Complete Beginners Guide: Seamless Textures for Games and Arch Viz | Harry Helps | Skillshare

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Complete Beginners Guide: Seamless Textures for Games and Arch Viz

teacher avatar Harry Helps, Professional 3d Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Lecture 1: Course Preview

      2:15

    • 2.

      Lecture 2: What is Seamless Texturing?

      5:37

    • 3.

      Lecture 3: What Industries Use Seamless Textures?

      20:52

    • 4.

      Lecture 4: How to Identify Good Images

      12:53

    • 5.

      Lecture 5: Where to Find Images

      17:22

    • 6.

      Lecture 6: Photoshop Basics - Part 1

      22:14

    • 7.

      Lecture 7: Photoshop Basics - Part 2

      18:10

    • 8.

      Lecture 8: Photoshop Basics - Part 3

      22:57

    • 9.

      Lecture 9: Photoshop Basics - Part 4

      10:44

    • 10.

      Lecture 10: Photoshop Basics - Part 5

      31:29

    • 11.

      Lecture 11: Getting Started - Part 1

      3:42

    • 12.

      Lecture 12: Finalizing Our Texture - Part 2

      11:06

    • 13.

      Lecture 13: Getting Started with Non Ideal Images - Part 1

      35:53

    • 14.

      Lecture 14: Finalizing Our Texture - Part 2

      12:38

    • 15.

      Lecture 15: Fixing Value Differences - Part 1

      40:49

    • 16.

      Lecture 16: Fixing Value Differences - Part 2

      4:47

    • 17.

      Lecture 17: Fixing Color Differences - Part 1

      42:16

    • 18.

      Lecture 18: Fixing Color Differences - Part 2

      9:03

    • 19.

      Lecture 19: Fixing Color Differences - Part 3

      12:52

    • 20.

      Lecture 20: Fixing Misaligned Elements - Part 1

      42:53

    • 21.

      Lecture 21: Fixing Misaligned Elements - Part 2

      14:24

    • 22.

      Lecture 22: Creating Color Variants

      32:03

    • 23.

      Lecture 23: Creating Supporting Maps

      31:01

    • 24.

      Lecture 24: Conclusion

      3:59

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About This Class

Seamless texturing is one of the most important texturing skills a 3d artist can learn. Successful seamless textures form the backbone of any great video game or architectural visualization artwork. Unfortunately, a poorly made seamless texture can completely ruin an otherwise great work of art. This course is here to make sure that doesn't happen!

In this course, you will learn everything you need to know about seamless textures from an industry professional with over a decade of experience. This course is meant for beginners to seamless texturing however, advanced users will find useful tips throughout, along with a new perspective on how to approach seamless texturing.

Why should you choose this course?

  • Over 7 hours of educational content.

  • Included library of over 70 seamless textures to jump start your personal collection.

  • Well-qualified instructor who has worked as a Studio Director of an award winning Architectural Visualization studio.

  • Complete and thorough explanations of every topic, including theory and practical software instruction.

  • No experience is needed to start. Even Photoshop experience is not required as a Photoshop Basics series is included in this course.

  • Downloadable resources are included for every practice lecture, so you can follow along with me.

Stand out from your competition and elevate your artwork with this comprehensive course on seamless texturing!

Meet Your Teacher

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Harry Helps

Professional 3d Artist

Top Teacher


Hi, I'm Harry! I have over a decade of experience in 3d modeling, texturing, animating and post-processing. I've worked for a lot of different types of companies during my career, such as a major MMORPG video game studio, a video production company and an award winning architectural visualization company. I have worked as a Studio Director, Lead 3d Artist, 3d Background Artist, Greenscreen Editor and Intern UI Artist. My professional work has been featured in "3d Artist" magazine with accompanying tutorial content. I have extensive experience with Blender, 3d Max, VRay and Photoshop.

I love sharing my passion for 3d art with anyone wanting to learn!

Get full access to all my classes and thousands more entirely free using this link!See full profile

