4/13/2023 0 Comments Gimpshop transparency to alpha![]() This means tricky areas like patches of hair where you can see through the locks, instead of trying to figure out how to draw the selection area for the hair by following the strands, the program will automatically be able to set the right selection value for hair and other stange things in our image. To do this, we are going to convert the character's alpha channel into our selection channel. But rather than drawing a box or a circle, or trying to freehand draw a selection shape around our character, we are going to try an automated method. For now what we want to do is make a selection. What we want to do in this next step is to make a cutout in this second background image (layer) that we just made, but we want to make this cutout in the shape of our character. Selections are not hard (is or is not selected) but can be soft (50% selected) this way we can effects fade in and out of areas of selection. The important thing to know is, at any time you want to make sure the layer is properly selected, click on the layer, and press Ctrl + A to select the whole layer. Sometimes it will be hard to tell what is selected because selections can be inverted, as discussed later. You can tell what is selected by having those crawling white and black ant, anything inside of area is selected. Just as effects you apply to a layer will only apply to that one layer, effects will also check to see what you have selected, and will only apply that effect to the selection. Selection is the idea that you can select only part of an image or a layer. The Next important thing to learn about for using Image Editors is Selection. So to add the character in as a new layer, find the Open as Layer under File Or you can have one layer as an image of sparks on a black background, you can then change the blend mode (discussed later) of the spark image layer to Addition at it makes it look like the sparks are part of the image not just on top of the image, since in real life this is exactly what is happening, the light of the sparks is being added to the light of the background image. This includes a having a character layer, and maybe editing the layer so the character is not so bright, while not changing the brightness of the background. That is, we divide parts of the image into layers so that we can overlap them, combined them, and do different effects either on each layer independently or effects between layers. There are two important concepts with Image editing, the first concept is layers. Next, we are going to do two things at once, we are going to add the character image, but we are going to add it as a layer (thus making a new layer). ![]() This guide will continue and present itself as if you are new to GimpĪfter downloading and installing Gimp, this may be what you see (I do not own the image) You can also use Photoshop since a lot of the concepts are the same and I don't think anything I will be doing is Gimp specific. If you are more comfortable with photoshop but can not afford it, there is a version of Gimp called Gimpshop design to work and look like photoshop to help transition photoshop users to Gimp without the learning curve. ![]() Gimp is an image editing software, similar to photoshop and very powerful (second best to photoshop I would think) and more importantly free. Lastly, you will need to download the latest version of Gimp. Gimp, Gimpshop, or Photoshop (any decent image editing software) It is critical that the characters be rendered with a light setup that is very much like the room was lit. Method 1 requires more work, but is more customizable (and the focus of this guide), Method 2 is more accurate, much simpler, but will require you to make a third rendering (background, character, and character with background) but may or may not look better, this method will be described at the end.Ī background image has already been rendered. This guide aim's to fix that while keeping all of the pro's. The only issue with this is that the characters will not have any Global Illumination that matches them with their environment, so characters may not look like they fit in. Having separate images for the background, for each character and their unique poses, can help lower the memory footprint of your game, and can help speed up render times as you don't need to re-render the background every time. This is so character images can have different poses and can be swapped out during run-time. The background and the characters are shaded to be similar to have realist lighting effects (such as using Daz3D, simple vector art will not work for this), and the background is a separate image from the characters. So this process will assume you are working with the following situation (or similar): You are making a game (such as a VN) where you plan to have a background drawn, and characters are drawn (or placed) on top of the background.
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