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	<title>ForCG - 3D and Photoshop Tutorials, Graphic and Design Inspiration &#187; Game Art</title>
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	<description>Photoshop tutorials, graphic and design tutorials</description>
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		<title>How to Create an Old Drawings Imitation</title>
		<link>http://forcg.com/tutorials/drawing/how-to-create-an-old-drawings-imitation/</link>
		<comments>http://forcg.com/tutorials/drawing/how-to-create-an-old-drawings-imitation/#comments</comments>
		<pubDate>Tue, 04 May 2010 15:16:21 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Drawing]]></category>
		<category><![CDATA[Game Art]]></category>

		<guid isPermaLink="false">http://forcg.com/?p=896</guid>
		<description><![CDATA[In this tutorial, I&#8217;ll show you how to create a primeval concept drawings imitation inside an old book using Photoshop. You&#8217;ve certainly seen some drawings created by people like Leonardo Da Vinci or some old documents. They usually look like they are going to fall to pieces soon but still they are readable. We&#8217;re going [...]]]></description>
			<content:encoded><![CDATA[<p>In this tutorial, I&#8217;ll show you how to create a primeval concept drawings imitation inside an old book using Photoshop. You&#8217;ve certainly seen some drawings created by people like Leonardo Da Vinci or some old documents. They usually look like they are going to fall to pieces soon but still they are readable. We&#8217;re going to imitate such document in Photoshop. Let&#8217;s start!</p>
<p><span id="more-896"></span></p>
<h3>Final Product</h3>
<p>Below you can see the final image. We&#8217;re going to use several different textures, fonts and photos to recreate this piece.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/final-600.jpg" alt="" title="final-600" width="600" height="375" class="alignnone size-full wp-image-897" /></p>
<h3>Step 1</h3>
<p>Open up the Photoshop and create a new document with dimensions set to 1680px by 1050px. You can use other settings if you&#8217;d like to create larger or smaller version of your drawings.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/1.jpg" alt="" title="1" width="541" height="331" class="alignnone size-full wp-image-898" /></p>
<h3>Step 2</h3>
<p>You&#8217;ll need some textures and photos before you start. You may look for them on stock websites, free stock websites or you may pick some from your collection of textures. I used textures from cgtextures.com. I found them in Paper caterogry and Manmade category. I can&#8217;t make them available for download here due to their licence restrictions but you may download them free of charge from cgtextures&#8217; website. You don&#8217;t have to choose exactly these textures I picked but if you choose them it&#8217;ll be easier to follow my tutorial. I&#8217;m leaving the choice up to you. Below you&#8217;ll find five textures that I used (a paper texture and four machines).</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/2.jpg" alt="" title="2" width="600" height="423" class="alignnone size-full wp-image-899" /></p>
<h3>Step 3</h3>
<p>Paste the paper texture into the Photoshop and scale it down by hitting Ctrl/CMD + T to fit the canvas.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/3.jpg" alt="" title="3" width="600" height="423" class="alignnone size-full wp-image-900" /></p>
<h3>Step 4</h3>
<p>Open any of the machine photos. Use Pen Tool (P) to draw a path along its outline. Once you have it right-click on the canvas and select Make Selection&#8230; Then delete everything but the machine (remove its background).</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/4.jpg" alt="" title="4" width="600" height="363" class="alignnone size-full wp-image-901" /></p>
<h3>Step 5</h3>
<p>Paste the machine to the main document (if you haven&#8217;t been editing it in the main document). Scale it down (Ctrl/CMD + T) a bit to fit one page of the book like on the image below.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/5.jpg" alt="" title="5" width="600" height="375" class="alignnone size-full wp-image-902" /></p>
<h3>Step 6</h3>
<p>Go to Filter &gt; Blur &gt; Surface Blur&#8230; and use it. Use 5 pixels for radius and 15 pixels for threshold. This way you&#8217;ll get rid of some redundant details. Go to Filter &gt; Stylize &gt; Find Edges. After that desaturate this layer by hitting Shift + Ctrl/CMD + U. Use surface blur several more times but beware of loss of some key elements. If they are starting to disappear simply stop blurring it or isolate the area which should stay untouched.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/6.jpg" alt="" title="6" width="600" height="375" class="alignnone size-full wp-image-903" /></p>