Level: Beginner

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Transcripts

1. Lecture 1: Course Preview: My name is Harry and I'm a professional 3D artist with over a decade of industry experience, including time spent as a studio director of an award-winning architectural visualization studio. In my course, you will learn everything you need to know about seamless textures in a beginner-friendly format. Seamless texturing is one of the most important skills that 3D artists can learn. Successful seamless textures form the backbone of any great video game or architectural visualization artwork. Unfortunately, a poorly made seamless texture can completely ruin an otherwise great work of art. This course is here to make sure that doesn't happen. We will go through the entire process of making a seamless texture from scratch, step-by-step with follow-along lessons. Each practice lesson includes a downloadable resource so you can work along with me. This course is meant for beginners to seamless texturing, however, advanced users will find useful tips throughout along with a new perspective on how to approach seamless texturing. To participate in this class, you will need to have Adobe Photoshop installed. However, Photoshop experience is not required as I will be teaching you all the necessary skills in an optional Photoshop basic series included in this class. What will you learn during this class? You'll have a complete understanding of what seamless texturing is and what makes a successful seamless texture. You will learn where to find great free images online to make into seamless textures. You will create six seamless textures from scratch while overcoming unique common obstacles along the way. You will learn about the importance of texture variance, material libraries, along with the inclusion of a downloadable seamless texture library of over 70 seamless textures. Lastly, you will learn the basics of supporting map creation for maps such as normal, bump, reflect, and roughness, including the purpose of each in a texturing workflow. For our final class project, you will create your very own seamless texture from scratch, utilizing all the skills you've learned throughout this course. Your final project should use an image that you find for free online or a photo that you take yourself. Your seamless texture can be posted to the gallery for my direct feedback on what could do some help, as well as what you did amazing. I hope you join me on this journey so you can stand out from your competition and elevate your artwork with this comprehensive course on seamless texturing. I'll see you in the first lesson. 2. Lecture 2: What is Seamless Texturing?: Let's begin with an explanation of what seamless texturing is. On my screen here you see a picture of brick that is not seamless. Which means if I tile this image, so if I laid this image next to itself, the right side will not match up to the left side. Now, in this current configuration, it's not particularly easy to tell that, so I have a version of it where I've offset it 50% to the left and 50% down and that's this version here. What this has done is taking the corners and move them to the center. This gives you an example of how this image, if laid next to itself, would not allow the image to tile. There will be an obvious seam between this side and this side, which is the original right side of the texture, and the original left side of the texture which has been offset. As you can see here, it also doesn't match up in the middle, doesn't match up in the vertical or horizontal. The whole goal of seamless texturing is to eliminate this seam to allow you to use a single image such as this, and then tile it infinitely to the right and infinitely up or down and give the illusion that it's a single large scale image that's covering this entire object. On my screen now is that same image, how it's been created into a seamless texture. Now at first glance, it might not look particularly different. To compare it to the last image, the non-seamless one, there's this image which is not seamless and this image that is. You might notice a little bit of color difference, might look a little flatter or a little straightened out, but otherwise it's the same image. To do that same offset filter again, where we've offset the right to the left and the left to the right, that's what this texture looks like now when it's offset. As you can see when we zoom in, there is no visible seam. It looks as if these bricks continue on and just keep going past the seam. To give you an idea of where that seam actually is, so the seam on this image is right here for the vertical and right here for the horizontal. As you can see when we zoom in, there's no obvious difference between these two sides. This would allow us to take this image and lay it out infinitely to the right or infinitely up and down and you wouldn't be able to tell the difference between where one texture started and another ended. To give you a more clear example of what the offset filter from the last example was doing, I've set up this example. Here we have the same non-seamless texture from the last example and I've made the Canvas twice as wide and twice as tall. This would be four tiles that I've made room for on this image. If I go through one-by-one and make a duplicate next to each of these images, you can see that if this texture was laid out on a wall or an archway or the side of a building, there would be very obvious seams where these textures lineup. This is the same exact example we were seeing before, except on a larger scale. You can see here that the tops and the bottoms don't line up, for x don't line up here, same thing with the left and the right, where the alignment of the texture is a bit off as well. On top of the fact that some of these bricks are twice as wide, some are half as wide. To show you what this looks like with the seamless texture instead, as you can see here, I have the seamless texture now placed up at the top left. When I go through and add each of these quadrants in, you'll notice that the seam that we noticed before isn't visible in this texture. If we zoom in here, we don't see any difference between these, the left and the right side. We can't tell where one starts and one ends. If we turn this off, the seam was actually right here, however it's hidden, which is the entire point of seamless textures. As we zoom out now, you can see that this wall would be much more convincing than the last wall would have been. Compare this a seamless texture to this a non-seamless texture. Here we can see images repeating, there's this dark brick repeating, the bricks don't line up and there's overlaps here where the bricks start to angle down, whereas these remains straight. In the most simple sense, a seamless texture is a texture that can be tiled infinitely in both directions, up or down, left or right. Our goal when creating seamless textures is to effectively remove this scene by cloning out bricks that don't need to be there, lengthening bricks in this case that are too short, or adding a seam between two bricks that are too long. It would also be to remove dark repeating bricks and also value and color adjustments to make the texture overall less varied and more flat, allowing it to tie over a larger area without notice. 3. Lecture 3: What Industries Use Seamless Textures?: Now that we know what a seamless texture is, where can we expect to find them, and in what industries? The most obvious example to most people taking this course might be video games. We would see it in games such as Fortnight, in the environment textures. We would see it in possibly the grass textures, the rock textures in Fortnight. The brick textures on the buildings, such as the last example, that would be a good place to find it. Concrete, pretty much any hard surface or areas that would have textures over a large span. Places like I said, such as the sides of cliffs or even metal textures on the bridge, say down in the bottom left. Another place that we might find textures would be in a more realistic game, such as Forza Horizon 5. This again would be similar to the last example where we would find it on the asphalt for the roads say cliff sides. Possibly you would find it on the trees in this game as bark. You would find it on the cars as well actually. You would find the seamless textures used for the clear coat on the paint to give it a subtle ripple that a normal car would actually have in real life. It would be used on the carbon fiber of these cars, such as the red car in the front. We would also find it in games such as World of Warcraft, which is an older game. Tileable textures have been used for almost as long as texturing has been around. Tileable textures would be in this case visible on again, the terrain. You'll find it most common in most games on terrain. It will also be on buildings, say stone buildings in Stormwind or dirt pads in Oklahoma. We would find it across many locations. Both the original game all the way up through the most recent expansion would include seamless textures. This wouldn't be something that they used to do and no longer do or started not doing and now they do. This would have been used throughout the entire lifetime of that game and going forward. We would also find it in smaller budget games such as Valheim, which is a survival game. Again, we will find it again on the terrain. It's possible that say the back of the shield on that character there on the right would have a wood plank texture that seamless. Something about Valheim is that it's a very stylized game. It uses a very low resolution and low poly look but that doesn't stop you from using seamless textures. Seamless textures can be used in the most realistic of games, as well as the most stylized of games, as we've seen in the last few examples here. Forza is an example of an incredibly realistic game. That'd be striving for realism and then say, the likes of World of Warcraft, which is incredibly stylized as well as significantly older so it has a lower graphical fidelity to begin with. They would both use seamless textures, just as common as each other. The next industry that would use seamless textures is obviously one that I'm pretty familiar with. Architectural visualization would use seamless textures extensively, just as much as video games would. Seamless textures tend to make up the bulk of the texturing for any project typically unless it's a character project. In the case of architectural visualization, which is entirely about the building itself, seamless textures would be used all over the place. In our example here, on the left with the wood, that wood on the curved walls there would no doubt be a seamless texture. That texture would be able to repeat in as many directions as they need to in order to make the building as large as it needs to be without having to make a unique texture for the entire span of that building, as well as the floor on the bottom left as well. The tile itself is a tileable texture which allows them to have a group of say, six tiles, eight tiles, 10 tiles that they then clone and tile across the entire floor and minimize the amount of work that they need to do for texturing. They wouldn't go in there and hand texture each one of those tiles individually. The image in the middle has a pretty clear example of a seamless texture. In this case, some stucco or concrete material on the white walls. It actually gets very close to the camera here, so you can see a good bit of detail on it. We would see it on the floors in the case of the tile, again, like the last image. We would also see it on the grass outside the window where a seamless texture would most likely be placed underneath the 3D graphs that they're using. Possibly a dirt or even another grass texture to fill in any gaps where they couldn't have 3D fill in. On the image and the right, you can see that they would have used seamless textures on the rough concrete walls. Seamless textures would be used on the wood planks, on the floor, on the ceiling, and on the walls, as well as seamless textures being used on the chain link inside that window area. The next industry that we would see it in is movies. An obvious example, because it's similar to video games, would be 3D animated movies such as Finding Nemo. But we would also see it on more realistic movies. Movies that you wouldn't even realize have 3D in them, such as Hercules here in the center. This is an example of set extension used in big-budget Hollywood movies. Those green screens, as well as the sky area above, would eventually in post-processing be entirely replaced with what is most likely a 3D scene. An example of that would be this. All of these buildings in the back, the top half of the statue, the large mountain in the back. These are absolutely going to be using seamless textures. This would be true of all the buildings in the background with the pillars. That would be some sort stone brick texture, as well as the mountain in the background that would be a tiled stone textures so the side of a cliff or large boulders or rocks. The grass at the base of that mountain would also most likely be a seamless texture. It's interesting in the case of movies that it parallels video games as well. Where we would see it in stylized situations such as Finding Nemo for seamless textures such as the bottom of the ocean with sand or a large boulder underwater. But we would also see it in more realistic situations, especially ones that people might not realize actually use extensive 3D. This Hercules movie, people might have assumed if they're not familiar with 3D, that all of this was built out and it took an incredibly long time to build out this entire city when in reality, a lot of this, most of what you see beyond the stairs in the center, is entirely 3D. For our last example, and possibly the most invisible of all the examples we've given so far, are products. Most people might not know this, but a lot of product photography is actually 3D renders. In the case of these headphones, this is entirely 3D. None of this is real. Aside from possibly the images used to create these seamless textures. This is not a photo of an actual products. This is a 3D render made to look like a studio photograph. For example on these headphones, the leather texture as well as the fabric texture on the inside, the crisscross stitching on the leather, as well as the plastic, and even the metal would all be using seamless textures for the most part. Now that we know where we can find seamless textures, let's go over an example of what makes a good versus a bad seamless texture. In this case, as you can see by the tag at the bottom right, this is a bad seamless texture. What makes this texture bad? Right off the bat, you can tell that there is a repeating shape, this U-shape here that's darker. You can also see this curved line that's repeating that starker. What this is doing is it's revealing the tile of this image. You know exactly how large this tile is. You can tell it starts here, goes up underneath this, and stops here. We can see on this image we have about six tiles across, maybe half tiles at the bottom. But these value differences that we're seeing here are totally ruining this texture by making the tile very obvious. In real life, you wouldn't see a road that has a dark spot continuing all the way down the road that's identical and it goes in straight lines. This just doesn't happen. In the case of our textures, we want our textures to be as invisible as possible. A good seamless texture is one that you don't even realize a seamless. Our goal is to not point out the fact that we're using seamless textures. It's the fact that we're hiding our seamless textures. We want people to not even realize we're using them. That's the clue that somebody did a really good job. In this case, this bad texture, if it was good, would look more like this. You can see all of those dark spots are gone. The texture has been evened out. You can't really tell where one tile starts and one tile ends. If you saw this on a road, it would look like a really clean, brand new road but you wouldn't know where the tile start. You wouldn't see some some repeating line across it. Now for this brick example, for this brick, we're suffering from somewhat of the similar issues that we had on the asphalt, although they're a little bit more masked because this texture has so much more visual noise than the last one. That's another thing to take into account. Sometimes it's easier to make a seamless texture that is very monotone and very plain, but any small imperfection will pop out immediately because there's so little to mask it. In the case of this brick, while this isn't a great brick texture, it's a little harder to notice than the last one. The things that make this a bad texture would be this dark repeating line that we see here. There's also some repeating shapes that I'm seeing here, so this small brick I'm seeing it over and over and over again. Now it's possible that that might be a style of this brick. There are some brick layouts, they're called bonds that allow for that, so it's an intentional choice to have these repeating patterns, because it looks good on a building when it's not a seamless texture in real life. Also, in this case, I'm seeing some light spots, so down here I'm seeing some repeating light spots. What these value differences and color differences do, is it makes it that much easier to pick out the pattern of the seamless texture. If we remove all these value differences, we might be experiencing some of the same repeating images, such as these small bricks, so this dark brick here. But it's so much harder to discern them because you don't have all these additional clues that are even more obvious than the small ones. In the case of this, making it a good texture, this is what it looks like. You can see that we still have some of the same repeating elements, and that's a necessity for seamless textures. If it didn't have any repeating elements, it wouldn't be a seamless texture, that means you would have textured this entire brick wall with unique bricks all the way across. Our goal is to minimize the amount of those repeating images. In this case, you can see that we've removed most of the value differences, as well as the color differences, and we got rid of some of the more obvious repeating images, so to flick back and forth between these two. You can see this area here has been darkened. You can see this area here, this dark line has been made more in line with the rest of the values. Overall, the brick texture is just in general a little bit flatter, which is helpful in this case because we don't want anything sticking out. The nail that sticks up gets hammered down in this case, which is very true with seamless textures. You want a very uniform, I don't want to say bland, but it needs to be uniform for the texture to be successful. In this example of concrete, we have some very obvious repeating images here. We have this slanted line, this darker line, repeating over and over and over and over again, and it looks like it's actually been cloned. This exact shape seems to appear multiple times. This little U-shape here I can see again is here, and then once it tiles again, it just shows up again. This has some incredibly obvious repeating patterns in it. The first step to making this a good texture would be to break up some of this repetition, get rid of some of these large obvious dark areas in comparison to these large light areas. That's what's giving us a clue as to where the tile of this image is. When we transition it into a good texture, this is what it looks like. We've removed most of those larger areas of dark and light and we've made it in general more uniform. We've split it up, we've dispersed the dark and the light a little bit better, so that at a glance you can't exactly pick out any particular shape in here, not without really struggling and trying to find it. This would be a pretty successful concrete texture because you wouldn't really see the repeat. Now that we know what makes a good and bad seamless texture, and what are the pros and cons of using seamless textures to begin with? The first pro would be that overall it's a lighter way texture. It requires a single image tiled over a much larger area than any one single texture could cover. It's a lot lighter on the system to tile a single, say, 2048 texture, 10 times vertically and 15 times horizontally than it is to make one large texture and then have the software load in that huge texture and use it for the entire area. To piggyback off that last point, we're able to cover a much larger area much quicker as well with seamless textures. In the case of some of those architectural visualization in the examples, we had huge atriums that needed stucco or a concrete or tiles on the floor to cover an atrium that's 100 foot-long by 200 feet wide. We don't have to go in and hand place every single tile if we're doing it with seamless texturing. The way we're doing it with that is just, again, such as the last example, is we're making a single area, say 10 foot by 10 foot, and then just tiling at a certain amount of times to cover the vertical and the horizontal of that area. Another great thing about seamless textures is they're really adjustable. If we find out that we need to make our seamless texture for the tile on the floor half the size, that's a really simple change, we don't need to remake that entire single image that we're using for the floor. We just adjust our unwrap, make it half the size or double the size depending on what we need, rotate the tiles, if they're not square tiles and they're rectangular and all of a sudden, now our tiles need to run vertically rather than horizontally. It's just a matter of rotating our texture. That'll be carried out in across the entire floor. We would be able to adjust things like color, so if we want a warmer or a cooler tile, concrete tile, or if it needs to be bigger or smaller, like I mentioned before, or the rotation of it. There's also other things you can change, such as, now we need to add cracks to it to make it more of a worn texture, or if we need to add dust in the cracks. We don't have to do that for the entirety of the floor across one mega image, we can do that on a single 10 by 10 section of it and then repeat that across the entire floor. Now we need to do it well, so it's not obvious that we're repeating it, but we still only have to do it on that 10 by 10 section. Seamless textures are also significantly more reusable than a more traditional unwrap and then specifically texture as entire image. Because the way we're making these seamless textures, they're very often for very generalized areas. It would be for things like an entire sidewalk or concrete, or brick or wood. The things that would be easy to transfer to another location without people realizing that it's the exact same seamless texture from the last image or the last video game or the last animation that you've done. There's a lot of re-usability in their generic nature. That's not a bad thing at all. In this case, it's actually a significant pro because you can start making a library of textures that you intend on using for the next years to come. For the last pro, the unwrapping of your objects can be somewhat less important and less stressful because we know that