image on top, and play around with the different layer modes in Photoshop. If multiply is too dark, try overlay or soft light. Try them all and see what looks best. You can further tweak things by going to Image > Adjustments and using Brightness/Contrast to change the brightness of either the desaturated image or your wood texture. Brightness/Contrast can make details appear washed out; I prefer using Levels to increase or decrease brightness. Sometimes, I'll play around with Hue/Saturation for my texture. Sometimes, you need to decrease the opacity of your texture, as well, to get the effect you want. Every situation is different and requires different adjustments. If the original texture contained a pattern that you don't want to show up in your recolor, you will have to bake an ambient occlusion map yourself, export it from Blender, bring it into Photoshop, and do what I wrote about above. Here is a tutorial explaining how to bake shadows from a mesh.
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Post by littlegrizzly on Jul 28, 2021 10:51:15 GMT -5
I don´t have Blender, and after playing with all layers and settings I painted some shadows by myself. Doesn´t look to bad, but has to be reworked. Now I´m having problems with the countertop. All my wood textures are seamless. I saved them as patterns to check their behaviour in a 8000x8000 image. But when I place the counters ingame, they are not seamless. I´m not sure what is the best way to bind in the new texture. The picture in my first posting shows 4 different rectangles were the counter texture is used ingame (end, normal,countertopsides and corners). I can: - cutout all 4 rectangles into new layers and use the new texture as a pattern for them. - copy the new texture four times and resize them to the size of the four spots - copy the texture on a new layer and delete everything else than the four spots - fill the whole png with the patterntexture
Which one is the best way to create seamless countertops? I´m not sure if I was wrong in one step, but my seamless textures went tileable every damned time. I have recolored a lot of objects in Sims2 and created hockey jerseys in NHL2004 (LOL, I´m old), but this is killing me.
Maybe I´ll install blender and have a look into the mesh if I can find something helpful. But I´m honest, right know I´m not sure if I ever will have these kitchens (Atelier and Phoenix) looking similar. Sure is that it doesn´t work the way I thought it would do.
But thanks for your answers.
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Post by littlegrizzly on Jul 30, 2021 17:00:55 GMT -5
Okay, I´m getting near it. I took a png-File with a ruler to the part where the graphic for the countertop is loaded to measure, how much of the texture is really used for the top. It is sometimes not the whole graphic, that´s why they are not seamless. When I resize my seamless wood texture to the visible (measured) countertop area - yay - seamless. Seems to be a stupid way, but it looks a bit better now. Is there an easier way? I tried to find something helpful in Blender - no way, this program is way too much. I´ve found nothing helpful but destructed the mesh in seconds.
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