<h3>Step 7</h3>
<p>Change its blending mode to Multiply. Go to Image &gt; Adjustments &gt; Hue/Saturation&#8230; Select Colorize. You have to change the color of your first sketch to some shade of brown (lighter or darker &#8211; as you wish). To do it drag the last slider to something like +30 and first two sliders somewhere to the beginning of their bars.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/7.jpg" alt="" title="7" width="600" height="375" class="alignnone size-full wp-image-904" /></p>
<h3>Step 8</h3>
<p>Hold Ctrl/CMD and click on a thumbnail of the layer you&#8217;ve just been modifying. Make sure it&#8217;s selected. Create a new layer (Ctrl/CMD + Shift + N). Fill it with any color. Go to this layer&#8217;s style and apply it the following style.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/8.jpg" alt="" title="8" width="600" height="896" class="alignnone size-full wp-image-905" /></p>
<h3>Step 9</h3>
<p>Go to Image &gt; Adjustments &gt; Auto Contrast. Desaturate it (Ctrl/CMD + Shift + U). Your image should instantly become visible and grey. Go to Image &gt; Adjustments &gt; Brightness/Contrast&#8230; and drag the first slider a bit to the left and the second to the right side.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/9.jpg" alt="" title="9" width="600" height="349" class="alignnone size-full wp-image-906" /></p>
<h3>Step 10</h3>
<p>Go to Filter &gt; Blur &gt; Motion Blur and use 44 pixels for distance and 0 degrees for an angle. Duplicate this layer. Move the original layer a bit to the right. Then move the duplicated layer to the left. Both layers should be moved only a few pixels (no more than ten to fifteen pixels). Make a selection of the original layer again (see the beginning of the eighth step for the instructions). Click on two layers from this step and apply a mask for both of them. Just hold Alt/Option key and click on a mask icon at the bottom of the layers palette. Finally change their blending modes to Color Burn and lower their opacity if necessary. You should get something like that:</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/10.jpg" alt="" title="10" width="600" height="307" class="alignnone size-full wp-image-907" /></p>
<h3>Step 11</h3>
<p>Once you enable the outline it should look like a sketch with light horizontal lines at the edges. Follow steps 4-10 to create other drawings and place them on both pages of the book. Their placement is up to you. I found some inspiration by looking at Leonardo Da Vinci&#8217;s drawings and just placed my ones haphazardly like he did in most cases.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/11.jpg" alt="" title="11" width="600" height="375" class="alignnone size-full wp-image-908" /></p>
<h3>Step 12</h3>
<p>Finally you can add in some text. I used a few different fonts with different setting here. Just browse some stock font websites and find something nice. Each font I found is free for personal and commercial use and they still look really nice. I generated some meaningless text and put it around the drawings.</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/12.jpg" alt="" title="12" width="600" height="257" class="alignnone size-full wp-image-909" /></p>
<h3>Conclusion</h3>
<p>That&#8217;s it. You may now adjust your image (especially the drawings) by hand as they are certainly not perfect. You may draw some other details and make your image look even more realistic. Thank you for reading my tutorial. I hope you enjoyed it and learnt something new! If so, please support my work and share it with your friends. Thanks!</p>
<p><img src="http://forcg.com/wp-content/uploads/2010/05/final-600.jpg" alt="" title="final-600" width="600" height="375" class="alignnone size-full wp-image-897" /></p>
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		<title>How to Use Pelt Mapping</title>
		<link>http://forcg.com/tutorials/game-art/how-to-use-pelt-mapping/</link>
		<comments>http://forcg.com/tutorials/game-art/how-to-use-pelt-mapping/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 20:14:04 +0000</pubDate>
		<dc:creator>Marcin Kłosowski</dc:creator>
				<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Texturing]]></category>

		<guid isPermaLink="false">http://forcg.com/?p=598</guid>
		<description><![CDATA[In this tutorial, I&#8217;ll show you how to use Pelt Mapping inside of 3ds Max and ZBrush. It&#8217;s very useful feature that will allow you to map objects easily and precisely! It&#8217;s definitely worth learning this technique. Let&#8217;s see why it&#8217;s so great!