we're just going to be tiling this texture infinitely in all directions, we don't need to make sure that it runs exactly to the edge of a table, or right to the corner of a wall, or right to the bottom of the stairs on the bottom floor of a building. We're just going to let it tile for as long as it needs to to fill up the area, and then we can leave it at that. The cons of seamless texturing would be a bad seamless texture can absolutely ruin your image, your video game, your animation, your movie. If it's something that's really obvious, people can pick that out immediately. Humans are just hardwired to pick out patterns. The second they're able to pick out a pattern, that's the only thing they can see. They also tend to feel bland in larger areas. If you put a seamless texture across, say in the case of a building, the entire side of a building is now a very flat, very normalized, very unintrusive brick. That's not really how an actual building would look in real life. It's up to you when using a seamless texture to take that into account and add in some variation after the fact. That might be done by overlaying another texture on top of it, say a dirtier texture, and then blending that together, or maybe in post-processing, you go in and if it's a still image, you could hand paint some dirt for some variation, put some grunge on it, because even a new building has some dirt on it. Unless the building was built literally that day, it's going to have some wear and tear to it, some streaking from rain or dust settling on the edges. These are things you have to think about doing after the fact because the entire point of a seamless texture is to be not obvious, very flat, very uniform, and backing somewhat takeaway from the final product if you don't take that into account. It can also take an incredibly long time in some situations, depending on the complexity of the texture to actually remove those tiles to make it super uniform, which leads to con Number 2, but it's a necessity for seamless textures. Sometimes you'll be making a texture and you're realizing you're 30 minutes in, 45 minutes in, an hour in, that it might have been easier instead of making this perfect seamless texture to have just unwrap the side of an object, made a quick, unique texture for that side and then proceeded on. It's not always worth making every single thing into a seamless texture. There's definitely a time and place for it, but it's not every place and every time. 4. Lecture 4: How to Identify Good Images: Welcome to Lecture 4: How to identify good images. Today we'll cover what makes an image good for seamless texturing, what issues are common in images we might want to use, and lastly, what should we consider when making a seamless texture. Let's start off by showing you a side-by-side comparison of a bad image versus a good image for a seamless texture. In this case here, we have a gray fabric. The image on the left, I would consider to be a bad image and the image on the right, I would consider to be a good image. Now they're very obviously different, but the key distinction between these two is that this image on the right is a very flat, very uniform, very even image. It's taken straight on. There's no shadows across it aside from maybe a little bit of darkening at the bottom, and that's something we can't fix. However, on the left side, the bad image, while it is a good photo of this and it shows good material properties of what this fabric might look like, it would be very difficult to pull out enough detail out of this in order to make a seamless texture. Basically, this area here would be all we could work with and I can also tell that the grain of the fabric is running diagonally here, so we would already have to straighten this out, which would lower the amount of area that we could work with to begin with. The amount of highlights and shadows in this just wouldn't be useful to us. For our next image here, we have wood. This is somewhat similar to the last image where this wood hear is just simply too zoomed in to make much use of. We'll have a hard time using this because there's just not enough grain here for us to work with. If we make this into a seamless image, it's going to be very obvious that this wood is zoomed in way too far, and then when we make a seamless texture out of it, it's going to have a very obvious repeat because there's just not enough image to work with here. The texture on the right side, this wood here, is obviously zoomed out further. It's not the exact same type of wood. However, there's enough of this wooden veneer here to work with that we would want to make a successful repeat out of this to use, say on a cabinet door or a wooden chair leg. Now that we have a few examples of good and bad images for the same style of texture, what issues are we seeing here and which ones are the most common? One of the most common issues you'll run into is identifiable shapes. What that means is, in an image, you'll see a shape that is so specific, so unique, that if you try to incorporate it into a seamless texture, it's basically impossible to hide it. In the case of this brick here, we see, one, there's a lot of different colors here and if we don't remove those colors, this yellow triangular patch is obviously going to repeat across it unless we include significantly more yellow in this texture to obscure the fact that there is a yellow triangle on the middle of it. Another situation here is this half circle here, this black half circle, and we also have this curved line here as well, as well as this light white circle surrounding this. All of these shapes here would be really, really easy to pick out unless they're entirely removed or so many more identifiable shapes are added to this that it essentially nullifies the ones that are there by making it so much more noisy that it's impossible to pick out any one specific shape. On the texture on the right, there's a few more obvious ones that aren't quite as cluttered as the image on the left. We have this lighter chip here, we have this crack that runs down the center here, a white spot here, and this dark pit as well. As well as some of the other more subtle ones. These might be a little bit easier to incorporate. However, these ones here, the ones that I mentioned, those are going to be very difficult to hide. For another set of examples for identifiable shapes, this one you might look at off the bat and think this isn't that bad, and really it isn't. Many of these issues that we'll be covering here, it's not to say that these are impossible and if you find an image with any of these issues you're going to have to avoid it entirely. All of these things can be fixed and later in this course, I'll be explaining how to fix them. But if you're able to decide between two images and one of them has one of these issues and one doesn't, you might be better served going with the one that doesn't have the issue. On this third example here, I see a couple of these rocks here that are pretty identifiable, so we would want to remove these as well as a light spot here and up here as well. Just some of these areas have very little in the way of stones and gravel, and some are very heavy with stones and gravel. These areas here, we would either need to remove the amount of stones that it has in it, or we need to add more stones in the areas that don't have them. In this particular case, I would probably find it easier to remove the stones rather than add more. On the right side, we have an image of stone bricks. This one is a little bit harder to pick out because at first glance it doesn't look too bad. However, there are a few large bricks here. These large stone bricks would be pretty obvious if it tiled over a large area: This one here, this one here. These four bricks, if I was fixing this image, I would want to break these up. I would probably find smaller bricks to break these four larger ones up. There's also some pretty obvious bricks here with this rust color one and this bright white one. This large area here is almost the same color as the grout. From a distance, this is going to look like there is no brick here, so we might want to pick out some slightly more obvious bricks to fill this in. But in general, this is a fixable texture. All of these images have been fixable, it's just some which are going to be a little bit easier and some that are probably going to take more time that possibly it's not worth. For our next issue, we have value differences. A value difference is a very obvious light versus dark spot within a texture. It's not necessarily a different color. It's typically caused by shadows being cast onto the texture. A very, very obvious example here, and I would argue that this image is probably not worth our time, would be the brick on the left. This has a pretty obvious shadow of a building nearby, cast onto this wall. The only usable portions really, of this texture would be to use all of this area here that is in the light, or all of this area here that is in the dark. We wouldn't be able to select this dark shadowed area and brighten it up to the same extent as the area that's still in the sun without some pretty significant work and at the end of the day, it's not going to be that convincing. It's just not worth our time for this image. This image of grass on the right side is a little bit less obvious than the image on the left. However, it's still suffers from the same issues. This is taken from a good angle. Both of these images are actually taken from good, nice flat angles. However, you can tell that the dirt underneath this grass is pretty hilly and the sun is relatively low, so it's casting large shadowed areas, as well as large highlighted areas where the sunlight is missing certain parts of the ground and hitting others. Our next issue is color difference. This one is typically much more subtle than the value differences. However, they can be almost as difficult to repair if not more difficult. The image on the left, we're seeing a concrete texture that is significantly warmer on the outsides than it is on the center. There's a bit of value difference between these. Value and color differences tend to overlap. Sometimes it's more obvious than others. However, if you have a value difference, you often have a color difference, and if you have a color difference, you often have a value difference. This image on the left, we're getting both. We're getting both a value and a color difference. But the main difference here we're seeing is warmer concrete on the outside of this image and cooler, lighter concrete on the center. On the right side, I wouldn't say this is particularly value difference, so this is an example of almost a pure color difference. On this wall image here, there's a yellower brown texture or color on the bottom right and then this really warm pinky color in the middle, and then an orangeish color up top. For our last common issue, it's misaligned elements. Misaligned elements, I would say is one of the easier ones to repair. All it takes is just straightening out the texture for the most part, as long as the misaligned elements, you have enough to work with. In the case of this texture here on the left, it's a fabric with striping on it, this would be a pretty easy fix. All we would need to do is straighten out this texture and make sure that both the top and the bottom of the stripe meet up. Same thing with the red and the left side as well. The right side here, we would need to straighten out these metal panels so that both the tops and the bottoms match up as well. In this case, we would probably need to lose some of these panels, so these panels on the far right, we would probably just crop those out of the image. The panels on the far left, I would probably also crop out of the image because we're missing the top of this panel here. We could recreate it if we needed to, however, it's easier just to remove it in this case. Then in the case of this specific image, we would need to remove this windowed portion here so that we have just metal panels. The last thing we need to ask ourselves when finding an image is, what is the application of this texture? Will it be featured on a small area where if it has a few repeating elements it's not the end of the world because there's just less area to see them? Or is it going to be in the entire side of a building where a large pattern of it will be noticeable, so any single defect in the texture is going to make or break the image? The next question we need to ask is, are you blending the texture? Do you plan on overlaying one material on top of another? In the case of the image on the left, if you were looking for an asphalt texture, however, you knew that you were going to be overlaying snow on top of it, the image for the asphalt is less important. It wouldn't need to be an absolutely perfect blemish-less asphalt texture in order to accomplish this effect because most of the snow is going to be covering any of the repeat that you see. In the case of the statues on the right, if you're looking for, say, a stone texture but you know you're going to overlay a lot of moss on top of the statues. The stone texture beneath becomes less important that it has an absolutely perfect repeat. If it has a few blemishes, a few cracks, it's probably okay in this case because the moss and the grass and the leaves on top of it will be obscuring a lot of that detail. The last question we need to ask ourselves is would this tile in real life? Meaning, would there be an obvious pattern, an obvious repeat, of this texture in real life anyway? If that's the case and this is the image that we need to find for the tile, it doesn't matter that there's only one complete tile because we know that every single one of these tiles is identical anyway. All we need to do is crop out just this single tile and then we can make our texture from that. Another real-life example of a repeating obvious pattern would be on clothing. On this woman's dress here, we can see that this flower pattern is very obviously repeating across her entire dress, so it wouldn't matter that we have a obvious repeat in our texture if the intent is to use it, say for fabric, for clothing, or even for say a sofa or a chair. This is also obvious in the plaid on this man's jacket on the right as well. It wouldn't matter that we have such a small section of this plaid to work with because we know that overall, this is going to be a visible repeat even in the real world. In summary, we know that we need to find uniformly lit, straight-on images to get the best textures. We know that the most common issues are identifiable shapes, value differences, color differences, and misaligned elements. Lastly, we know to keep the application of the texture in mind when choosing our images. I'll see you in the next lesson. 5. Lecture 5: Where to Find Images: Welcome to Lecture 5. Now that we know what a good seamless texture image looks like, where can we find them? In this lecture, I'll be going over where you can find both free and paid images for seamless texture. I've also included links to each one of these websites were visiting today in the External Resources section. The first resource we'll be discussing is textures.com. Textures.com includes both paid and free images. To use textures.com, you'll be going up to the Library tab at the top. Then from here, you can type in either the image that you're looking for, such as wood, concrete, fabric. Or you can use the filters on the left end sections to find the images you're looking for. If you have a very specific need such as fossils, they have fossils. They also have more mundane things like bricks, so we can look at blocks. We can look at fabric. They have leather. The thing you'll notice as we scroll down through these is they give you a brief overview of what you're looking at for the image. We know that this image is already seamless, which is great. Textures.com is specifically made for 3D artists. You'll find a lot of seamless textures on here already. Some of them vary in quality, some are fantastic, some could use a little help. In general, the resolutions will be at least 2K, some go as high as 4K, maybe even as high as 8K, depends on how old the image is. If the image has been on the site for awhile, it's more likely going to be in the 2K range. Some of their newer stuff such as this tufted leather here is 4K. Let's start by clicking on one of these images. After clicking on this leather, we see one, the leathers name. We also see what sizes it's available in. This is a texture that's offered both a seamless as well as non seamless. As a free user, you'll have to make an account where you'll get 15 free credits per day. You can see here the cost in credits per image. For the small sized on this one, it'll require one credit. For the small size on this, it'll also require one credit, but they also offer a two credit option. For this one, since it's already seamless, they're only going to let you download the smallest resolution size. This is where you're limited as a free user. It's less than 1024, which is a relatively small texture depending on what your use is. However, if you're willing to make it tilable yourself, which I would argue this is a very easy tilable texture to make since it's such a repeatable pattern to begin with. You're able to download a larger image, such as this two credit image which is 1,600 pixels wide, which if you were using the seamless one, you would need to be a premium member in order to download. The premium subscriptions for this site are a bit pricey, but you really do get a lot of bang for your buck. If we go up to this pricing tab up at the top, the textures.com pricing model comes in one of two ways. You can either have a monthly subscription, re-subscribe for a certain amount per month, and then they give you a certain amount of credits per month. Or you can just buy bulk credits, which are valid for three years. If you know that you're not going to be using that many textures, however, you want to have some in your back pocket, you could say buy 500 credits for $44 and then not have to worry about a recurring subscription. Or if you know every single month you'll be using textures, maybe the 1,000 plan is correct for you. One other thing to point out about textures.com is if you do decide to use a seamless texture that's already created, even if you plan on editing it yourself , if you click on this, you'll notice that a lot of these come with normal maps and roughness maps, height maps, ambien inclusion maps already included. Now, there'll be an additional download cost for each of them. If you want to download a normal map as well as the diffuse map, that'll require you using 50 of your monthly credits if you're a paid member. If not, you'll have to use one of your free credits as a free member. Textures.com is a fantastic resource, mostly as a paid member. However, as a free member, you can still get a fair bit of use out of it. You just have to be willing to, one, make your own seamless textures out of the images they provide that aren't already seamless, or you ought to be willing to use the smaller resolution seamless textures, which might be fine for your project. Not every project requires 4K, 8K textures, some would be perfectly fine with 512 or 1024 textures. The next resource we'll be going over is an entirely free resource. This website is called pixabay.com. Pixabay is meant mainly for stock photography. This is a great place to go if you need stock photos. They also offer videos if that's useful to you. If you wanted to make a texture on a TV, you could use one of their videos as an animated texture. However, what we're interested in is the images meant for seamless texturing, which they don't have a section specifically made for it because it's not made exclusively for all 3D artists. It's made for anybody that needs a royalty free, commercial use available image for the projects. Let's start out by making sure that this is set to images here on the right side. Then we'll type in wood. [NOISE] As we scroll down here, there's a bit of an ad at the top here that you have to be careful of. Any of these images you see here in these darker areas are actually ads out of Pixabay to Shutterstock. Just be careful when you're on the website. It won't hurt you if you click on these, it's just going to take you to Shutterstock. You'll just have to go back on the webpage to get back to Pixabay. But these images at the top here are not free. You can tell that they're on a darker background and they usually include some coupon code at them. The images we want are around the white background further down. We can see that there are plenty of wood images here. Not all of them are great for seamless textures such as this one with a butterfly. But this image here, these orangeish wood planks here, would be great for a seamless texture. There's also images of more planks here. There's more of a rustic wood. These images aren't made exclusively for 3D artists. There's a lot of variety of what we're looking at here. We'll have images that just happened to include woods such as this or the bird picture down at the bottom. But we also have great images such as this one or this one with wood planks. It's really about searching through these images and then finding one that works for your needs. Let's scroll back up and go back to that original orange plank wood here. If we select this, this is the page we'll be brought to. We can see who created it and who uploaded it. We'll also see down here the Pixabay license, so it's free for commercial use and there's no attribution required, which is important for us because we don't want to have to attribute every single person that we use an image to make a texture on if we use 100 images to make a texture, or 100 images to make a render. We don't have to attribute every single person, so it's important that we have free use to use these with no credit required. If you click Free Download here, you'll be shown all the different sizes that you can download them at. You can download it as small in this case as 640 by 426, or as high as nearly 4K by 2500. Now these sizes here are determined by the person that uploads it. Some images might have a maximum of only 1920 by 1080, others will go as high as 8K. It takes a little bit of sifting, everything on this website requires a little bit more work, but it's entirely free and you can get really high-quality images. They're not a whole lot of images on here that are already seamless. You can find them if you specifically look for the words seamless in your search. However, what we're using it for is to get high-quality images that are also high resolution and don't cost us any money. Another example for this, we'll just type in concrete. [NOISE] As we scroll down here, we can see the same situation that we had with the wood. Some of these images would be great for textures such as this one on the right, others are useless to us, such as the tunnel above it. It just takes a little bit of sifting through this website to find what you're looking for. The next resource I'll be showing you is called Pexels.com. This website is very similar to Pixabay. However, the images here are a little bit more stylized, they more often feature vignettes because these are more image meant for, say, social media or video projects. However, we can find good images here