Tutorial: Map Post-Production Crash-Course

Discussion in 'Tutorials' started by vampiricpuppy, Apr 21, 2007.

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  1. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Map Post-Production Crash-Course

    Posting this here for now - can be moved to the public forums if people would like at a later date :)

    this is a step by step process of how i went about modifying the orc-cave map created by krunch.

    I've listed some of the steps out of order to make it easier for everyone to understand - my thought processes sometimes go in a slightly illogical path so i've tried to simplify things.

    please dont post until i finish posting images below :) cheers!
     
  2. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    First I started by blurring the edge between the walls and the floor, to allow me to add extra detail without the sharp line showing through.

    I simply used the 'blur' tool, on the main toolbox for this.
     

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  3. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    I then added a ground rocks layer. This was essentially an image i acquired from that 'Mayang' site (which is absolute gold by the way), cloning that many times at varying sizes/opacities all around the map's floor.

    Essentially, I copied the rocks picture from mayang into photoshop - creating a new layer. i then used a soft-edged eraser to get rid of the hard edges of the image. I then changed the layer blending mode to multiply (transparent except for dark areas) so that the floor texture showed through, but was 'shadowed' by the overlaying rock texture.
     

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  4. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    after that, i found a second rocks image on mayang, and did the same thing; this time applying it to the very edge where the floor met the walls to create a crumbled 'more dirt swept against corners' type of effect. The blending mode for this layer was overlay (different to multiply - allows a bit more colour to show through)
     

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  5. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    the next step was creating the 'planks'. I already had a rendered plank file from 3dsmax (which i then modified some to fit the map correctly), but you could just as easily source one from the net or create it in photoshop. This plank was cloned over and over again (by simply copying the original plank layer) and rotated/skewed using the transform tools to get it to sit right. Torches were added in a same manner; with a transparent white 'glow' for the flames to sit in front.
     

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  6. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    Objects were then added in a similar manner - most of them were rendered from 3dsmax; and then photoshopped to some extent to get them looking right - similar to the decor bits and pieces. The hay was overlaid in most areas to keep it from being too bright. hides on the floor were partially erased with a low opacity soft brush to make them look like they had dirt tracked into their surface. the firepit had a transparent yellow glow painted around it with a soft brush.
     

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  7. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    Basic shadows were actually painted on before adding objects; but they go over the top of them, so here they are now :p the layer is essentially a black and white mess of soft-blobs set to multiply.
     

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  8. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    Object shadows were then added in a seperate, but identically inspired layer - kept seperate to avoid issues with moving objects and having to totally revamp the original shadow layer.
     

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  9. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    Finally a curves adjustment layer was put on top of everything to give the appearance of torchlight. Essentially this layer upped the amount of Red and Green in the lighter shades of the image, and the amount of blue in the darker shades - bluer shadows, and yellower lit-areas.
     

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  10. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    Ok, thats it :)

    post away!
     
  11. maggit

    maggit Zombie RipTorn Wonka

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    Re: Map Post-Production Crash-Course

    :notworthy

    Seems like a lot of work but it's really worth it. :)
     
  12. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re: Map Post-Production Crash-Course

    Layers, adjustment layers and blending modes really are invaluable tools in learning how to use photoshop - they are also really good at hogging system resources :p

    the unflattened .PSD version of the map with all my objects as seperate layers is 100 meg - editing it uses up over a gig of scratch disk memory in addition to my 1.5gig RAM.

    the flattened jpeg version is 3.6 meg thankfully :)
     
  13. krunch

    krunch moving on in life

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    Re: Map Post-Production Crash-Course

    thnx!.. :D
     
  14. Cuchulainn

    Cuchulainn Windmill Tilter

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    Re: Map Post-Production Crash-Course

    Nice job VC! :clap:

    We could really use some more tutorials around here, nice to see you taking the time.

    Cuchulainn.
     
  15. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Map Post-Production Crash-Course

    Wow, really interesting to see it come together like that. :gotmyatte

    Ditto Cuch, btw. :thumbsup:
     
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