alpha channels

rounded square icons tutorial

this is an 11 step tutorial that will show you how to make a batch of icons like this:

you will NEED PHOTOSHOP for this, a set of screencaps, or raw icons to start with; and basic knowledge of photoshop.  this is a batch icon tutorial.

TUTORIAL (with screenshots) IS BELOW THE CUT:

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Coming Soon:  In the Wreckage (Metahuman Files 01)

All right everyone. I did promise that I was committed to this self-publishing venture. IN THE WRECKAGE is the first book in my m/m sci-fi military romance series that is scheduled to be published on February 24, 2017. Depending on when Amazon puts it up, it may actually drop earlier next week.

Regardless, I am so excited to share this story with you guys and would love it if you would reblog!

A Marine with honor.

After surviving a horrific chemical attack that turned him into a metahuman, Captain Jamie Callahan got a second lease on life. For three years he’s been working for the Metahuman Defense Force and leading Alpha Team—all against the wishes of his family. The job requires his full dedication, so it’s no surprise Jamie doesn’t have time for a relationship. An enticing one-night stand with a gorgeous stranger is all it takes to show Jamie exactly what he’s been missing. When a mission to take down a terrorist cell brings that same stranger back into his world, Jamie’s life gets complicated.

A soldier with secrets.

Staff Sergeant Kyle Brannigan was only looking to relieve some stress after a long mission. He didn’t know the hot guy he picked up at a bar was the leader of the MDF’s top field team. When Kyle and his partner get seconded to Alpha Team to help fight a terrorist threat, he has to balance his desire for Jamie against his duty to keep his secrets safe. That gets harder and harder to do amidst regulations both are tempted to break.

Two men trying to survive.

Giving into passion could cost both their careers. Abiding by the rules will only result in heartache. An attack on MDF headquarters brings with it a choice Jamie and Kyle can’t escape—duty, or love?

Please note, In the Wreckage is a steamy m/m sci-fi military romance with a tiny bit of kink and a HFN ending.

Now, onto the story.


Ground level in the Chicago megacity was a humid, crowded mess on the best of days. When a mafia-backed terrorist group led by metahumans waged war against law abiding citizens, Chicago became a shitshow of the worst kind not even the police could handle. Which meant the best counterattack came not from local authorities, but in the form of government-backed metahumans.

“Where the fuck is our cover fire?”

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PS BATCH ICON TUTORIAL

This tutorial will show you how to make any amount of icons you so desire - IN ONE SITTING!  (up too 500 at most to respond properly without lag).  This is largely an image based tutorial, but if anything is unclear, please send me your questions!

you will need:

-photoshop

-some screencaps or images you wish to edit

tutorial below the cut:

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BREAKING NEWS!!!
Alpha channel for night mode textures is now enabled.
Why is that so important? Here’s why:

This is how vanilla night mode textures looked like (texture does have a proper alpha channel enabled but the game won’t recognize it).

So the first thing was to get night mode textures to work in custom decorations. This was achieved. Now we will be able to make fully functional night mode textures, and that means working street lights with light beams, neon signs, easier lit up night windows process, and other possibilities

Guys guys, I just figured out how to extract Sims from images in like less than 5 minutes :o No selection tools, no pen tool! I know I’m late to the party and this is most likely common knowledge at this point, but I’m going to write this down anyway because there’s a 99% chance I’ll forget it.

This is written with Photoshop CS6 in mind, but I’m assuming it’ll work with any graphics editing program that supports alpha channels. The starting point for working on this was @buhudain​‘s tutorial here.

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So yesterday I’ve decided to add a night mode texture to the pole itself to make it lit up by it’s own light (like in real life or at least like in-game Maxis wooden pole does).
But suddenly I realized, that it is impossible to have a pole and a light cone/spot light working properly at the same time. I’ve tried a bunch of shader variations for this material but every time something went wrong.

But then I just added a new material type to the maxis neighborhood material shader. That was a crazy idea, but it worked! So now there’s two functional night mode material types. One for usual night mode textures (like windows and poles in particular, it has alpha channel enabled though) and another one is for those light cones, spot lights and glow effects!