as well. If we again type in wood, we can see here that we have great images right off the bat. We also have just as many, not great images such as this wooden counter-top here. But this image would be great for a seamless texture as with this one. As we scroll down here, we'll see very similar results as what Pixabay had. However, it's just another resource to find free images that are commercial use, no attribution required, and costs you nothing. We can scroll down, this would be a great image in here as well. Let's just for the sake of example, try concrete, and here a very similar story to what Pixabay had as well. This image here of the building not particularly useful to us other than, as an example, say if we were modeling a building that looked like this or texturing and building that looks like this. This would be a useful photo. However, the image below it is probably more useful for our purposes in making seamless textures. Same with this or this. The categories on here aren't quite as strict as what say textures.com would have been. However, you'll find great images regardless. Let's just, for the sake of example, let's click on this image here, and then we can go up here to the free download and if you click this down arrow here, you get to see all the different sizes that they offer. Here we can see that this image goes as high as 10,000 pixels by 7,000 pixels. You can make an incredibly high resolution texture out of this image and it's entirely free. There's free for commercial use if you're going to use it for paid project. It's also no attribution required. Pexels is a great resource. Our next resource is Unsplash.com. Unsplash.com is very similar to the last two of Pixabay and Pexels. Let's just try an image here. These are stock photos as well. If I type in wood like the last one, in this case, we get another iStock at the top. Make sure you don't click on these, these aren't free images. However, if you scroll down, we'll start seeing more images that we're looking for. This image here would be a good image for a seamless texture. This one is a little less because of the things we discussed in the last episode with the value differences. However, there's still plenty of good images on here. As you can see, it's similar results to the last two websites. In this website, we're actually getting a little bit more. If we click, "Load more photos" here, we're getting a little bit more of these flat on photos. We're actually locking out I'd say on this website maybe more than the last. We still do get images that are not particularly useful to us, but we get a lot of great images. Even this one will be great. Just like the last two, let's tell type in concrete. See what we get, another iStock at the top. Let's avoid that. As we scroll down, there's some fantastic images here on Unsplash. Again, these are all entirely free. For the sake of example again, let's click on this. It'll bring it up very similar interface to Pexels. If we go over here, there's a Download free button and click this, and then we can see the different sizes that it comes in. This comes into as high as 2,400 for the large size or for the original size of the photo, we can download a 4,000 by 3,000 pixel image, which is fantastic for a free image, especially one of this quality. The last online resource that I'll be showing you is Wikimedia Commons. This website is a bit different than the last ones and it takes a little bit more filtering to find images that we are allowed to use because not every image on here is available to use commercially. If we go up here and we type in, try wood again, so we can search wood, we get all of these different images. However, we need to focus on this area here. If we switch the license to no restrictions, this will filter out any images that have a restriction on it that wouldn't allow us to either use it for free without royalty or to not have to attribute to the original artist. If we switch it to no restrictions, we can see that we have different results than the last one, possibly not quite as useful, but some of these are great. I would say that this image is particularly good. We can see down here that it is listed as a public domain dedication creative commons zero image, which means, just like the last few websites, we don't have to attribute to the original artists and it doesn't cost us anything to use this image in a commercial capacity. As we just keep scrolling down, we can see that again, this website is a last resort, but sometimes you'll find great images on here. We can scroll down here. Now, we're starting to get into portraits of people possibly with the last name wood, which is why they're showing up. We'll get a systems like Atari and that just have a little wood strip on it and that's why it's showing up. We're getting a little less useful images as we scroll further down. But some of them are useful. This might be useful in some situations. Let's scroll back up to the top. Let's try concrete. Again, make sure no restrictions is listed here, and then scroll down. This image might be useful to us as a side-walk, possibly. Here's another image that might be useful to us. Let's click on this image here, and then click on the name at the top, now we're led to the downloads page where we can see all the resolutions that this image is offered in. This image in particular is offered in a size as high as 4,000 by 2,800 which is pretty high resolution and this wouldn't be hard to clean up to be usable as a texture. It would just be a matter of removing some of these more obvious holes and cleaning it up. Overall, Wikimedia Commons is possibly less useful than the others, but it's still another free resource that if you've checked the others and you can't find what you're looking for, try out Wikimedia Commons. The last resource we have access to is yourself. If you have a camera phone, or a DSLR camera, or even a point-and-shoot, you have access to a camera that you can take your own photos with. All of these photos you see on the screen here are things that I've taken with my own camera phone. It doesn't need to be a very fancy camera in order to take good photos. Most camera phones nowadays will take resolutions high enough, at least in the 2k range, to make textures out of and you have complete control over these textures. You can make sure that they're perfectly lined up, you can adjust the lighting if you need to. If it's outside, you could bring a flashlight or turn on the light on your phone to illuminate the texture. If it's inside, you can set up a few lights. You have complete control over what these textures look like. You don't have to worry about, oh, there is a shadow at the bottom left corner, how can I get rid of it? You can just plan it yourself. Don't forget that you have access to a camera to take your own photos for your own seamless textures. I hope this was useful to you and I'll see you in the next lesson. 6. Lecture 6: Photoshop Basics - Part 1: Welcome to Lecture 6, Photoshop Basics Part 1. In this five part series, we'll go over all the tips that a beginner in Photoshop would need in order to create a seamless texture. I've included a downloadable resource containing all images seen during this series. Please download this for your use. I also recommend that you save your PSD files between lessons, as you may find them useful in future lessons. The first screen you see when opening Photoshop should look like this. This is where we'll be opening our file. There's two methods to opening a file. The first method is go up to this "Open" button here at the top left. Click on "Open", and then navigate to the image that you'd like to open. In our case, let's open this asphalt here. That'll open the image for you. Alternatively, if we close this image here, we can instead just drag and drop an image into this screen and it will open it for us. If I open up that same folder and I click and drag this asphalt image, here you'll see it says copy. Then I let it go and it will also open it for us. This drag-and-drop method also works on this screen. If we open that folder again, and we choose this image here of a brick wall, and we drag this up to this bar at the top, this darker bar and let it go, it will also open the image. You'll find however, if you don't drop it on the darker bar at the top, it will instead drop it into this canvas, such as like this. If I drop it here, instead of this dark bar on top of the brick, it'll drag that image in and place it on top of this image of brick. Let's close this brick image for now and go back to the asphalt. Now that we're back at the asphalt, we'll go over how to save the image. There's three different methods of saving. If you go up to the top left and click the "File" button, and move down, you'll see that there is save, which is currently grayed out, and I'll explain why. Save as and then save a copy. Let's start with save. Currently it's grayed out, and that's because save will only save over a file if it's realized that it's made some changes to it. Currently, all we've done is open this file and made no adjustments to it at all. That's why save is grayed out. It won't let you save over a top of an image that hasn't had any changes made to it. Let's fix that. Click off of that menu here, and then let's go down to the layer panel at the bottom right. You can see here it says background, and there's a little lock icon next to it. Let's double-click on this word background, and It'll pop up this window. We'll rename this asphalt and then hit "Okay". What we've done is rename this layer and also unlocked it as a background layer. Now that we've made a change to this file, we can go back up to file, and you can see save is now not grayed out because we made a change. Even though it was a very minor change, such as just renaming a layer, Photoshop realizes something has happened and it will let us change it. Let's click "Save". Now, it'll bring up this box. This is where we can choose the file type to save the image as, as well as what the image name is. Let's name this as Asphalt_01. Then over here we can see the file type. Currently it's set to PSD, which is probably the most common thing you'll be saving out of the save menu, but we'll go down here and see what the other options are. For these other options here, they're pretty limited in terms of their usefulness. I'd say the most useful ones we see here are Photoshop PSD documents. There's a Photoshop PDF, which isn't super useful for texturing, however, PDF is just a useful file format. We also have PNG and we have TIF. For now, let's just save this out as a PSD image. We'll select PSD, and then we'll hit "Save". It'll ask us to maximize compatibility with older versions. Let's just hit "Okay". There's very rare instances where you would need to uncheck this, but most cases just leave it checked and hit "Okay". Now, we've saved our first PSD. It's named Asphalt 01, and it's a PSD file. We can see up here the name of the file. Let's try the other options for saving. We can go back to the file and we can do save as. You can also see that there's key binds next to these to tell you what the key bind is if you'd prefer that. Save is control S, save as is shift control S, and save a copy is alt control S. We'll do save as this time. What save as is going to allow us to do is saving another version of this file. It'll save another version of the file, and then it'll switch to that file instead of lingering on the old file. Here we could change the name. Say we want to make a second version of this asphalt or we'll say change the color of it or maybe it's the seamless version of it, so we can change this to Asphalt 02, and then we can check our save as types. Again, we're listed with the exact same file types as we had last time. PSD, there's PDF again, PNG, and TIF. Let's save this out as a second version of this. We'll do save. Again, we've maximize compatibility on. If you're getting tired of seeing this, you can just check this box, don't show again, and then it just won't pop up again. Now we've saved out a second version of it. If we go back to file, you can see we aren't able to save over this because we've made no change since it's been saved. However, if we make a change, say renaming the layer at the bottom right to Asphalt_02, or if we make another layer, save will now be not grayed out and then we can save it again. Save will save over the current file that is open. Save as will allow you to save a new version of that file, and then switch to editing that file while closing the other one. The last option we have is save a copy. If we do save a copy, it looks very similar to the last view. However, we'll notice that the save file types are much more expanded here. In our last options, we didn't have access to JPEG, which is one of the more common things you'll be saving out of texture as. We had access to JPEG 2000, but that's not the same. I believe this is actually a video format. The only way for us to save out a JPEG from one of our textures, is to do save as a copy. If we switch to JPEG here, you'll notice it grays out a lot of these boxes here, but it's allowing us now to save out of JPEG of this. We can change the name. We don't have to leave the word copy in because it won't overwrite the old PSD because this is a new JPEG. We can leave the same name. We don't have to worry about it overwriting it. We can do save. Now, we'll get the JPEG options. In most situations, unless you're really pressed for file size, you want to leave this on 12, which is the maximum, which will give you the highest quality, and then leave the format options to progressive. Then we'll hit "Okay". Now, we've saved out a JPEG version of our texture. However, you can see at the top left, it didn't switch to the JPEG as the current file, it left the PSD. Save as a copy, will save out a copy of it of whatever you've just saved. However, it will leave you on your current file. Now that we know how to save out a file, let's open another file and begin discussing layering. Let's start by opening another file. We'll open up this brick file here. Now, at the bottom right, you'll see that we have a layer here and it says background again, like it did before we renamed the asphalt. A background layer is the layer that will open up first when you open up in a flat image. This background layer is locked, and you won't be able to reorder it. If there were multiple layers here, the background layer would always remain on the bottom until you unlock it. The way to unlock it, would be to double-click on the word background here. It'll bring up this window again and we can type in the name of the layer. We'll try brick this time. We'll hit "Okay" or you can also hit "Enter". Now that this layer is unlocked, we'll be able to add new layers and put this layer on top or below, we'll be able to reorder them. Let's start by making another layer. We can do this multiple different ways, but for now, let's just drag in another image. We'll go down here and we'll find another image to drag in. Let's pull in this cement. Now that we've drag this layer in, we have a few different options for what to do with it. First, we can resize it by grabbing these little white squares at the corners, and making it the same size. We can pull it here at the bottom right corner to make it larger. Now, there was scaling it uniformly, however, if we grab just the sides and we hold the shift key down, we can scale it and stretch it to meet the edges. Now that it fits, we can hit this little check box at the top, or we can also just hit the Enter key. Now you can see we have two layers here listed at the bottom, the brick that we renamed, as well as the cement that we haven't yet. Let's rename this layer cement. To rename this new cement layer double-click on the name, then we can type in cement and hit Enter. Now we have two layers in here and they're both renamed. Since this brick layer is no longer a background layer, we can reorder it. We can move these layers around by clicking and dragging on them to change their layering. You'll notice that when we switch the order here, the image in the center of our screen also changes. That's because the layers are working from the top down. Whatever is on the top, we visible above things that are on the bottom. If we reorder this again, we can see that the brick will now pop to the top, because the brick is the highest most layer. Let's go over duplicating a layer now. The way to duplicate a layer would be to select the layer. In this case, let's select the cement layer, which we currently already have selected. If you hold the Alt key on your keyboard, the left Alt key, and then you click and drag the cement layer and place it above the brick, you'll see that you've made a copy of that cement layer. Now you have three layers in your file. You have a cements on the bottom, a brick, and now a new cement copy on the top. If you decided that you no longer need the cement layer that you've just made a duplicate of you can delete it by clicking the delete key on your keyboard, like this. Alternatively, you can also right-click on a layer and then go up to the top and choose Delete layer. Like that. If we realized that our last few edits were a mistake and we'd like to go back we can hit Control and Z at the same time to undo our last change. If we hit it again, it will bring back the cement layer that we had deleted prior to the brick. The next tool we'll discuss is grouping. Grouping is done in the layer panel. To begin with, let's make another copy of our brick layer. We'll select our brick layer, hold the Alt key, and then drag this brick layer. We can see that we've made another copy of the brick and let's reorder these images as well. Let's move this cement layer to the top, move this cement layer here so that we have both cements next to each other as well as both bricks next to each other. In order to group a layer, select multiple layers at the same time by holding Control and then selecting the next layer. Now we have both of these layers selected, and you can see by the gray highlight that they have. If we can hold Control and hit the G key, you can see that it's made a group. It looks as if these layers have disappeared, but in reality, if you untwirl this, so this little triangle here, you can see that the cement layers are now inside this group. You can tell that because they're indented underneath this group to let you know that this is the parent of these two child layers. Just like a layer and we can rename the group. Let's rename this [NOISE] Cement Group and also like a layer we can drag and drop this to reorder it. When you move a group, it will remove everything that's inside that layer as well with it. We can move it here. I'm going to move it between these. Since we know what's inside this group, we can close that group so we don't have to see the extra clutter that it adds. Now that we have these items in a group, let's go over what the visibility means on the left side. If we want to just hide this layer without deleting it, we can click this eyeball here on the left. This will leave the layers where they are. However, you can no longer see them. This is useful sometimes to compare two images or if you're saving an image within your layer panel that you plan on going back to and you don't want to delete it. However, you don't want to see it right now, you can click these eyeballs on the left. You can also hide individual layers within a group, and you can also hide multiple layers at one time by clicking on this eyeball, and while holding down the left-click, moving your mouse down and it will hide anything that your mouse goes over top of wall you're left clicking. We can also turn layers on that way as well. If we left-click to turn this layer on, our fingers are still holding down that left-click, we can just slide our mouse down to turn on the layer below it. Rather than having to click each one individually. It doesn't seem like much right now when there's a few layers in here, but if we have a layer stack that's much more complicated, being able to just click and drag and move your mouse down quickly to turn on or off layers is very useful. The best thing about groups is that they're not static. We're able to move items into and out of the group. We can select this brick image here and move it into this group by dragging it between two layers that are inside the group already. We can also remove this brick image from the group by grabbing this layer and dragging it outside of that group to a layer below. Let's cover opacity now. The opacity refers to how opaque or how transparent something is. If we select this cement group on our layer panel, will notice the word opacity here and it's currently set to 100%, which means that this layer is currently 100% opaque, which means you cannot see through it. However, if we highlight this number and we type in 50 and hit Enter, and it's now set to 50%, which means that this whole group, so both of these cement layers with inside it are currently only set to 50% opacity, which means you can see through them and 50% of that image is transparent. Now you'll notice as I click through these layers with inside this group that is set to 50%, each one of these layers, however, say that they're set to 100%. It doesn't matter that these layers are set to 100% because the group that is currently their parent layer is set to 50% and the group dictates everything that's inside the group, that's because it's set to pass through. If we wanted to adjust the opacity of one of these layers independently, we would need to remove it from the group. Let's drag this cement copy outside the group. We can set this to 75%. Hit Enter. Now you can see that these layers have separate opacity layer levels. Now you can see that these layers have separate opacity levels. This is something that's useful for blending textures together. Let's begin discussing blending modes. To begin our discussion, first, let's set this back to 100%. Alternatively, for adjusting opacity, you can just select the word and you can see your hair, your hand turns into a hand with two arrows on the left and right, and if you can click and drag on that you can see that you can just slide the opacity up or down. Let's slide it back up to 100%. Let's select this cement group and turn the visibility off. Now we currently have just this cement copy and then the bricks below. Let's start discussing what blending modes even are. You can see here on the left side of the layer panel, we can see the word normal, which is the default blending mode for any layer that you import. Normal is just allowing the image to display as intended. As it was brought in, if it's set to normal, that's what it'll look like. If we click this drop down here, we can see there are many different blend modes. It's not important that you know what each one of these two, because some of them are very nuanced as to their differences and others are incredibly complicated and you won't find much use for them in most cases. Let's just go over some of the most useful ones. Normal is, like I said, is just how the image is meant to be displayed. No adjustments are made to it. If we go down to multiply, this will take all of the black parts of your image. Anything that's being read as black or the darker parts of your image and it will overlay them onto the images below. However, it will knock out all the light parts. It will only keep the darkest parts of your texture and it will remove all the lightest parts of your texture. You can see that this is not a destructive things. If we don't like multiply, we can just go right back to normal. It hasn't actually deleted any pixels from the image. It hasn't affected the image at all. Your images still safe. These are just ways to display the image differently over top of the other layers below it. Like I said, multiply is a way to knock out all the light values, however, remain with the dark values and then overlay that over to the images below. If we move down here. Screen is sort opposite of multiplying. This will take all the dark values, remove them from the image, and only leave the light values and overlay that instead. You can think of multiply and screen as opposites. Screen is for light and multiply is for dark. As we move down here another useful one you'll use a lot is overlay. It works similarly to a combination of both multiply and screen. It will take both the light and the dark parts of your image and overlay that, which it's conveniently named overlay on top of your image. It will also take the color information from your image and overlay that on top of it as well. Overlay will typically make anything that it's overlaid on top of, more saturated and more contrasty. Brighter, brights, darker darks, and brighter, more saturated colors depending on what you're overlaying. The last blend mode that you'll be using somewhat frequently would be color. Color will replace all color from the image below with the image that you're overlaying on top. If you set this image to color, because our cement is very gray and has very little color in it, it's making this brick below it also very gray with very little color in it. It's not overlaying the texture necessarily the lights and the darks and everything. It's just taking the color of this layer and overlaying it on top of the brick below. If we turn this off, we can see that this brick has lost all of its orange color and it's instead inherited the gray and you can see there's some speckles of yellow in it that are being inherited from the cement color layer as well. This was the last tip for Part 1. I'll see you in Part 2. 