That's right, ADVANCED sharpening for the photo n00b. Can be used on textures as well. I will not be held responsible for you HDR-loving, 30-day trial of photoshop, look what I made mommy, preletariat from using this secret incorrectly.
Pretty cool trick, but you noised up the background, I see pores and your model went from having cute man-stubble to, where did I park my bear. Probably selectively mask out some more areas? Still a cool trick tho
Taste, subjective? Not on my internets! Certainly not on polycount where we're all 100% in agreement of what's attractive and what's not.
You might like your men like plastic ken-dolls, but I prefer them with stubble and pores. I masked away what I didn't want, and kept what I did. The noise in the background I left because when it's too smooth I feel it looks artificial and overly digital. It doesn't show up in the prints at all.
It does, sort of. the problem with unsharp is it works on luminosity AND color, which is not useful for increasing accutance (wikipedia nublets). You could of course run it, then do an edit > fade > luminosity as well.
I know this is an old post but I am grateful for you sharing your wisdom, master Does anyone have any info on removing blotches/lighting from photo reference, for texturing while retaining details?
I know there was a tutorial floating around that was similar to Gnomon's Character Texturing for Production process, but seems to have disappeared
Image>Adjustments>Shadows/Highlights... works pretty well for getting rid of minor lighting uneveness. When you're working with photo textures though, usually you're fighting against Vignetting and camera distortion. In that case trying the Filter>Lens Correction... thing might be more useful.
For the record i think using high pass filters in this performance-enhancing way is kind of gross both in photos and textures because it flattens specular reflections and kills the natural scattering of a lot of materials. in essence it makes everything looks like rock. with textures you also increase the signal to noise ratio, and while an increase in contrast might be important for that reason, it also means that compression will destroy your textures more than it might have needed to.
It's great if you're trying to fake SEM imagery though. my taste is better than your taste.
I have used this method myself a fair bit, though I tend to use the overlay blending mode. Also good for removing light differences in textures when used with a higher high pass value. But, imo it could as easily ruin stuff for you as it tends to drive it towards a plastic wrap type of look, and gives a white fringe. But, used right, it can be ace.. just.. carefully ^^
I believe it was also used here to get this type of effect:
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thanks for the tut!
Thanks for the tips.
this might be useful for textures as well.
You might like your men like plastic ken-dolls, but I prefer them with stubble and pores. I masked away what I didn't want, and kept what I did. The noise in the background I left because when it's too smooth I feel it looks artificial and overly digital. It doesn't show up in the prints at all.
I know there was a tutorial floating around that was similar to Gnomon's Character Texturing for Production process, but seems to have disappeared
For the record i think using high pass filters in this performance-enhancing way is kind of gross both in photos and textures because it flattens specular reflections and kills the natural scattering of a lot of materials. in essence it makes everything looks like rock. with textures you also increase the signal to noise ratio, and while an increase in contrast might be important for that reason, it also means that compression will destroy your textures more than it might have needed to.
It's great if you're trying to fake SEM imagery though. my taste is better than your taste.
I believe it was also used here to get this type of effect:
/edit: Arrrgh! Necro :poly122: