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Toon and Edge effects
If your 3D application does not have a toon shader, we can create flat toon-shaded images by amending the image in Photoshop. Render out a standard shaded image from your 3D application and apply a Poster Edges filter. This works to a certain degree, but if you need finer detailed lines, render out another pass with alternating colours for each object and set them to 100% self-illumination. Drop this render into our composite, set its layer blending type to Multiply and apply a Find Edges filter to draw out the lines (you will need to desaturate the result).
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32bit Targa Problems
Some 3D applications allow you to render out 32 bit TGAs (images which contain an alpha channel) which makes for easy compositing. Photoshop 7 will took this 32 bit image and make the transparent alpha parts of the image completely transparent and ditched the alpha channel so if you have rendered onto a backplate (which is not included in the alpha channel) this will be lost. Thankfully, this has been rectified in Photoshop CS so we can now render out 32 bit TGA files instead of having to use a different format or rendering off two images (a standard render and an 8 bit Alpha image)
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Cleaning up Baked Textures
If you have baked out textures for real-time 3D (or simply to save render time), you will need to clean up some of the resulting textures due to some artefacts being present. Finer detail of original (now baked) textures may be occluded so rebuild these in Photoshop by working on a larger version of the baked texture and resizing it down, or bake out a larger version, amend as necessary and resize the tweaked textures to bring them down to a manageable size for the game engine to handle.
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Texture Degradation
No surface is perfect; depending on its location and usage, surfaces become grimy and damaged, especially painted metal. To create a map to reflect this, set your brushs width setting to pressure (if you are using a Wacom or equivalent tablet) and add scratches. Use a large patterned brush to add large chips in paintwork. Export the resulting painted black and white mask as a bitmap so it can be used as a bump map in your 3D program and also to control reflections and specularity (or to simply mix two different materials together one with our original (slightly dirtied) surface, and the other with the bare worn-down metal.
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Removing Colour Tints
When using atmospheric effect such as fogging, or when using Global Illumination or faked GI, your render may be overly tinted. To rectify this, take the render into Photoshop and adjust the levels a little to equal them out, or apply Auto Levels and blend it with the original (using Fade Auto Levels after applying) so that some of the original effect and contrast shines through. Alternatively, make a clone of the layer, apply Auto Levels to it and adjust its transparency.
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Specular Bloom
We can add specular bloom as a post effect, again completely automated by using Actions, by duplicating the layer, changing its blending type to Screen, clamping off the levels of the layer copy so that we have a harsh transition from dark to light (with very little light visible) and blurring the result. Depending on the result, you may want to drop the opacity of the layer a little.
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INSIDE THE MODEL DATABANK
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