Now I need to enable bump/normal mapping for ‘day time’ textures to have those nice little ‘StandardMaterial’ features back

anonymous asked:

would you mind telling us how to make tattoos

 sure, i will give a tutorial.

I’m going to go into detail so this will be lengthy, sorry :/

How To Make Tattoos (Tutorial)

What you will need:

-Picture of tattoo obvi. (Pinterest is a good website for tatts)

-Some kind of editing program (Photoshop, Paint.net, Gimp) I have photoshop so thats the only one i can speak for.

^If you don’t have it already you need a dds plug in for your editing program so it can read the dds file. (DDS file is the file that is gonna have your tattoo texture on) The one for photoshop is here (for others, google it)

-Need Sims 4 Studio

- Sim body texture template to guide you on where you’re placing your tattoo. You can find one here.

1. Ok so first thing, when choosing the photo for your tattoo make sure:

-It’s clear and all of it is visible

- Pics of tatts with dark lighting is a no no.

-No pics of tattoos with the tattoo on a angle or where you can’t see all of it, less shadows the better.

-Preferably a white/Paper background (but a pic of a tattoo on skin is possible too)

Good Examples:

Bad Examples:

2. Now Go into Sims 4 Studio:

Click on “Create CAS Standalone” In the CAS Section

At The top click where it says ‘Part Type’ and pick Tattoos

Pick any of the base game tattoos (depending on which base game tattoo you choose is where your new tattoo will be in the tattoo category in CAS)

Click Next, Save your package where ever you will remember it, and name the package file whatever you want your new tatt to be named c:

(pls know the difference between a package file and a dds file, the package file is your final file, the dds file is just your texture)

Export the texture and save as dds file, again save it where you’ll remember it.

Leave sims 4 studio open

3. Open up your editing program, in my case its photoshop.

open up the dds file you saved in photoshop. 

!Make sure every time you do anything with layers, you unlock them by double clicking them or you wont be able to do shit with them xD!

we need a clean slate, so erase ‘everything’ on layer 0. it should be transparent now.

then go to channels>alpha layer 1, and with a black colored brush paint over everything. so now it should just be black. click back on layer 0.

4. Editing Tattoo Picture for alpha layer.

(i always make black and white tattoos, so this tutorial is more for b&w tattoos)

Open up the picture of your tattoo in another tab. 

*if its a black and white tattoo, make the whole picture black and white (sometimes the color is off on pics of tattoos). for photoshop go to image>adjustments>black and white, press ok.

We need to get rid of the background…

If its just a white background, right click on the layer then blending options

Where you see 2 gradient looking bars, the one we will be using is the first bar labeled ‘This Layer’. This will get rid of the majority of the background if its black/white/greys. Now for mine the background is white so on the right where its white im going to more the little arrow over,(be careful when moving the arrow and check on the picture of your tattoo when doing it because it will get rid of all of it when the color gets darker if not careful) move the arrow as much you can without erasing your actual tattoo. **If their is still little tidbits of the background left also if their is things still left INSIDE the tattoo, you will have to manually erase everything with the eraser tool which can be pretentious, but you have to do what you have to do xD***

If the background is black, or darker, use the arrow on the left. It’s the same logic. 

When its someones skin thats the background of the tattoo, its harder to get rid of because the skin has shadows, and in that case you will have to erase it manually :////

(this is way having a clear white background of the picture of your tattoo is so important ^^^)

Now once you have the background gone, all you should see is a transparent background with just the outline of your tattoo. Like So:

Invert the tattoo so that it is white (if its a black tattoo), you can do that on photoshop by image>adjustments>invert. (if the background turns black then go up where i was talking about getting rid of the background :’)

Now select the tattoo by select > all, or you select it by choosing the 4th icon on the side from the above picture and clicking all on it. Then choose Edit>copy.

