| t i p s 2 |
| blood effect |
| Shea|fuck: use quickmask and jiggle. Shea|fuck: airbrush in the parts you want to have blood...and jiggle the airbrushed quickmask. Shea|fuck: then switch back to normal mode and make a new layer out of the bloodsplatter-shaped selection... Shea|fuck: and paint that selection with some dark red in 'overlay' mode (or color burn, or maybe even normal...play with that) |
| metal floors/lids |
| [Shea|work ) use thin ovals [Shea|work ) make the shape into a mask [Shea|work ) rotate the flat oval 45 degrees [Shea|work ) select it, leaving room for about 5 pixels around it [Shea|work ) define pattern [Shea|work ) create a 480x360 (or whatever) image [Shea|work ) paint it on (to serve as a channel mask) [Shea|work ) then go back to the original [Shea|work ) rotate it 90 degrees to flip it pointing the other direction [Shea|work ) define pattern again [Shea|work ) go back to the 480x360 image [Shea|work ) create a new channel, and paint on that pattern to serve as a mask [Shea|work ) turn the first channel mask into a layer [Shea|work ) turn the second channel mask into a layer [Shea|work ) merge the two layers [Shea|work ) that should make the divet shapes. [Shea|work ) i'm guessing of course |
| doing a phaser or a godzilla like effect |
| PaK-RaT: what i did was: PaK-RaT: first i started with a green bar...airbrushed PaK-RaT: then i made a new layer and drew a more opaque white beam in the center PaK-RaT: then placed that white beam in the layer below PaK-RaT: next i erased the middle part so the white beam showed up PaK-RaT: then i airbrshed the sides of the green with a dotted brush...airbrush tool to give it that sparkly look PaK-RaT: then i flattened PaK-RaT: then copied the layer PaK-RaT: used scale to make it a lil bigger PaK-RaT: then blurred it lots PaK-RaT: then i smudged the edges in to make it sorta....blur it into the sabre PaK-RaT: then i went over with a green airbrush once more PaK-RaT: done PaK-RaT: or...low setting, big ass brush covering the whole sabre set on multiply |