7. Lecture 7: Photoshop Basics - Part 2: Welcome to Lecture 7, Photoshop Basics Part 2. Let's continue our exploration of Photoshop. The next tool I have to show you is called clipping layers. What a clipping layer is, is it will allow you to clip the influence of one layer to the balance of a layer below it. Let's set up an example for that. I'm going to drag in an image of stone, and we'll drag and drop it into the center of this image. Let's resize this a bit, so it's a bit bigger. We'll just drag that one corner up at the top right, and then we'll drag the bottom-left corner out as well, so it's a bit larger. Then we can either hit Enter or the checkbox at the top and then now let's bring in another layer. I'm going to bring in this blue black stone. We'll drag and drop that as well. Instead of making this layer larger, let's just move it off to the side. We're just going to click and drag it and move it to about the corner. We can again either hit Enter or the checkbox to place it. Let's start by clipping this blackish bluestone to the warmer stone below it. What we need to do is hold the left Alt key and then click between the two layers that you'd like to clip to each other. The layer above will be clipped to the layer on the bottom. You can see that your mouse actually changes while you're holding the left Alt key to the clipping icon. Let's hold the Alt key down and then click between these. We can see now that we've clipped this layer to the bounds of this layer. If we hide this layer here, the blue layer, you can see that the blue is running exactly to the edge of the layer below it that it's currently clipped to, which is the warmer stone. If we click this move tool at the top-left, so this little cross sign here, we have this layer selected. We can move around this blue layer. However, it's being clipped to the influence of the layer below it so it can't be shown anywhere that that current layer below it isn't already. This is very useful if you have a shape that you'd like to maintain below, however you want to apply say, a new texture to it. We can move this around and it doesn't go off the bounds of it. 8. Lecture 8: Photoshop Basics - Part 3: Welcome to Lecture 8, Photoshop Basics Part 3. Let's continue learning Photoshop. For our next set of tools, let's start by opening a brand-new document. The way we can do that is by going up to File at the top-left. Then choosing new. That'll bring up this option box. We can either choose from different presets of images that we've opened up in the past or we can hand type in our own sizes. For our size, let's type in 2,048 by 2,048. Then we'll hit "Create" down at the bottom right. Now we have a brand new document with a new background layer. By default, it filled it in with a white background layer. For now, we can leave that as is. To zoom in on your document, you can hold the left Alt key and then use your mouse wheel to zoom in and out. If you don't have a mouse wheel, you can click this little magnifying glass at the bottom left, it's magnifying glass tool, and then click to zoom in and out of your image. If you'd to pan around your image to move it left or right, if you hold down the spacebar, your mouse will turn into a little hand, and that'll allow you to click and drag to move your image around. Now this is only moving around this little Canvas. It's not actually moving your image within the canvas. It's just allowing you to reposition your view so that if you're zoomed in a certain spot, you can move to the left or the right to see more of it. Let's start by importing another image. We'll do the drag-and-drop method. Let's drag in this bluestone from the last example. Let's click and drag this image, and we'll move it up to the top left. As you move it close, you should notice that it snaps to the corners. If for some reason yours isn't snapping, go up to "View" at the top and then scroll down and choose "Snap". Make sure that's checked. Now that we have the image placed in the corner, let's switch to our move tool. The move tool is the first tool on the left. When we have that selected, this will allow us to move around to layer. Whatever layer we currently have selected will allow us to move. Right now, we only have one layer that we can select and move because of this background layer is locked. Let's select this black marble. We can click and drag on this image to move it around. We can place it wherever we need to. These little pink guides that you're seeing pop up are showing you different snapping points. When it's the horizontal pink line, that means that it's snapped to the midpoint of the Canvas. If it's the vertical pink line, that means it's snapped to the vertical midpoint. If you see both of them, that means you have a dead center in the image. There's a few different things we can do with the move tool. We already know that we can duplicate a layer by holding Alt and dragging in the layer panel. However, if we delete that layer, we can also hold Alt and drag the layer inside the canvas to duplicate it as well. You can see that it made a duplicate on the Layers' panel as well. There's multiple ways to duplicate a layer. We can duplicate around a couple of copies if we needed to fill up an area and randomize something, we could do it that way. Let's select some of these layers here and let's delete them. If you select the top layer and you scroll down to the last layer you'd like to delete and you hold Shift, you can select every layer between the top layer and the bottom layer. Now we can select all of those and delete them. Let's move this image up to the top left corner with our Move Tool turned on. Let's just lay this out for images to fill up this canvas. If we hold Alt and drag this image, you can drag it over so that it snaps to the right. We can hold Alt again and drag it down to snap it to the bottom right, and then again to the bottom left. At the top left here, you can see that there's a checkbox that says auto-select. Right now, if we just use our move tool, even if I'm hovered over the top right corner and I use it, it's going to move the bottom-left, and that's because that's what's selected in the layer panel. Let's move this back down to the bottom left. If we select auto-select instead, you can see I still have the bottom-left layer selected, however, with the auto-select checkbox on. Now when I click and drag at the top right, it's going to automatically select that layer and then start moving that layer instead. If you have a lot of different tiles laid out and you're trying to move around individual ones and it's getting hard to figure out which one it is on the layer panel, you can switch to auto-select and use that to move around. I don't typically leave this one all the time because sometimes you'll end up moving something you didn't intend to move because you most likely are going to be moving and selecting things from the layer panel so you know exactly what you're selecting. Especially if you have images overlaid on top of each other, it's hard to select the exact image you want with auto-select unless it's a very simple example like this. Let's learn a bit about selection now. We're going to switch off over our move tool into the Rectangular Marquee tool. Let's select that. What a Rectangular Marquee tool is doing is when we click and drag, you can see it's making a dotted line that moves. These lines here are referred to as marching ants. It's an odd name, but that's what most people will call them because they look like little ant dots moving around the perimeter of what you've just selected. Whatever we have inside this dotted line is currently being selected. It's not selected in the sense that it's selected in our layer panel so much that we currently have these pixels selected. So the cumulative image, we currently have these pixels selected. What would be the reasons why we went to select a portion of an image? If we select just a portion of an image, allows us to do things like copy and paste. If we click down here, and we select just the sensor of this bottom left quadrant, then we hit Control C to copy it, and then hit Control V to paste it, you can see now that we're having new layer at the top, this layer is not a smart object because it was created within this document. It is a rasterized version of just the center pixels of this bottom quadrant where we had selected. If we switch to our move tool, we can turn off auto-select now. We can move around just this small portion. Maybe if we wanted to clip out something from this image and we only wanted from here to here, we could select from here to here. Make sure we have the correct layer selected. In this case, it's this layer. Hit "Control C" and then "Control V" to paste it. Now we have a duplicate of just those pixels in the center. We can switch to our move tool and move those around. Let's delete all the layers except for the top left quadrant. If we click the top layer, we scroll down and hold Shift, and click the second-to-last layer, so we're leaving the top quadrant, if we highlight everything in between and then we can delete those. Now let's switch back to our rectangular marquee tool. Let's highlight a selection in the middle. We'll highlight this selection and there's different key binds while you're selecting. If you hold Shift, you'll be able to make a selection that is a perfect square. If you hold Alt while you're making a selection, it will instead select from the center. You can see that it's similar controls to how the Transform works. If we hold Alt, it's from the center, but it's non-uniform. If we hold Alt and Shift, it's from the center and it is uniform. Let's make a uniform square selection from the center of this. Then once we have that selection made, we can let go with the click. We can click and drag this to move around our selection. If we know what is needed exactly the size, but we don't know exactly where we pull it from, we can just slide our selection around and choose where we want it. Alternatively, while you're making the selection, so if we again click and hold Shift to make it a square selection, while we're making this selection, we can hold the space bar on top of the Shift key as well. Shift and Spacebar to slide it around while we're making the selection. We might be able to slide it up into the corner and then readjust the size so that we get just everything except for the outer pixels and then make that our selection. Let's go over how you adjust the selection once you've made it. Let's make a small selection here, and let's say we want to remove just this corner. We want to make an L shape out of this selection. If we hold Alt, we can click and drag a new selection box and whatever the overlap is, you can see the little minus next to our marquee tool. Whenever the overlap is between these when we let go, it will remove from the selection. We can fine-tune exactly where we want the selection to be from. Also, we can add to a selection. If this is the selection we want, but we realize we want this edge to be a bit longer, or a bit wider, we can hold the Shift while we have the selection tool on and you can see there's a plus sign, now. We can select an overlap here that will add to that selection. Then we can go back to the minus by holding Alt and delete portions of it if we need to. Then we can add to it. A selection is pretty fluent and you can adjust it as needed to make the exact selection you want. Now this is an example of a pretty craziest selection here, you wouldn't normally be selecting something so specific as this. Let's say you are selecting out fence posts, or something, it might be this detailed, but usually it's just going to be you selecting a certain portion of a texture and then maybe you realize that this spot up here is a little too identifiable. Maybe we will get rid of that. Then that would be your selection, instead. We can Control C and then Control V to paste that as a new layer, switch to our move tool and then just slide it over. The marquee tool isn't only for rectangles, you can also click and hold on this section here to choose the elliptical marquee tool, which will give you a circular selection. This uses all the same key binds as before. If you hold the Alt key, it will be from the center. Alt Shift is uniform from the center. If you hold Shift while you're scaling it, it'll be a uniform from the corner as a circle. Then once you have your selection, you can move it around just like the marquee, you're going to Alt to cut out a center out of it. It's make a donut out of it if you need to, or you can add to it by holding shift. The other way we have to select on an image is by using the lasso tool. If you select the little lasso up here, it's below the marquee tool, which currently is circle, might be square. We select the lasso and what the lasso allows us to do is free-hand a specific selection that we want by drawing it directly onto the image. We could find a specific spot that we like and just select that. This has the same exact addition and subtraction methods as the last. If we don't like a specific spot, you can hold down Alt to delete a portion of this by overlapping a part, or we can add to it by holding down Shift and selecting a spot that we want to add to the selection like that. Then this works the same way with the Control C. We got this error here because I didn't switch back to the layer that I'm selecting from. Photoshop realizes that there are no pixels where I've put the selection because I currently have just this layer selected. It won't let me copy anything because there's nothing there. We'll hit Okay. I'll switch back to the layer that I'm actually selecting on, hit Control C, Control V. Now I can go into my move tool and move just this little piece down. If there's a specific spot in the texture that you need to continuously add across the texture, say a specific brick, or a crack in a concrete texture, you can hand select that portion of the texture, and then clone it around. I can add this piece here, up here if I needed to. Now you can see I have a duplicate of it. The other form of lasso that's the most useful is if we click and hold on the lasso tool, we can choose polygonal lasso tool. This lasso doesn't allow you to freehand draw. Instead allows you to click and make points to outline something. If we hold Alt to zoom in, so Alt and then up when your mouse wheel, you can zoom in on this portion of the image and then hold space to pan the image around. Let's select just this area here. If we click once, you can see we start dragging this line around. Now until we click, it hasn't actually made the next point. If we click here, it's made a point. We can keep clicking to add new points to outline this image. Then once we get back to the original point, you'll see a little circle pop up, that's letting you know the next click is going to complete the selection. Now, I've made this selection, and it works just as well as the other one. In this case, I'll have to select this top layer here because I'm selecting over top of these pixels, not the pixels to the left. I can hit control C, control V to make a new layer. Switch to my move tool with this layer selected, and now I can move it around, so I could put this shape somewhere else if I needed to. For the next tool, let's select this layer at the bottom and make a duplicate and place it at the top by holding a halt to drag it. Now, let's hit control T to transform it, and we're going to scale it up so that it fills the entire Canvas. We'll scale it to the edge, hit okay. I'm going to teach you how to use the color range selection. The first thing you'll need to do is go up to select at the top, and then go to Color Range, and select that. It's going to bring up this option box. We can move it off to the left. What select color range does is it'll allow you to eyedropper a specific color in the image, and then adjust the fuzziness of that selection to try to select just that color. Let's select the color of this veining down here. You can see when we select that, this preview on the left side changes. Since our fuzziness is so high, the tolerance for that selection is really high. It's looking very far beyond the color that we actually selected. The lower we make this fuzziness, the more strict it is with its selection. If we set it to around 100, you can see that the selection is a lot more specific. It's only choosing from the color that I selected and a little bit outside of that color. If I set it to zero, it will only choose that color, which in this case there seems to be a single pixel of that color that I've chosen. I can turn this up just a little bit, and it'll start widening its range of colors that it's selecting. This is a really good way to select just a portion of a texture. In this case, just the veining of this texture if I wanted to either remove it or change its color, make it darker, anything I wanted to do just to a single specific color within an image, this is an easy way to do that. We can also select more than one color. If we hold Shift and select another color, this will add an additional color that's going to use to get the selection. Maybe we choose another color from a different part of the painting over here. This might allow us to lower our fuzziness to say 50 and start sampling further outside of the color that we originally had to update it here to get a more specific selection to just the veining without the fuzziness, bleeding into maybe some of the bluer areas. We can keep adding to that selection by just holding Shift and finding new spots to sample from. This looks like a pretty specific selection that we have here, and then we can hit "Okay", to get that selection, so you can see all of our marching ants now are just on top of the areas that we selected with the color range. We can hit "Control C", "Control V", so we can hide all the layers below it to see what this selection actually looks like. Let's click on the "I" here, and while we're still holding down the click, we can just slide down to turn off all these layers, and let's turn back on the background layer. We can see here this is what we actually selected,. So by holding Alt to zoom in, I can see how specific our selection was. It did a pretty good job of only selecting the veining. There are some areas here that you can see it's selected a little bit outside of that, but for the most part, it was a pretty good selection on just the veining of that marble. The next selection method I have to show you is selecting via the layer panel. To do this, let's begin by leaving this layer on the vein layer that we had selected. Let's leave that one, let's turn on this small selection layer here that I have. This layer and this layer. So we are able to select layers and pixels through this Layer panel by holding Control, Alt and Shift in different combinations. If we just hold Control down and select a layer, you can see my mouse changes, when I hold control, it puts a little selection box next to it. If I click on this, it'll select all the pixels that are associated with that layer. You can see it went through and re-selected all of those veins that I had selected with the color range. To de-select an object, to de-select these pixels that we have here, hit "Control" and "D", the letter D on your keyboard, and that will deselect them. Let's hold down Control to select the pixels on this layer, this top right corner. We can hit "Control" and "Alt" at the same time to de-select another layer out of the selection. If we hit "Control" and 'Alt", you can see it turns into a selection sign on my hand with a minus sign in it. Then if I select this layer, it's going to de-select any pixels from this layer out of my current selection. It's now chopped out that chunk of this layer that was overlapping it. I can also hold Control Alt at the same time to de-select the veining that I also made a selection of. So up here, I hit "Control" "Alt". You can see now that it's also de-selected. It's removed from this selection, any veins that are overlapping this section. Let's hit "Control D" to de-select all of that, and for this example, let's select this layer up at the top here. We have it selected, we have our Move Tool one. Let's move it over top of this. Let's just have a little bit of it intersect with this top quadrant we have here. If you hit "Control" and select this, it will select these pixels. Then if you hit "Control" "Alt" and "Shift" at the same time. Three buttons, Control Alt and Shift, you can see my hand has a selection box next to it with an x in it. What that's saying is it's only going to select the intersection of this. So when we click this, you can see that it left the selection for the box, but it only allowed it to select the overlap between these two objects. Are each of these selection methods seem somewhat complicated and you're not sure when you would need them. There is a time and place for all of these I would say that the most common is the control click on a layer to select, its element, so select all the pixels for that, as well as the Control and Alt to minus a selection. However, the overlap selection, which is Control, Alt and Shift, does come in handy sometimes. This was the last tip for Part 3. I'll see you in Part 4. 