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[制作教程] Texture Lecture #2: What Hue and I Can Do

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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Well, we left off at Texture Lecture 1: Let's Get it Bumpin in Here. Now let's pick up where we left off with Texture Lecture 2: What Hue and I Can Do.

    Since you learned so much in the first tutorial, let's start out fast. We could use our old forest path that we made last time, but let's start from scratch, the practice is good!

    Here goes, let's grab our Clone Tool and make our base ground layer with all grass pattern like this:





    Now, let's draw our path with some dirt pattern (again, I prefer Celianna tiles for this one). It should look like this:





    Great, now we add our bump map. Like so:





    Alright, up until now, this has been fully covered before. It looks pretty decent, but we can make it even better. There's a ton of ways to add texture, but all MUST include depth. Depth is an illusion given by correct shadow placement and contrast of light and dark. This means that we could probably add some pebbles and broken branches (which I suggest) but we don't need any new graphics if we are skilled enough. Let's learn about a new tool, the Dodge/Burn tool. If you remember nothing else from this tutorial, remember this: Dodge the Light, Burn the Shadows.

    OK select the dodge/burn tool and you will see some scary options open up on the left, "Dodge, Burn, Shadows, Midtones, Highlights." Whatever; it's all so easy. Dodge means make the highlighted color LIGHTER and burn means make the highlighted color DARKER, like this:





    Alright, well we aren't dodging and burning the grass (not yet anyways..) We are going to dodge and burn the path to make it look like it has been stepped on for ages. It's really easy, let's select the Dodge/Burn tool and then select "Shadows." This means we are only going to either make the shadows lighter or darker, adding the illusion of depth. Let's select the following brush: Acrylic 02, 14.8 Opacity, Size 31.79, Burn, Shadows. (although once you see how this works, do whatever you wish, add your own ingenuity!).

    Alright let's now use the tool on the lines where the dirt meets the grass (and if you like, throw some strokes on the path as well, it will give it a good texture). Make sure about half the brush is on the grass and the other half on the dirt. We get this result:





    Your creativity is the only thing between you and a unique looking game. Heck, go crazy with your new powers, I made this path (I dodged and burned a bit of the grass too!):
     





    Alright, well, I was going to wait until the next tutorial, but check this out. The dodge and burn tool is also used for giving the illusion of light. Easier done than said. Find a nice tree and lets plop it right down in our forest path, let's see what we can do here.





    Alright, this is a pretty tree, but we need to make it OUR pretty tree. Your game has to be unique which means very few of the graphics you use should look identical to others. The easiest way to make your graphics unique is to change the color, placement, and interaction between them. Let's make this tree unique. First, we cut out the base with our Free Select tool (you'll see why soon!) Then we paste it to its own layer (we need the trunk to stay the same color unlike the tree which is about to become vibrantly beautiful) So Free Select the trunk, then Control + X, then Control + V (cut and paste) then you should see a new layer just floating on the right sidebar. Right click that layer and make it a new layer. We should get this looking tree now.





    OK, now let's highlight our tree and right click on the actual image itself then we go to > Colors > Hue/Saturation. Adjust the hue with the preview on and find something beautiful (there's a lot of other methods here, but let's stick with this one). Alright I chose a beautiful autumn tree.

    Now let's right click our trunk layer and merge it back into the tree. TADA!





    Now - let's get our old friend the Dodge/Burn tool but this time we are going to double the opacity to 28, jack up the size to 167 and change from the "shadows" to the "midtones" which means the colors will be affected rather than white/black. In RPGmaker it is assumed the sun is coming from the left (as it also is in most sunray/overlay scripts). Let's Dodge the left and burn the right, like this.





    Alright. So... you're probably saying. Uhm.. that doesn't look that good. Well guess what, it actually does. We need a sunrays script to really show how beautiful this can look. I highly suggest Yami's Overlay Script. See what I mean? This sample here I made for Tidloc's upcoming visually stunning game.






     


    本贴来自国际rpgmaker官方论坛作者:Dymdez处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/texture-lecture-2-what-hue-and-i-can-do.44632/

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