Pelt Mapping
Pelt mapping is a very useful method of mapping untypical objects (like [...]]]></description>
			<content:encoded><![CDATA[<p>In this tutorial, I&#8217;ll show you how to use <strong>Pelt Mapping</strong> inside of 3ds Max and ZBrush. It&#8217;s very useful feature that will allow you to map objects easily and precisely! It&#8217;s definitely worth learning this technique. Let&#8217;s see why it&#8217;s so great!<span id="more-598"></span></p>
<h3>Pelt Mapping</h3>
<p>Pelt mapping is a very useful method of mapping untypical objects (like organic models, rocks, trees etc.) that are difficult to map in a standard way. It allows you to &#8217;stretch your object&#8217; on a plane and make it 2D. Then you can use other tools like ZBrush to create a great texture that perfectly fits your object. I&#8217;m going to use some simplier object here which is just a table. For your convenience I&#8217;m going to start with modeling process because that&#8217;s also important. Not every object will work here. You&#8217;ll always have to add a few more polygons for the simpliest objects in order to have them smoother inside of ZBrush. Take a look at my table which is already mapped.<br />
<img class="alignnone size-full wp-image-622" title="final" src="http://forcg.com/wp-content/uploads/2010/01/final1.jpg" alt="" width="640" height="480" /></p>
<h3>Step 1</h3>
<p>To begin with open up 3ds Max and create a box with dimensions like 22 for length, 24 for width and 1,5 for height. Add three lenght, three width and two height segments. Convert it to <strong>Editable Poly</strong> by right-clicking on it and going to <strong>Convert To:</strong> and selecting <strong>Editable Poly</strong>.</p>
<p><img class="alignnone size-full wp-image-600" title="step1" src="http://forcg.com/wp-content/uploads/2010/01/step1.jpg" alt="" width="600" height="455" /></p>
<h3>Step 2</h3>
<p>Press <strong>4</strong> to enter <strong>Polygon</strong> sub-level of Editable Poly. Select corner polygons and use <strong>Inset</strong> on them with <strong>Amount</strong> like 3.</p>
<p><img class="alignnone size-full wp-image-601" title="step2" src="http://forcg.com/wp-content/uploads/2010/01/step2.jpg" alt="" width="600" height="455" /></p>
<h3>Step 3</h3>
<p>Start extruding polygons that are meant to be legs of your table until you create something like this on images below.</p>
<p><img class="alignnone size-full wp-image-627" title="step34-600" src="http://forcg.com/wp-content/uploads/2010/02/step34-600.jpg" alt="" width="600" height="759" /></p>
<h3>Step 4</h3>
<p>Now try to select all the edges that are borders of your object. Don&#8217;t select any edges inside because we want it to be a little bit chamfered only outside! Use <strong>Chamfer</strong> on edges you&#8217;ve just selected with amount of 0,1. We have to do it because we want to have more control over stroking polygons while increasing thier number inside ZBrush and don&#8217;t want to lose original shape what could make our texture doesn&#8217;t match with object when we&#8217;ll be back to 3ds Max.</p>
<p><img class="alignnone size-full wp-image-626" title="step56-600" src="http://forcg.com/wp-content/uploads/2010/02/step56-600.jpg" alt="" width="600" height="703" /></p>
<h3>Step 5</h3>
<p>To check if you&#8217;d selected correct polygons you can select <strong>Nurms Subdivision</strong>. If it still does look correct it means you&#8217;ve done that correctly. Don&#8217;t forget to deselect it.</p>
<p><img class="alignnone size-full wp-image-629" title="step7-600" src="http://forcg.com/wp-content/uploads/2010/02/step7-600.jpg" alt="" width="600" height="396" /></p>
<h3>Step 6</h3>
<p>Add a modifier called <strong>UVW Unwrap</strong>.</p>
<p><img class="alignnone size-full wp-image-628" title="step8-600" src="http://forcg.com/wp-content/uploads/2010/02/step8-600.jpg" alt="" width="600" height="518" /></p>
<h3>Step 7</h3>
<p>Go to its sub-level called <strong>Face</strong> and select all the polygons that build leg of your table. Now choose <strong>Point to Point Seam</strong> and draw a line like mine.</p>