9. Lecture 9: Photoshop Basics - Part 4: Welcome to lecture 9, Photoshop Basics part 4. Let's continue our discussion on Photoshop. For our next tool, let's make a new document. I'll go to file, new, and we can just recreate the same document that we had before. We can do 2048 by typing it in here, or just choosing a recent document that we've created. Let's choose this. Hit "Create". Now we'll go over masking. Masking will allow you to have two layers sitting on top of each other. However, you'll be able to choose what portions of the layer above show over top of the layer below. To begin with, let's bring in another image. Let's bring in an asphalt. We can hold shift while we scale this image up to fit and we can scale it right to the corners and it'll snap in there. We can hit the checkbox to confirm. Let's bring in another image, something different. This time, let's bring in this warm stone that we've used in the past. We'll drag that in. Same thing. Let's hold shift, drag it up to the corners to fit, and let's hit "Okay". Now that we have our layers placed, let's go over masking. Move down to the mask icon, down at the bottom. It's next to this fx button. It's a rectangle with a black circle in the middle of it. We'll click that. Now we can see that this white box has popped up next to our layer. This is our mask layer. You can switch back and forth between the selection of them by clicking on each of the icons. Let's select the mask layer now. What the mask layer will do is by just clicking this icon down here, we'll place a white mask on this layer. White means that this entire layer is currently visible. There are no parts of this image that are masked out. The way we can mask out this image would be to switch to our brush tool on the far left and then if we just draw anywhere on this image, while we have this mask selected, as long as we're painting with black, so down at the bottom, if you click on this icon down here, you can make sure that your color is set to black. You can also just click this icon here and this will switch it from white and black, and if you click this little arrow icon here, it'll switch the foreground and the background color. Let's make sure black is the foreground color, which is what we're painting with and then as we draw, we notice that we're now painting out this image that's on top and revealing the image that's below. This would be a way that if you wanted to remove a certain part of a texture and overlay it with another, you could go in and selectively paint out portions of this image to allow just the parts that you like to be overlayed on the images below. If we zoom in by holding alt and zooming in on this image, we could selectively paint out specific parts of this. Let's right-click with our brush tool selected and make the size smaller by clicking this slider to make it tinier. Now, we can click on here and paint out just specific parts of our image. This will allow us to remove just key portions of this image that we don't want. Also allows us to make compound materials such as these if we needed to have stone or an asphalt blended together for some reason. The best thing about masks is that they're very editable. If we hit the X key on our keyboard, that will swap between black and white when we're in here. It'll swap the foreground with the background color. Now that we have white on, anywhere we paint we'll be re-adding back in that warm stone that we had before. If we just need to adjust our selection and change what we're masking, we can go back in here and paint back what we didn't mean to remove or what doesn't need to be removed now. Masking allows you to determine what portions of the image are worth keeping and which ones you need to remove in a non-destructive manner. If we decide that we'd like to see what the image looked like prior to us adding a mask, but not deleting the mask, we can hold shift on our keyboard and then click on this mask layer and it will put a red X across this mask. This is essentially turning off the visibility of the mask without deleting it. We can see what this image looked like prior to us masking it. Then if we hold shift and click it again we can see what it looks like after we started masking it. One thing we can do with a mask is to invert the mask. If we decided that we actually want to flip what is shown versus what is hidden, we can make sure that this mask is selected and making sure that these little white brackets are selecting it and hold "Control" and hit "I" on your keyboard and that will invert the selection. You can see down here now that the visible portion, which is white, is now what we had painted in, and the invisible portion is what we had left. That would be a way for you to flip back and forth, there might be a situation where you want to see what it looks like if you paint out the cracks versus leaving the cracks in, or only adding the cracks for a texture. This will allow you to flip back and forth easily between them. Let's delete this mask now. We can right-click on the mask and hit "Delete Layer Mask" and that will remove it entirely rather than just hiding the visibility like it was before. When we add a mask layer, rather than just clicking it, we can hold alt while we click this and it will make it a full black mask, which means it's entirely invisible to begin with. You just have the option between starting with it entirely visible and then choosing to paint things out. Or you can start with it entirely invisible and then choose areas where you want to paint it in, such as this. We can just paint in small areas of that stone on top of the asphalt rather than having to erase away the stone above, on the asphalt. Again, let's delete this mask and show you another method to add a mask. We'll right-click, "Delete". With this layer selected, let's go back to our selection tools. Let's choose the marquee selection. We can go with the rectangular this time. If we make a selection on this, so we'll make a selection like that and maybe we'll try to remove this white portion in the middle by holding alt to get the minus sign on the symbol, and then clicking and letting go. Now if we click the mask button, you can see it's created that mask from the selection that we had. Those two areas that we had selected out, those too long rectangles now automatically become the mask. We can start out by immediately populating a mask with a selection that we have. If we delete this layer mask again, we can make another selection. We'll just make a line down the middle and this time if we hold alt while we click the mask icon, it will instead do the opposite. It will make the selection, the area where we're currently erasing the image with the mask on it. It's a way to start out with portions of the image either immediately erased or immediately shown. Another trick we have for masking is the ability to move a mask. We can just click on this mask here and drag it to the asphalt instead, and it will take that mask from this layer and position it here instead. Or if we hold alt while we drag a mask, it will instead make a duplicate of that. Both of these layers retain that mask. You're also able to place masks on groups. If we select both of these layers by hitting "Control" or holding "Control" while selecting another layer and hitting "Control G", at the same time to put them into a group, we can place a mask on this group. With the group selected, we can choose the mask icon at the bottom to place a mask on just this group. Now this works just like these other masks. We'll be able to switch to our brush tool and we can paint out a specific spot, so make sure we're painting with black. I'm going to hit "X" to switch, so I can paint out just areas on this mask. I can do that. I can also invert this. If I invert this selection, it inverts the same way. These masks are working in tandem with each other. If I adjust this mask down on the bottom and I paint in more white in the middle, you can see that it's combining itself with a mask on the group as well. There's some pretty complicated things you can do with overlapping masks to allow them to mask out certain portions but leave others unmasked. All this in conjunction with each other and combining them, you can get some relatively complicated things where you're masking out only certain portions of an image to say, grab a crack from one area and place it on a brick from another spot and cloning in the shadow from one area to hide a seam on another. This was the last tip for part 4. I'll see you in part 5. 10. Lecture 10: Photoshop Basics - Part 5: Welcome to Lecture 10, Photoshop basics Part 5. In this final installment, we'll learn the last few tips that we need in order to create seamless textures inside Photoshop. For our next tool, let's start by making another new document. Go to File, New. We'll go with a 2048 again, or we can just choose it from a recent items. Let's go over the brush tool. Make sure you have your brush tool selected, and we'll go down here and make sure your colors are black and white for now. Select this little button here to transfer it back to black and white, and make sure black is in the foreground. If black is not the first color here, just choose this little arrow icon to switch them back and forth until black is. The brush tool we've used a few times in the past, but I haven't really gone into much detail on it, and it's something you'll use pretty often. Let's start by making a new empty layer to use our brush tool on. We do that by clicking this little square with a plus inside it. That will make a new transparent empty layer for us to draw on. We don't want to be drawing on this background layer. We want to draw on a nice new layer that we can turn on and off if we need to. Let's start by just clicking and dragging here, and seeing the brush tool. This is how we've used it in the past. We're just able to draw a line. If you want to make your brush tool larger or smaller, first let's hit ''Control Z'' to remove the line we just did there. [NOISE] So that'll just undo the last action that we did. If we had done multiple lines, and hitting Control Z, we remove each line individually. Let's change the size of our brush tool. We'll right-click on the ''Canvas''. You can see here we have a few different settings. We can adjust the size in pixels of our brush, which you can see it's larger here. We make it smaller. It's now a smaller icon. That'll just change the size of the line that we draw. You can see it make it much thicker, almost the entire Canvas. Let's Control Z that. Let's choose something on a lower range. We'll do this. In this case we'll do a 100 pixels so it's a nice number. Right now our brush is also set to 100% hardness, so it has a perfectly crisp, clean edge. As we lower the hardness, you'll see our edge gets softer, so it's a bit of a blurry edge. If we right-click and lower down to zero, it's a completely fuzzed out, blurry edge. There are situations where you would want to use a nice hard edge to make sure that you're getting the exact spot that you want to draw on. There's other situations where you want a very soft, very graduated reblended edge to hide the adjustment that you're making. Another way that we can adjust our brush size is instead of using this right-click menu to adjust it, we can also instead use the brackets on your keyboard. This is the two keys that are next to the P on your keyboard. The left bracket will make your brush smaller, and then the right bracket will make your brush larger. If all you're doing is adjusting the size of your brush and you're not messing with anything else, this is a quick way to do that. Let's set our brush back to a bit more of a medium-size. Let's make a new layer. We're going to hide the layer that we were just drawing on, so we can hide that. Then let's go over the different types of brushes. You can just choose from a preset brush down here. If I choose this, you can see it changes some of the presets up here. It's going to make it automatically 150 pixels, and I'll make it 100 or 0% hardness. If I choosing this, it's the opposite. It's still 150 size, but it's the hardness of 100. Then there's different variations of brushes here. These are the general ones. There's also brushes that are of different sizes, or rather shapes. There's also brushes down here that are not just circles. If we choose this and we draw with it, we can see that it's a chalky or a pencil look that it has. There are situations where you might need to use a brush that is not quite so circular and perfect. You might want to brush that's a little splattered to blend two textures together, and hit "Control Z" to remove that. There's other brushes down here. You can find brushes online. There's a lot of free brushes online. There's already some pretty decent ones loaded up, but there's thousands and thousands of brushes that you can find online. This is a wet medium brush. This brush looks a bit like an ink bleeding on a paper. You can see that it's actually adjusting. This is some dynamic brush that Photoshop comes with by default. But there are situations for all of these brushes. Most of the time you're going to be using the circle brushes, either a 0% hardness, a 100%, or somewhere in the middle. There are situations where you'll use some of the more fancy brushes, but I would say 80-90% of your time will just be spent using circle brushes. Another thing we're allowed to adjust on our brushes is the opacity. Remember before from the layer discussion that opacity is essentially just how opaque something is, how much you can see through it. If we go up here and we select the word opacity while we have our brush tool on, and we slide it down to say near 50, when we draw, you can see now that it's only a 50% opaque brush. It's not entirely covering up what we're drawing on below it. If we overlap these 250 areas, you can see that there's some addition of these opacities on top of each other. It's a way that you can overlap things and feather things together. If you work with a really low opacity when you are painting things, you can feather together and make some transitions on things a little bit more gradual or a little bit more to your liking if you know exactly what you need to be doing. This is just a combination of low opacity and clicking over an area multiple times to make a feathered softer edge on this. This is a relatively low opacity. You might be working more in the 25-30 range so it builds up a little bit faster. But you can see how you can soften an edge on something just by clicking multiple times with a low opacity and painting over areas to add it together. Let's hide this layer and make a new layer. Let's turn our opacity back up to 100%. Let's set our hardness so by right-clicking on the canvas, we can set our hardness back to 100%. Now I'll show you how to use something called smoothing. By default, when you click and drag, your brush tool draw exactly where your mouse is. Contend you're lying, making it a little bit jittery, so if you don't have really steady hands and you're not drawing it exactly straight line, it's pretty easy to see where your hands wavered. If we control Z there if we go up to this area called smoothing and we turn this value up to say about 30%. Now when we draw, you can see how the brush lags behind where my brush icon is. However, you can see how much smoother and more flowing that line looks. The higher I have this value, the longer behind that it'll lag, but it essentially removes a lot of your micro-movements out. It allows you to make a nice slow sweeping line. You can move it faster than that, however, it's going to start cutting corners in order to meet the area where you're at. Control Z there. This is what it looks like when it's set to 100. However, if I turn this down to something lower, closer to 20%, this is how much more wiggle you're getting. You can see it follows behind a lot faster, it allows me to get a little bit more expression in the line. Whereas if I had it set to 100, and redid those lines, it evens everything out. It requires it to be a lot flatter because it's towing behind so much slower than it was on a lower value. Let's set our smoothing back to zero so we don't forget about it later. Let's delete these last three layers, so select the first one, hold Shift to select the last, and then hit "Delete" on your keyboard. Now let's bring in another image. This time, let's bring in this brick wall image. Place it on the canvas and then let's scale it up by holding Alt and clicking on this corner to scale it from the center. Let's scale it up so that it fills the canvas without stretching it and hit "Okay". The next tool we'll go over is called the Clone tool. This is going to be one of your most widely used tools when making seamless textures. The Clone tool is located directly below the brush right here and it looks like a little stamp. The purpose of the Clone tool is to choose one portion of your image and then clone it to another portion of your image by painting it on. It's a demonstration of that, let's make a new layer that we can paint onto. The first thing you need to do with your Clone tool is there are a few settings up here that are pretty important. The first thing we need to do is make sure your sample is set instead of current layer, which is, I believe the default. You want it to set to current and below. The reason you want it to do that is because if it's set to current layer and you're cloning on a new layer in order to preserve the layers below it without destroying them, it will only sample from that layer itself. We wouldn't be able to clone here because there are no pixels on this layer. By setting it to current and below, it will allow it to look at any layer that's on the current layer that you have selected, as well as any layer below it. In our case here, that will allow us to select pixels from the layers below and paint them onto this new safe layer so that we don't destroy the image below it. Another thing you'll want to make sure that you have selected is the aligned checkbox. First, let's show you what it looks like with aligned turned-on. Let's zoom in on the image. If you hold the Alt key down, you'll see your mouse turns into a little cross-hair. This is where you're choosing where you're going to be cloning from. In this case, let's choose this corner, so if we hold Alt down and click on that bottom left corner of this brick. Now when we move our mouse around, you can see it's dragging these pixels along with it, showing a window through our mouse as to where we are going to be coming from. In our case, let's move down to this brick down here on the bottom. Now when I click and start painting, you can see it's painting the brick from above where I have my mouse moving, so you can see that I actually have two cursors here. The bottom-left where I'm actually painting, that shows me where I'm painting at. But where I'm painting from is that small cross-hair, you can see right along that this little crack, this ridge that I'm putting on this breakdown here. I'm cloning these exact pixels from that brick above to this brick below. You can see if I start painting further and further, I'm just pulling from more and more areas on this brick. Then when I let go, I can reposition, find a new spot that I'd like to start painting from and that small cross here at the top where I'm cloning from has moved to the new part on that brick. However, if we go back up to the top and switch it off of aligned, so we uncheck this. Now let's try again, so let's hold down Alt to choose our new cloning area that we're cloning from, so let's click on that same bottom corner again and in this case, let's start on this brick. Let's start painting, so clicking and holding, so we're painting this area. This looks pretty much the same as it did before nothing seems that different. However, when I let go of my brush, you can see now that it's choosing this corner again, it's not choosing where I last left off, so I believe I stopped painting here. With the aligned tool on, it would remember that I stopped painting here and it would mean now cloning from this area right around here on this texture. Instead without aligned turned on, it's going back to that original spot every time, so it's going back to this corner. Now there are situations where you might want to always clone from the same corner, but in terms of making a seamless texture, that's somewhat dangerous because you're reintroducing this exact same corner over and over again every single time you click. If I click here and start painting, you can see I've now chosen from that exact same corner, so every time I go to a new brick and paint in from that corner, I'm making this light spot and this crack on every single one of them. If I go back up here and I choose Aligned, now if I say, let's choose from this corner here so if we hold Alt and then click on this corner to choose our new area to clone from, now when I paint, I'll start painting from this corner, so that all seems normal. Then when I let go, so when I stop painting, you can see that as I move around, it's sampling from new areas, so it's not always just showing me the same corner again everywhere I mouse over, it's actually mousing over with the cloned area from new positions, so it's remembering where I left off and then keeping that in memory. If now if I start here, you can see that this corner doesn't line up. If I wanted to paint another corner, I could choose another corner down here, move up to this corner, and then start painting from that one. This would allow me to go through and start painting out specific areas that I want to get rid of. I can move around by holding pan. By the way, if you hold pan. Your space bar to pan around the image that allows you to remain zoomed in. Without having to zoom out every time and then zoom back in. You just hold down the spacebar to move around. I can just start picking out specific bricks and painting from the corners. The reason I'm choosing the corners is because it's an area that's easy to register. Like if I choose this area here and paint on this area here, I know that this brick should end roughly the same time as this brick. Since they're both about even with each other on the top, I know that I'm going to run into the end of that brick around the same time. However, if I just chose an arbitrary point in the middle of this texture. If I chose this area here, then I started painting on the middle of this brick. It might seem fine at first, but eventually I'm going to get to an area where since I didn't start from a place that was easy to register and know where I'm at. Now I'm just starting to paint and I haven't run into the edge of that brick yet. It hasn't happened until here. When you're painting really irregular shapes like this, it's the best practice to choose a spot that's easy to register to the next one. In the case of this brick, choosing corners is usually the best place to begin with your cloning. If you haven't figured it out already. The clone tool also use the same parameters as a brush tool. We're able to choose our size from here. We can adjust our hardness of our brush. We can also choose a different shape for the brush down here. Just like the brush tool, we can use our brackets to make our brush larger or smaller while we're