5. Tattoo into DDS Texture

Go back to where your dds file was, then go to layer 0. Create a New Layer by going to layer>new>layer. Drag the new layer you just made underneath the other layer (layer 0) Then go to file>place….select the SIM BODY TEXTURE TEMPLATE you downloaded. Drag the corners of  the body texture to fit the whole box. 

Then go to Channels>Alpha Layer 1. Click one of the other boxes above, i usually choose the RED one, to see the sim body texture you just placed. Now selecting the alpha layer 1, go to edit>paste. and you should see your tattoo outline pop up (make sure you paste it on alpha layer 1.) now move it to where ever you want, (go to select>deselect to stop seeing those lines on the tattoo outline -_-)  thats what the sim body texture is for to see where to place it.

After that you can delete the sim body texture you dont need it unless you are moving the tattoo somewhere else.

Now go back to layer 0, and where you placed the tattoo on the alpha layer 1, paint over that with a black brush or it wont show up!!

Alpha layer:

Regular Layer:

Before saving make sure you are selected on layer 0.

Now go to file>save as a dds file and name it whatever. When saving a box will pop up, it should be on “DXT5   ARGB  8pp”

Now go back to Sims 4 Studio

Import your newly saved dds file. Your new tattoo should appear, sometimes i have to keep going back into photoshop to get it where i want to and make adjustments.. It’s trial and error with tattoos really.

You can change the picture of the tattoo in cas and all that in s4studio before saving. then save it and just put your package file in mods folder and boom. A new tattoo.

If something was unclear or i didnt explain something well, please message me and ill be more than happy to help you. Happy Tattooing <3

@unrealistic-fairytale ha respondido a tu publicación “Hi I have a question about sliders , the way the meshes look after the…”

there’s no way to do a default replacement on the eyelashes?

As far as I know, no. However the lashes are flat planes after all, so in any program like 3ds Max you can apply an opacity map on them. This is the result:

(pls don’t laugh at the textures i made them in five seconds #shameonme)

Is it possible to do the same in the game? Probably not. First you would need to remap the eyelashes so the textures and the alpha can look good when applied, and then replace the original faces with the new version. Also I’m not sure if the SimSkin material supports alpha channels or if it can be activated somehow tweaking the shaders or something like that. Unfortunately that’s beyond my knowledge.  

anonymous asked:

hi!! i love the skins for your sims! i was wondering how you blend and make your own?

ohjeeeeez. tbh i just used this tutorial (a lil outdated because i don’t think s4s uses alpha channels anymore? at least they don’t on mac) and this masterlist of skin resources (it’s geared toward ts3 skins but still super helpful) as guidelines and the rest i just kinda figured out myself lol. my method is just a lot of trial and error and finding hq human reference pics usually through google lmao. u wouldn’t believe what i had to google to find a good texture for santi’s butt

oh yeah and i used s-club’s bassis skin as a base for rooney’s skin and praline’s veox skin as a base for santi

Tutorial: How to bake shadow map for CAS items

The shadow map draws shadow on the underneath meshes (which could be either a sim body mesh or another CAS item) covered by your item. It adds depth and makes your item a little more realistic. 

Instead of hand-painting it, this tutorial will show you how to use the blender baking to create a ‘correct’ shadow map with just a few steps. 

Please read my tutorial of How to bake shadow for clothing to make sure you understand the basics of baking. This tutorial will not cover some similar steps again.

NOTE: 

  • This method only works on the mesh where it’s able to tell the sim body from the clothes or accessory you’re making.
  • It does NOT work if your item is painted on the sim body mesh.

Pt. 1 Your mesh includes part of the sim body mesh, e.g. tops, pants, dresses.

1. Open your mesh with blender, go into Edit Mode and select the faces which belong to the sim body. 

2. Press P key to separate the selected faces into a new mesh. 

Step 1&2 isn’t a must. But it makes the baked result easier to edit later.

3. Select the sim body mesh you just separated.

4. Open the World panel with a globe icon.

5. Check Ambient Occlusion and Environment Lighting.

6. Increase Environment Lighting to 2.5. This will make the shadow darker and shading of the mesh itself (which we don’t need) lighter.