<p><img class="alignnone size-full wp-image-631" title="step9-600" src="http://forcg.com/wp-content/uploads/2010/02/step9-600.jpg" alt="" width="600" height="400" /></p>
<p>Note:</p>
<ul>
<li>You can turn off <strong>Ignore Backfacing</strong> to select polys easier and on both sides at the same time.</li>
</ul>
<h3>Step 8</h3>
<p>Once you finish drawing press <strong>Pelt</strong>. Notice that there&#8217;s a new option available down in the menu called <strong>Edit Pelt Map</strong>. Turn it on and press <strong>Simulate Pelt Pulling</strong> a few times. This will make your mesh stretched. You can see what&#8217;s going on in <strong>Edit UVWs</strong> window.</p>
<p><img class="alignnone size-full wp-image-630" title="step10-600" src="http://forcg.com/wp-content/uploads/2010/02/step10-600.jpg" alt="" width="600" height="442" /></p>
<p>Note:</p>
<ul>
<li>In case the lines are overlapping you should first grab red points, scale them up a little using scale tool and simply redo <strong>Simulate Pelt Pulling</strong> a few times again</li>
<li>If your lines are still overlapping make sure you&#8217;ve deselected <strong>Select Element</strong> option and you can grab some vertices and move them slightly</li>
<li>In the event it still doesn&#8217;t work you have to draw other route to pelt it because one you&#8217;ve selected seems to be incorrect. In this particular case it will work fine.</li>
</ul>
<h3>Step 9</h3>
<p>Now your mesh is stretched also in <strong>Edit&#8230;</strong> window.</p>
<p><img class="alignnone size-full wp-image-633" title="step12-600" src="http://forcg.com/wp-content/uploads/2010/02/step12-600.jpg" alt="" width="600" height="599" /></p>
<h3>Step 10</h3>
<p>Do the same with the other legs. To stretch table top select all the polygons and again draw a line similar to mine. We can&#8217;t close it because if we would do it it will divide our mesh into two parts. Doing it it&#8217;s usually good to imagine that you&#8217;re cutting your object with knife and blue lines are places where will the hole be. Again use <strong>Pelt</strong> then <strong>Edit Pelt Map</strong> and finally <strong>Simulate Pelt Pulling</strong> a few times. Scale up red vertices if you need to and make sure your lines aren&#8217;t overlapping. When you are done close that window.</p>
<p><img class="alignnone size-full wp-image-632" title="step13-2-600" src="http://forcg.com/wp-content/uploads/2010/02/step13-2-600.jpg" alt="" width="600" height="249" /></p>
<h3>Step 11</h3>
<p>Open up <strong>Edit&#8230;</strong> window again and place all your objects separately in the square with the thick black borders (actually they are dark blue but seem to be black). You can use tools like <strong>Move, Scale</strong> and <strong>Rotate</strong> if something doesn&#8217;t match.</p>
<p><img class="alignnone size-full wp-image-610" title="step14" src="http://forcg.com/wp-content/uploads/2010/01/step14.jpg" alt="" width="611" height="795" /></p>
<h3>Step 12</h3>
<p>Now all mapping informations are assigned to this object so we can export it to ZBrush and paint that there not losing anything. Go to <strong>File -&gt; Export&#8230;</strong> and export your object as a *.OBJ file.</p>
<h3>Step 13 &#8211; Inside of ZBrush</h3>
<p>Import your *.obj file using <strong>Import an OBJ file</strong> function inside ZBrush. Now follow my screenshot to select correct ZBrush options. First click on <strong>Edit</strong> (1). After that choose <strong>Fast Shader 5</strong> (2) material from the list to the left. Select <strong>MRGB</strong> insted of RGB and <strong>deselect Zadd</strong>. Increase number of polygons by going to <strong>Geometry -&gt; Divide</strong>. We need them more to paint on that additional geometry. Last thing is to go to <strong>Texture</strong> and enable <strong>Colorize</strong>.</p>
<p>Click on the screenshot below to enlarge.<br />
<a href="http://forcg.com/wp-content/uploads/2010/01/step15.jpg"><img class="alignnone size-full wp-image-634" title="step15-600" src="http://forcg.com/wp-content/uploads/2010/02/step15-600.jpg" alt="" width="600" height="465" /></a></p>