moving around, so we don't have to go into this menu each time. This is how I typically change my brush size. I usually just use the brackets. I don't often go into this menu unless I have something else I want to change. In the case of using the clone tool, you often don't want to work with something that's 100% hard or 100% soft. You usually want to work in the 60-ish, 70-ish range. It will make sure that your edges aren't super soft and feathered. But it also makes sure that your edges aren't really hard and easy to spot. The next tip to show you are the shortcuts for filling a layer. Let's zoom out here. Let's delete this layer, the layer that we've been cloning on. We can select the layer and click the little trash can. We can hit delete on our keyboard, or we can right-click and choose delete layer from this dropdown. Let's start by adding a new layer. We can go down here and hit the plus sign to add a new layer that's empty. What fill means is filling an entire layer or a selection with a specific color. In our case, it'll be filling from the foreground, which is currently black, or the background which is white. To start with, let's just hold Alt and then hit backspace. What that's going to do is it will fill this entire layer with our foreground color. Alternatively, we can hold control and hit backspace to fill it in with our background color, which is white. If we delete this layer now, we can add a new layer and zoom in to say this brick here on the right. Let's switch to our selection tool, the marquee square, our rectangle selection. Let's select just this area here. Let's select over top of this entire brick. We can hit alt and backspace to fill it with black. Or we can hit again control and backspace to fill it with white. Because there are foreground and background colors. Were also able to do this with our Lasso tools. We can make another new layer. You can pan over to this brick instead. Let's choose our polygonal lasso tool. Let's make a little bit more of an accurate selection around this brick. Now that we have a better selection around it, we can fill this with either black by holding alt and backspace because it's our foreground color. Or hitting control and backspace to fill it with white because it's our background color. Now these alt and backspace and controlling backspace would flip if our colors were flipped. If we hit x and then make another selection, so now that we've hit x, we flip these colors and make a selection. Now alt and backspace will be white instead. Don't think of alt and control as black and white. Think of them as foreground and background. This would also be true if these colors weren't black and white. If we make this red instead of white and make a selection and hold alt and backspace. It's now red fill instead of black or white. This is another reason to think of it as foreground for alt and background for control. The reason why you would need to use these fill key binds is because it's often very useful to be able to fill either a selection or an entire area with a specific color. In this case, let's hide these two layers. Select both of them and hide them. Let's make a new layer and this time let's fill it with a color that's more obvious. Let's do blue. Since blue is my foreground, I have no selection made, so it's going to fill the entire layer. I'll hold alt and hit backspace. Now it's blue. You You need to change the color of this brick to a different color. In which case we could use our blend modes from the previous lessons and switch it to color instead. Now this blue layer set the color is tinting all of these blue. If I wanted to quickly change that from blue to yellow, could just choose a new color. Click okay, hold alt and backspace, and I can fill it with yellow. It's a quick way to just immediately apply a color to a specific area or a specific section or across the entire document. In this case, I could just highlight this area here with my selection tool. Quickly select that. Now I could fill it with a different color. In this case, rather than swapping my yellow, I'm going to hit X to move my yellow to the back. Let's select the black, and let's choose the blue again. Now I can fill this blue, just this brick specifically with blue, by holding alt and hitting backspace to fill it in. This is a pretty wacky example here of making yellow brick with a single blue one. We can see how you would be able to use that to an effect to make more subtle adjustments. The difference between a slightly yellow orange versus a slightly red orange. For our last tip, let's make a new document. Go to file, new. Again, we can keep 2048. That's fine. Make that. I'm going to be showing you a way to save out images that it's a bit more advanced than just the file, save, save as, and save a copy. Let's start by bringing in a few different images. Let's bring in this blue stone that we've used in the past. We can scale that up. It's okay. Let's bring in the stone. Scale this up by holding Shift to make sure it snaps to the edges. Hit "Okay. " Let's just get one last image. Let's bring in this brick again. Just for the sake of example, let's just stretch this out to meet it. You wouldn't normally want to stretch an image, but let's just fill the canvas with it. Hit, "Okay." Now we have three images in here. Let's go through and rename each of these. We rename them by double-clicking on the name. Let's call this blue stone, let's call this warm stone, and let's call this brick. Now we have these three images in here. We're able to select all three of these layers. Select the first, hold Shift, and select the last. Alternatively, if you want to, you can hold Control and select each of them individually while holding Control. While holding Control, you can also deselect a layer that's been selected by just selecting it one more time. Now we have all three of these selected. Let's choose right-click and then we're going to go up to the top and do Export As and then it has three dots after, that typically indicates that it's going to pop up another window. If you see something here that has three dots after it, that usually lets you know that once you click this, it's not just going to do something immediately. It's usually going to pop up another window and then there'll be more options after that. Let's choose Export As. Now that we have this window popped up, we can see that there's a few more things that we can adjust. The first thing we see is we have all the layers that we had originally selected down here in the layer panel. There are also over here, it shows how large the layers are and how large the pixels are. It also says PNG next to these images, and that's because each of these images by default, has been set to format as PNG. This works the same way as the layer panel. If you select, you can select each one individually or you can select the top one and hold Shift to select the bottom. We can change what these are going to Export As. We can choose JPG instead of PNG, you also have the option for GIF, although that wouldn't be particularly useful to us. Let's try JPG, then we can choose the quality. Let's go to excellent. That'll be the highest quality. What this option box allows us to do is allows us to save each one of these layers out, all at the same time using their exact names, so brick, warm stone, and blue stone to a folder of our choice. Rather than having to say about each one of these images individually, we can do it all at one time. We can also change some things about them. We can add a suffix to the end of them. A suffix will be something that's appended to the name at the end of the layer name. In our case, the first layer would be called a brick, we can also have it just called texture as well. Now when we save these out, it'll be called a brick_texture, warm stone_texture, blue stone_texture. There might be a situation where you want to name exactly what these things are for. If we know that this is for, say, the kitchen of a building, we can name these kitchens, so this would be brick_kitchen, stone_kitchen. We can also change what size these images are saving out at. If we authored these images at a really large scale, but we wanted to save them out as a smaller size, say for a video game, we can change that here. There's a few different options we can choose from that are just defaults, or you can choose your own. If we wanted to save this out at 50% size and we didn't have to adjust our PSD to match that, we could just save these images out half the size that we started with. Now that we've done that, we can hit "Export" Down here at the bottom. When we choose Export, it'll ask us where we wanted to save them. In this case, we just going to save them into a folder and we can hit "Select Folder". Now that we've saved them out, we can go to that folder and see that it's saved out each one of those layers by their name with the underscore kitchen at the end of them. This is a really quick way to save out images that are smaller. In this case, we can right-click on this and go to properties and details and see that this image is actually 1024 because we told it that save it out at 50% size. We've saved out smaller images with correct names all at once from Photoshop and we've given them another suffix at the end of them to give them a better identifier. If we didn't use the Export As option and we wanted to do the same thing we had just done. It would require us to re-size this image. We'd have to go up to image, image size, and actually switch this image from 2048 down to 1024. We would be losing that resolution in our original PSD file. For the sake of example, let's go ahead and do that. You don't have to follow along if you don't want to. We'll switch this to 1024, by 1024. This little link icon means that these sizes here are linked to each other, so anything that adjusts this one, it will proportionally adjust the bottom measurement as well. We hit "Okay", this is now a 1024-size document. Then I'd have to go to File, Save a Copy because we want to save out as a JPG. Choose a new place for it, and then hand type in the name that we want, in this case, this is a brick. We'd have to go to brick_kitchen and then just so it doesn't overlap it, I'm just going to put an 01 at the end of this. We'd have to save this. Make sure it's set to 12. Then we would need to hide this. Save this again, save a copy, I always going to save what's currently visible. It won't recognize that there's other layers below it. We'd have to hide the brick after having saved it out, leave the warm stone on, and then go through that exact same operation each time. You can see how much slower this is, just to save out specific images that you know what size you want. If you know the specific suffix that you want at the end of them as an identifier. The Export As option is a lot faster. I won't go through with the last one, but you can see the difference between the two and how one might be significantly faster depending on what you're saving out. This is the last tip for the Photoshop basic section of this course. Throughout the rest of the course, you can expect more tips with more obvious context. The series was meant as a foundation for your future instruction. I'll see you in the next lesson. 11. Lecture 11: Getting Started - Part 1: Welcome to Lecture 11, getting started with an ideal image Part 1. In this lesson, we'll be going over how to start your very first seamless texture. Let's begin. To start let's make sure you've downloaded the downloadable resource for this lesson. It's called Concrete_start.jpeg. Let's begin with opening that image. Our first step now that the image is opened is to check the resolution. To check the resolution, go up to image at the top left, then go down to image size. Here, we can see the resolution of this image. It's 4,500 by 4,500. For our purposes to start this texture, let's convert this to a 4096 image. We'll type in 4096. To make sure that your images are scaling proportionally, make sure that this little link icon is checked. If not, you'll have to type in 4096 in both fields. Once you have that set hit Okay. Now that we've resized our image , you might be wondering, why did we resize it at all, and why to such a specific number? Why couldn't we have just left it at 4,500? 4096, as well as all the numbers you see now on screen are textures and the resolution known as power of two. The power of two is a number multiplied by itself to create a new number. In the case of 64, that would be eight times itself to equal 64. While knowing exactly what a power of two is, it is not incredibly important to an artist. It is important that we utilize them and we know why. The first reason why we use power of two textures, is because older GPUs were optimized for calculating power of two textures for more efficient processing. The GPU is the Graphics Processing Unit inside your computer responsible for calculating all visuals. Additionally, some video game engines are still optimized for power of two texture sizes, though not all currently required. Though it is not universally required, it is still considered the industry standard. Now that we know a little bit more about the texture sizes available to us, what should we consider when choosing one? The first thing to consider is how complex is the texture. We'll require a lot of detail in the form of pixels to make sense. An example of this might be a simple solid color fabric versus an ornate floor tile. Our next consideration is how close is the texture to the viewer? If it's further away, we might be able to use the smaller texture size. If it's much closer, you might have to use a higher texture size. Is this texture the focal point of your artwork? If so, you might want to use a higher texture size. Next, we need to consider how this texture will be displayed to the end-user. Will it be used in a 1080P animation where the camera is locked and you decide how close the viewer gets to the texture? Will it be a 4K still image where overall the resolution of the final product is higher, however, the camera is still locked? Or will it be used in a video game where the end-user can get as close to the texture as they like? The last thing to consider is whether or not we need to worry about file size. If the texture will be used in a video game, you might have to worry about file size and keep your texture size smaller. If it's going to be used in architectural visualization, where we're most likely producing still images, file size might not be as much of a concern. In the next lecture, we'll finish creating our concrete seamless texture. I'll see you there. 12. Lecture 12: Finalizing Our Texture - Part 2: Welcome to Lecture 12, Finalizing our Ideal Texture Part 2. Let's begin. Now that our image has been resized to 4096, we can begin the process of turning this into a seamless texture. First, let's unlock this background layer. We double-click on the word Background. For this case, let's name this layer, base. Then you can hit either Okay or hit Enter. The first thing we need to do is apply the Offset filter. We'll go up to the top where filter is listed and we'll scroll down to Other and then we choose Offset. What the offset filter does is offset pixels of the image, a certain amount of pixels to the right and a certain amount of pixels down. In our case, we need to type in 2048 because that's exact half of 4096. We'll type in 2048 for the horizontal. You can see our image behind here moved. Same thing for the vertical, so 2048. Now we can hit Okay. But make sure before you hit Okay, you have Wrap Around checked. I believe this is the default, so you shouldn't need to change anything, but if it isn't, make sure you have Wrap Around checked before you hit Okay. Now we'll hit Okay. Now we can see on an image that there's are pretty defined sort or a plus sign in the middle of the image. The reason that this occurred is because the edges of this image prior to off-setting it was slightly darker than the center pixels. The offset has moved what used to be on the right side across and wrapped it around and moved it to the middle on the left side, and then vice versa with the top and moved the top down so that the top is now on the bottom side of this image. This allows us to see what this image would look like if we had four of them laid next to each other, even though it's only a single image. As we zoom in here, we can see that there's a somewhat noticeable line between where the edges of the texture meet up. Again, to zoom in, it's just Alt and Up and Down on your mouse wheel to zoom in. Then hold spacebar to turn your mouse into a hand to pan around the image. Our goal now that we see this scene on the image is to remove it to make the image seamless. To start, let's make a new layer. We'll do that by going down here and clicking this square with the plus sign in it. Now we have a new layer. We can rename this layer to Remove Seam just so we know exactly what the layer is doing, and then hit Enter. Now we need to switch to our clone tool, which is on the left side. It looks like this stamp. It's below the brush tool. Then just to make sure that we have all the settings on correct, make sure you have Current & Below, and you have Aligned checked. Those are two important things in this case. Current & Below is important because the new layer that we just created, we need to make sure that we're pulling all the pixels from any layer below it, as well as on the layer that we have so that we can use that for cloning. Now that we have our clone tool selected, let's make sure that the parameters are set up correctly. Let's right-click on the screen with the clone tool selected to bring up this box. We can adjust the size from here. We're going to want a size that's a little bit larger than this. Let's try in the 200 range. Then for our hardness, we want to set this around 60 percent, 65, 60, 70, somewhere in that range, because this gives us a good balance between a brush that it's hard enough to not leave really soft feathered edges, and it's also not so hard that we can see the exact edge as to where we were painting out. If we had it at zero, this would be probably too soft in this case. If we had it at 100 percent, it might be too hard. For our case, let's just set this to 65. We can make sure that we just have a circle brush on. We don't need one of the more fancy brushes at the bottom. Now that we have our clone tool set up, let's pick a place to clone from. If you hold down your left Alt key, your mouse will turn into a cross hairs. Let's choose an area here where it's not near this seam in the middle. We'll choose up here by holding left Alt and then clicking. Now we can let go. Now we've chosen this area as our new cloning source. Now we can go down to this part of the seam and we can just start painting over top of this seam to remove it. As we paint, we need to make sure that we watch that small cross hairs above our painting. It's showing us where we're cloning from. If we go too close to this edge, we'll actually start cloning the seam from above. Before we get to that point, we need to stop, hold Alt, and then choose a new cloning source. In this case, let's choose somewhere from the bottom. Now we can resume cloning to clone out this seam. One important thing when using your clone tool is, you want to always be hopping around with your cloning source. You rarely want to stay in one place for very long. In that case, that was probably fine for that area. But if I'm moving here, I might choose here to clone from to begin with. I'll start painting out this central seam. But before I get too far into it, I want to stop and choose a new clone source. This ensures that I'm not cloning any large repeatable area. I want to constantly be hopping around and choosing new spots to clone from, just always remembering to choose areas that won't run into the seam or the edge of your image. I'll just continue moving around, cloning out this seam, choosing areas that will allow me to get rid of this dark area. It's also important when you're cloning out these seams, that when you choose a cloned area, you don't run over the edge of your canvas here. If I continue painting and I paint over the edge like this, and as I'm painting this, I'm creating essentially a new seam in the middle because these pixels here that I've just painted and cloned in will not be replicated on this side. It's important that when you're doing this that you don't go so close to the edge that you end up creating a new seam once you re-offset it. I'm going to Control Z that to undo that change where I just painted to the edge because it was too far. I'll hit Control Z, I'll choose a new area, and this time I'm going to paint up right close to the edge, but just before it. I want to make sure that I don't actually paint right to the edge pixel because I don't want to create a new seam. We'll continue moving around, choosing new areas with Alt and clicking to choose our new clone source. We'll continue painting out the seam. We can make our brush a little bit larger if it seems like this brush is too small by using the brackets. The left bracket will make it smaller. The right bracket will make it a little bit larger. Let's make our brush a bit larger so we can accelerate this. In some cases for textures like this that are relatively simple, you can use a bit larger brush. For more complicated textures, you're not going to be able to use a very large brush because you don't need to be more specific with your painting. Now we can zoom out. Let's check and make sure we don't have any more visible seams. It seems like there is maybe a little bit of a dark area here, so I'm just going to choose a new spot to clone from pretty frequently and then just make sure that I've actually cloned out all the seams. I can see here by looking down at the bottom left on this thumbnail, I didn't paint very far on this left side, so I can tell that the middle left side of this, I didn't quite get the seam out. I'm going to zoom in here and then just make sure that I actually successfully remove that seam. Now that we've painted our seam out, we're going to take both of these layers, so we can select this layer and then hold Control and select our base layer. Now that we have both layers selected, hold your Alt key on your keyboard, click and drag these to make a duplicate. Now I have a duplicate of these two layers. With both of these layers still selected, hold Control, and hit the E key. That will combine these layers into one flattened layer. I've essentially combined these adjustments that I made on this previous layer on top of my base layer. Now this is the new seamless version of this texture. However, I'd like to re-offset it back and make sure that I didn't create any new seams. With this texture selected, I'm going to go back up to Filter. You have the option to either reapply your offset from the last time or you can just go back down to Other and then choose Offset. Then we want to re-offset it back 2048 by 2048 because that was the original value that we used. Now we can hit Okay. Then we can just zoom in here and make sure that we didn't create any new seams without realizing it. Looking around this image, I don't see any new seams. I think we did a good job. Let's zoom back out. Now that we've finished our seamless texture, we can go up to File and we can do Save As. Let's save out a PSD of this in case we need to come back to this to make any adjustments. It's a good idea to save a PSD of your texture, as well as the flattened JPEG, which is your final texture. In this case, I've already saved my concrete finished, but go ahead and go down here and type in finished for your texture and save out a PSD of this. Now that you have your PSD saved, Let's save out a JPEG. Go to File, Save a Copy, and here we can type in concrete_finished. This case, I've already saved out a finished version of this, and then choose JPEG from your drop-down. You could also choose a PNG, a Targa, a TIFF. However, in our case, since this is a relatively simple texture, I think JPEG is fine. We'll choose JPEG and then we'll save our image. While this was a relatively simple start, you've now successfully created your very first seamless texture. Congratulations. In the next few lectures, we'll be going over more complicated images with less ideal conditions. We'll be going over the different obstacles that we face in each of them and how to overcome them. I'll see you in the next lesson. 