I'm using ps7. Sometimes the background vs. foreground colors switch identities. Picking a color sends it to the background swatch, while the color values sliders (RGB / HSB / etc.) reflect the background color as well. I'll be painting with the foreground color but with the background color values shown. I think I've had…
I am trying to make a simple ground plane for a scene I am working on. I just want to bake out the diffuse as a selection map, hence the bright ugly colors. The red plane is UVed, but the blue rocks are dragged in and duplicated subtools. How do you transfer everything to the original flat plane with UVs in zbrush? Thanks…
Since my last thread, i been working on a texture for a model that isn't mine and i try sculpting and high poly the model and transfer the normal and ambient occlusion is a lead to fail attempts so i give up on the high poly so i asking is, there any good tips or tutorials that will help me get the normal map and ambient…
Awesome! Photoshop's brush managing sucks too, I terribly want a feature to group them in a cool and easy way (like brushes for painting, creating textures, painting foliage, etc).
You take a look at Photoshop blend mode math? Link From the hlsl code: define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
That's why I have to work in 16bit. And Photoshop is slow as hell in 16 bit , even with compression off. I have a good hope on Affinity Photo and Design. They work in 16 bit a lot quicker, it's layer structure is more advanced imo, but still lacks a lot of basic necessary tools for texture composing , like layers…
I'm having issues saving a normal map as a DDS with the Nvidia PS tools. When I save it (DXT5 - I have an alpha), it becomes washed-out. Does anyone know how to fix this? What it should look like (left) and how it looks saved as a .dds (right): And here are the settings:
I'm trying to tile textures, to make it easier I want to set up a system where I can easily move the layer and dynamically change the point where the edges meet. Say I have a 512x512 document and paste a 1000x800 texture in it. I want to copy a 512x512 selection of the 1000x800 texture and put it into a layer, and then…