<p>A couple of things to note:</p>
<ul>
<li>Fast Shader 5 can be replaced with anything that allows you to clearly see the material so I think something bright will be great</li>
<li>MRGB is a channel enabling you to edit material and not the object itself</li>
<li>We&#8217;ve disabled Zadd because we don&#8217;t want to sculpt mesh but only paint on it (you can sculp your objects if you want to)</li>
<li>Click on screenshot to enlarge</li>
</ul>
<h3>Step 14</h3>
<p>You can choose any color (1) you like as well as brush size (2) and rotate, scale or move your object the way you need it using icons I&#8217;ve marked as 3. Start with painting table legs.</p>
<p><img class="alignnone size-full wp-image-636" title="step16-600" src="http://forcg.com/wp-content/uploads/2010/02/step16-600.jpg" alt="" width="600" height="429" /></p>
<h3>Step 15</h3>
<p>To paint over table top press <strong>Shift</strong> and rotate your table until it will be exactly straight. We can use masks to mask some parts of our table that we don&#8217;t want to paint on. To do it press and hold <strong>Ctrl/CMD</strong> and choose the size of mask. Once you&#8217;ve done that you can paint regions you&#8217;ve chosen.</p>
<p><img class="alignnone size-full wp-image-635" title="step17-600" src="http://forcg.com/wp-content/uploads/2010/02/step17-600.jpg" alt="" width="600" height="466" /></p>
<p>Notes:</p>
<ul>
<li>If you lose color you were using press <strong>C</strong> to get it back</li>
<li>Obviously you&#8217;ll want to paint your object with normal textures. I&#8217;m using these stripes to show you how I&#8217;m usually doing it and to show you clearly that it works</li>
</ul>
<h3>Step 16</h3>
<p>Once you&#8217;ve done that let&#8217;s create a texture from that by clicking on <strong>Col&gt;Txr</strong> in <strong>Texture</strong> table. A new texture should apper to the left but it&#8217;s a bit different than the one from 3ds Max.</p>
<p><img class="alignnone size-full wp-image-638" title="step18-600" src="http://forcg.com/wp-content/uploads/2010/02/step18-600.jpg" alt="" width="600" height="466" /></p>
<h3>Step 17</h3>
<p>It is flipped vertically so to flip it back go to <strong>Texture</strong> and find there option named <strong>Flip V</strong>.</p>
<p><img class="alignnone size-full wp-image-639" title="step19-600" src="http://forcg.com/wp-content/uploads/2010/02/step19-600.jpg" alt="" width="600" height="381" /></p>
<h3>Step 18</h3>
<p>Finally we can export it for instance as a *.PSD file by clicking on the texture preview to the left.</p>
<p><img class="alignnone size-full wp-image-637" title="step20-600" src="http://forcg.com/wp-content/uploads/2010/02/step20-600.jpg" alt="" width="600" height="278" /></p>
<h3>Step 21</h3>
<p>Go back to 3ds Max and press <strong>M</strong> to enter Material Editor. Choose any material slot and put a texture as its <strong>Diffuse</strong> using <strong>Bitmap</strong>. Select the table and again go to <strong>Edit</strong> in <strong>UVW Unwrap</strong> options. It should fit perfectly but in the event it doesn&#8217;t you can move some verticles slightly.</p>
<p><img class="alignnone size-full wp-image-617" title="step21" src="http://forcg.com/wp-content/uploads/2010/01/step21.jpg" alt="" width="608" height="792" /></p>
<h3>Conclusion</h3>
<p>Check if your texture works on renders. If so you&#8217;ve just completed this tutorial and I hope you&#8217;ve learned something new. Please leave your thoughts about my tutorial below. Thank you!</p>
<p><img class="alignnone size-full wp-image-622" title="final" src="http://forcg.com/wp-content/uploads/2010/01/final1.jpg" alt="" width="640" height="480" /></p>
<h3>Further reading</h3>
<ul>
<li><a href="http://www.evermotion.org/tutorials/show/7895/how-to-use-pelt-mapping" rel="nofollow">How to use pelt mapping</a> by Kuba Dabrowski</li>
<li><a href="http://www.neilblevins.com/cg_education/pelt_mapping/pelt_mapping.htm" rel="nofollow">Pelt mapping tutorial</a> by Neil Blevins</li>
</ul>
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