7. Set Samples.

8. Add a new image in 1024x2048 in the UV/Image Editor and Bake in Ambient Occlusion Mode.

9. You should get something like this.

10. Save the baked image.

Pt. 2 Your mesh does NOT include the sim body mesh, e.g. necklaces, acc clothing.

11. Open your mesh in blender, expand the rig tree and select the sim body mesh where the shadow should appear. Note you need to highlight the Eye, the Arrow and the Camera icon to be able to select and bake an invisible sim body mesh.

12. Bake the selected sim body mesh the same way above. And save the baked image.

13. Open the baked image in Photoshop. Add a new layer under the baked image and fill in with pure white.

14. On the baked image layer, use the Eraser tool or Select tool to get rid of the shadow that is not from the item you’re making, e.g. between the fingers and legs.

15. Reduce the Opacity of the shadow layer. You might need to test in game for a few times to get a best result. Please never use a pure black shadow map.

16. In the Channel panel, add an alpha channel. Fill with pure white on the area where your shadow is. The range doesn’t need to be accurate.

17. Save your shadow map into a .dds file and import into your .package file with sims4studio. Test it in game.

I have created an entry/exit marker using unlit faces on a small “tunnel” made out of a cube. I think vertex paint could help with transitioning between the wall material and the unlit faces, for a smoother look. There are lighting seams around the entryway…not sure how some of these things should be handled. But otherwise wall materials are looking good - world aligned, tiled, and roughness is lerped based on normals for a more variable look. Important with PBR! The floor’s roughness is lerped based on a grayscale map inserted in the texture’s alpha channel. That’s better than lerping based on actual tile color as it allows two tiles with the same color to have different roughness - and does not require an extra texture. Many 3d models don’t need alpha channels for opacity, so put them to use elsewhere!

I added one way platforms which are working well, but I will probably remove the arrow on them. Its pretty obnoxious and people will probably assume the arrow means it’s an elevator. And imagine a one way platform that moves sideways! Yeah not sure what I was thinking there…

Oh! And of course we have the Electrostatic Whip, it can pull you towards walls for some quick movement. That spot across the one way platform would make a great spot for a collectible!

How to edit square icons into circle icons, batch icon method.

Alrighty, so first off, here’s the link to the tutorial I made on my rp blog for how to batch edit your icons. This method for creating icons is what I’ll be using as the base of this tutorial. Please note that this does require either the animation toolbar or the timeline one depending on which version of photoshop you’re using. 

This shows you how to go from this

to

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Hey guys; I’ll be guesting on Geek & Sundry’s Alpha channel show, Project Pixel tonight at 6! It’s a super fun show that’s like one part low-key drawing lesson and one part nerd hangout. If you’re an Alpha subscriber you should come watch me doodle poorly and say hello.

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Mini Tutorial: Backlighting

PROGRAM: Adobe After Effects CC

OBS: There are several ways to achieve this effect; this is simply the way I prefer to do it. 

1. First I chose a clip that you want to add backlighting to.

2. Next step: Mask the character. I used 2 different masking methods here: First I removed the sky with the help of several “Color Keys”. This way I don´t loose the small details of in the hair. 

But this effect erased the white color in Ariel´s face, so I had to duplicate the clip and this time mask only her face (with “Roto Brush”). When I am done masking I render the clip with Alpha Channels, so that I am working with only 1 layer. 

3. Background time: I decided to go with the same background as in the original, but made a few changes: ”Glow”, “Gaussian Blur” and “Gamma/Pedestal/Gain”.

4. RED LAYER: Background. YELLOW LAYER: Masked Ariel.

5.  I then duplicated the masked Ariel, turned the layer all black with “Levels”. GREEN LAYER: Shadow

6. The I masked the shadow layer with the “Roto Brush” (really simple; just draw over everything) and then heavily adjusted the settings until it looked like  shadow. 

7. Changed the layers “Opacity” to 50% to make it see-through. 

8. Added some adjustments to wrap it all up: “”Curves” and “Remove Grain”.


OTHER MINI TUTORIALS:

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