13. Lecture 13: Getting Started with Non Ideal Images - Part 1: Welcome to Lecture 13: Getting Started With Non-Ideal Images Part 1. This is the first lecture in which we'll be tackling the obstacles we discussed in previous lessons. Please make sure you've downloaded the resources for this lesson named Sand_Start.jpeg. Let's begin by importing our image. We can click and drag the JPEG Sand_Start on to this screen here and it will open it for us. Now that we've imported the image, you'll notice that this image isn't square like the last one. Let's crop this down to a square so it's easier to work with. First, let's go up to our rectangular marquee tool and select this. Now, let's hold Shift as we click and drag so that we're making sure that we're making a perfect square selection. We'll hold Shift on our keyboard and click and drag from this top left corner. As we drag down, once you get to the end, you can let go. Now, we have a square selection, however, we might not want it exactly where we have it. Once we have our selection made, we can click and drag this selection from the center, we can slide it around to see if there's maybe a better spot to crop our image from. Let's slide it to the right a little bit. We stop at right about here on the left and about here on the right. Once we have that selection made, we can go up to Image at the top, move down to Crop, and when we click this, it's going to crop our image based on our selection. Once we click ''Crop'', you can see that it's now a square image. Now, we can hit Control and D to deselect our selection. Now that we have our image cropped, let's size it down to the correct size. We can go up to "Image", "Image Size". We can see what size it is. Right now it's 3,433 by 3,433. Let's check this little icon here in case it's not checked on your end. That way when we change one number, it will change the other as well. For this texture, let's make this a 2,048 texture, so 2,048. The reason that we're changing it to 2048 is, one, because this texture is not quite close enough to 4,096 to warrant sizing it up and then sharpening it. In future lessons, we'll go over how to do that in case you need to, however, in this case we know that this is a ground texture, it's most likely not going to be the main ground texture, it'll probably be feathered into something else, so let's go to 2,048 for this texture. Then we can hit ''Okay'', when it's set to 2,048 for both height and width. Now, we can zoom in a little bit on our image with holding Alt and using your mouse wheel. Now that our image has been prepared, cropped down to a square, and resized, let's discuss what issues we see with this image. This would be an example of an image that has repeating shapes, so obvious repeating shapes. Let's go around here and just see what we see. We see this shell here that's pretty bright and white, that's going to repeat, we have a dark spot here, we have some areas here with more bright white shapes, there's also larger areas where there are no pebbles and stones, there's a pretty defined shape here with this darker stone, with a white stone in the center of it. One way that we can make it easier on ourselves to identify things, so images that are a little bit more subtle than this. There's a few different ways. There's a digital way to do it, and then there's a more physical way to do it. We'll start with the digital way. An easy digital way to see repeating shapes is to zoom out on your image. If you hold your Alt and then zoom down or scroll down on your wheel to zoom out. As you zoom out, you get less visual noise and the things that you're seeing that stick out still are the images repeatable shapes. As we zoom out, it becomes more obvious those objects that I pointed out. We can see here there's that dark spot, here's that rock with the white rock sitting on top of it, here's the shell, here's that white line down at the bottom. As we zoom out, it knocks away a lot of the visual noise, the things that aren't necessarily repeating, but it's hard to tell from a distance. When you zoom out, it leaves only the most obvious examples left. Now, if we zoom in on our image, let's go over another way to pick out repeating shapes. What the zoom is doing is essentially blurring details that are less identifiable and only leaving behind the objects that are identifiable. Another way you can do that just in a more physical sense, is to just squint your eyes a little bit. It might make you feel a little silly, you might look a little bit ridiculous to people around you, but it does really help. If you squint your eyes a little bit, you end up getting that same effect as zooming out. It might not be as pronounced, but it's a way to just quickly squint your eyes, see if anything pops out to you. If it does, you know that's an area that you might need effects. They both accomplish a very similar task, there's just a different way to do it. You can either zoom out like I said, to digitally squint your eyes by making things less obvious, the smaller details fade away and only the large ones remain, or you can remain at a higher zoom level, something zoomed in closer like this, and just squint your eyes and look around, does anything pop out when you do that? Again, while it might make you feel a little silly, it does work as a way to pick out identifiable shapes. Now that we know that this image mainly suffers from repeatable shapes, what are some things we can do about it? The first thing we can do is the most obvious, which we've learned in the past is the Clone tool. Let's try that out now. First, we need to make a new layer. We'll call this Remove Shapes Clone, that way we know what we're doing with this layer. We can also unlock the layer below it, so we'll double-click "Background''. We'll just call this base and hit, ''Okay''. Now, we can switch to our Clone tool and make sure we have our new layer selected that we were cloning onto the new layer, not onto the base layer. Double-check that you have aligned and current and below selected at the top. Now, let's just zoom into this image and start picking out some of the areas. First, let's find an area that we can clone from. Let's try to remove this shell here. Let's choose this area here. It doesn't really have any specific shapes, it's pretty nondescript, so we're going to hold Alt, click on this area to choose our clone area, and then we can zoom in here and make our brush a little bit bigger with the brackets. Let's just start painting this out. As you can see, just a few seconds of work there and we've already removed that shell. If we go over here, we can turn off this layer by clicking the eye just to turn off the visibility and you wouldn't even know it was there just in a few simple clicks. That's one way we can go through here and remove some of these shapes. Let's go down here, let's choose an area here with this blank sand area. Let's make our brush a little bit smaller here so that we don't paint over stuff that we might not want to remove. We can just quickly paint this out. Maybe if the sands seems a little bit too obvious, we can choose an area that has a little bit of these pebbles and shells in it to paint in here, so maybe that fits in better. Again, you can see we've removed that. Let's zoom in down here. There's a lot of this smooth sand area here with a large patch of this rocky area. Let's choose an area up here. Maybe we can extend that rocky area a bit. We can just paint in here to remove that bright white stone that might be sticking out. As you can see, the Clone tool is a way to very easily pick out small areas that have very identifiable shapes or something that's relatively to just paint out over top of the shape. For our next tool, let's make a new layer. Let's call this, again, Remove Shapes, except let's call this one Healing Brush. Now we're going to go over a tool that we haven't discussed in the past. It's over here. It's called the spot healing brush tool. It looks like a little band-aid with dotted lines circled behind it. We're going to choose spot healing brush Tool. Now, if we zoom in. This one doesn't really require you to choose an area to paint from. You want to make sure at the top here that you have sampled all layers selected. This is a similar situation to the current and below. This is this tool's version of that. Sample all layers means that it will look at all the pixels from all layers below it and above it. Let's zoom in here and try to find an area to remove. In this area here, we're just going to paint over top of this. We don't need to choose a cloning area. We're just able to paint directly over top of it, and what Photoshop is going to do is look at areas around it and try to guess what that might be filled in with. You can see when I painted over it, it made a dark spot. It's making a dark area to let you know where you've painted, and then when you let go, it tries to guess what might be in that area if it was going to fill it in itself. It's using some sort of algorithm or artificial intelligence in the background to guess what might be around it and it's using content aware. There's different versions at the top here that you can choose. If you choose proximity match, it'll go through a different method. It's not important that you know, each one of these methods exactly how they work so much as that, you just know that they exist and if one isn't working, another one might. Let's try to maybe get rid of this little dark stone here. If we click on this, now we're on proximity match. In this case, is just looking at a stone, you can see it chose this stone and put it here instead. The difference between content aware is, content aware is trying to make a new thing to put there. Whereas proximity match is taking something from around the area that you've painted and putting it there instead. It's working a little bit more like the clone tool, except you're just letting the computer figure out what it should be cloning in there. In this case, maybe that didn't do a great job. That's one thing with these automatic tools, is while they're very quick is just click and drag, and it's done, so to speak. You're at the mercy of whether or not the computer knows exactly what should have gone there. In this case, you can see it keeps picking a flat stone texture to fill in these areas, and that's because it thinks that that's the easiest thing to fill this in with. Now in our case, maybe that works here because there's other flat stones. But for painting in an area here and we want to make sure that stays as sand. We might not always want it to just fill it with more flat stone, so the spot healing brush is great for just little blemishes that you want to remove on an image. If we zoom in here. Now, this isn't a great example for making a better seamless texture. But if we just want to remove just this little stone here, we just paint over that small little stone. It does a fine job. It's faster than using the clone tool because we didn't have to choose where to clone from. We don't have to worry about it cloning in like this exact little dot here. But on larger scale spots or things that are more complex, these automatic tools, so the spot healing brush is going to struggle a little bit because it's a computer guessing what you want. It doesn't know exactly what you want, it's just trying to fill it in. You're going to have the best results in almost all cases if you do it manually yourself with the clone tool. If I know that I want this to be sand instead of the shell, I can choose the exact spot of sand, shrink my brush down, and then paint over, so I know it stays exactly as sand. I don't have to wait and guess whether or not Photoshop is going to know that it should be sand. Let's try another healing brush tool. This one is a little less automatic and it tends to work a little bit better depending on the situation. We're going to click on the new layer button at the bottom. We'll rename this remove [NOISE] shapes and we can call this healing brush again. Technically the last one was the spot healing brush, and this one is called just healing brush. We're going to go back over here to this Band-Aid icon. Click and hold on this and instead of choosing spot healing brush, choose healing brush tool. Again to make this menu pop up, so you can see the other tools here is just click and hold on this button, and then it'll show you this menu. We're going to choose healing brush tool instead. Now we can zoom out a little bit. Let's find another spot for something to remove. We'll zoom in down here in this case, and you don't have to follow along exactly with me. Don't worry about finding the exact stone that I'm removing. Just find another stone that fills in the same need that we're discussing here. Just find an obvious stone and just try to remove it yourself. Now we have the spot healing, sorry, the healing brush tool, not the spot. This one is a little bit more manual, a little less guessing. We can go up here, make sure you have aligned, checked on. Make sure you choose sample. Choose this to current and below so that you can see that this is very similar to the clone tool. It has some key differences though. Now that we have that selected, let's choose an area. Again, this is going to be a lot like the clone tool. Let's hold Alt and we get to choose a cloning area. Let's choose this area here that has just a bunch of sand in it. Now we can zoom in on this, make our brush a bit smaller and then let's start painting. We can start painting here. You can see it's not leaving a dark area behind. Instead it's actually painting the pixels on just like the clone tool was. But something that's maybe a bit more subtle. It's maybe hard to tell here is as we're painting, you can see that this area here is slowly updating itself. You can see we're actually painting this rock here is painted directly from that area on the left. However, every time we add new pixels this whole area is lightening and darkening, it's getting a little warmer, a little cooler. What this is doing is it's sort mix between the clone tool and content-aware fill. It's cloning these exact pixels and placing them here. But it's trying to match the color of things around it, so it's adjusting the darkness, the lightness, the color, whether it's a little warmer or a little cooler and it's trying to do its best to blend it in with the area. You might think that sounds great. That just sounds like a better version of the clone tool. But sometimes it guesses it wrong, and you end up getting areas that are like weirdly warm or weirdly cool. They'll be too dark or too light because it just guessed wrong as to what your intentions were. Let's try to remove this little dark shell here. Let's pick may be an area that's a little bit more complex. Let's choose this area down here and paint over this. You can see there, did you see how it shot up in brightness really quickly and then shot down so now if I stopped painting now, this is a really bright, it's one, it's the exact same pixels as down here. But it's even more obvious because it's so much brighter, you can actually get a glimpse as to what the difference is is that as I move my mouse over top of it, this little circle is a window to this area down here and you can see the brightness differences between this. Because it's guessing incorrectly as to what my intention is here. It's using these pixels, but it's brightening it up a bunch to match the sand around it. You don't have quite as much control over this as you do the clone tool. It does in some cases help you with blending areas that might be a little bit color different or a little bit value different. But you're entirely at the mercy, again, with the other automatic tools as to what Photoshop thinks you're trying to do. If I try to paint out this area here with a little bit more complex area here with these stones in them. As I start painting, you can see right away it made it too bright because it's trying to make these stones as bright as the sand around it. The more I paint, the better idea it gets. But it's forcing me to add more context, which I might not have wanted. I might've only wanted to remove just that one spot. I don't want to add all this extra stuff. There are some pretty key downsides there. That's a pretty obvious one so this made an incredibly bright spot on this rock because it's just guessing it's probably picking up the lightness of these rocks up here and this circular area at the top, and trying to brighten this up to match those brightness because it thinks that that matches better. But we know just by looking at it that this isn't helping. Let's just undo that. I'm going to hit Control Z. That way I don't have to deal with that later when we actually finish this texture. Again, this was the healing brush tool, not the spot healing brush. That's on this menu here. The spot healing brush is the one we did first. Right now we're working with the healing brush tool. They work differently. They have similar names, but they're pretty different tools. For our next tool, let's add another layer. This one we'll call again remove shapes and let's call this patch. Now we're going to learn the patch tool. This is another amalgamation of a bunch of different tools that add together to make a new tool. This is inside the Healing Brush Tool menu so the same banded area. You click this and you go down to patch tool. Let's zoom out on our image a bit. Let's find an area to remove. I'm going to zoom into this area at the top. This dark area here with these few light shapes. What the patch tool does is it allows you to lasso select an area, such as this grouping here and then choose to either replace the area you selected or clone the area you selected around the image. Once you commit your cloning, then photoshop will try to do something similar to what the Healing Brush tool being the one that's more similar to the clone tool, the regular Healing Brush tool. It will try to feather the edges and adjust the color of the area you are either cloning or replacing to match the pixels around the selection. We've made a new layer and we've made our selection. However, we will notice the second we click and drag this to move it an error pops up and it says, could not use the patch tool because the selected area is empty. One caveat of this tool, and it's a pretty annoying one when you're making a texture, is that you can't just use an empty layer and make all your adjustments on this. This requires you to have a layer that has pixels in it and then adjust from there. Let's hit "Control D" to de-select. We're going to have to actually make a new layer for this that isn't empty. Select your base layer and then hold "Shift" and then select your last Healing brush layers so the last three layers we've made plus the base. We're going to hold "Alt", to click and drag this above. We've made copies of all these. Then we can hit "Control" and "E" together and that will flatten them into a single layer. Now we can rename this layer, remove shapes, patch, and hit "Enter". This is the layer we're going to have to work on. You can see it's a little less forgiving than the last methods. You can't just have a new layer and if you don't like it, you can turn it off or you can adjust the opacity. You have to work essentially on the base layer, the flattened layer of it. Now let's try this again. Make sure you have this layer selected, the new flattened layer with all the pixels into it. Let's now solve our selection out here. Now we have this area selected. We're going to have source up here selected for the first one. Now if you click and drag on this area, that you have made your lasso selection around, and you click and drag and move it, you can see you're moving your original selection, you have a duplicate and you can choose a new area to put pixels into, so that area that you have selected. Let's choose an area here that's maybe a little less obvious. When we let go, you can see that Photoshop now is done a blending around it. Let's hit "Control D". Just try to remember where your selection is so you can see the edges of it. You can see that Photoshop tried to blend these edges here with a color adjustments and value adjustments and making it a little warmer, a little cooler so that it matches this area better. Let's try it again. You can see it, but it actually moved this exact rock from here to here so that's one caveat. It suffers somewhat similarly to the way using the Clone tool a bit sloppy would, is that if you're not careful, you'll start cloning around a really obvious object and then you have a bunch of things to remove. Let's just move around on our image to find another area. I'm just moving a little bit to the left. We're going to try to get rid of this rusty colored rock here. This one will just mouse over it, make our selection. Then let's move it down here. We're going to click and drag on this selection. Again as you move it around, you can choose your new areas. I wouldn't want to go here because I don't want that rock again. Let's choose an area that's a little less obvious. Let's maybe go down here below. When I let go, you can see the colors update, they shift and it does its best to blend it with the surroundings. I hit "Control D" so that I can see it a bit better. That time it did a pretty good job. I don't really have much complaints there. It was on me to choose an area that wasn't really obvious so these three little rocks, I don't think they're going to be super obvious when we zoom out. I think that was fine. Let's try a different method here. This one is called destination. At the top here, you click destination, and now it's flips the operation. In this case, let's start by finding an area, just by painting around holding our space bar to pan. Let's find an area that's pretty non-descript, pretty easy to clone around. This area here is pretty good. There's not a lot of stones here. It's mostly just sand so we've now selected this area. We're doing the opposite here we're selecting an area that will be good to clone around, rather than selecting an area that we want to cover up. Now that we have this good area selected, we can click and drag on this and instead of replacing the area that we selected, we're moving this area around and placing it on top of areas we want to remove. Let's remove this stone down here at the bottom. Now if I move it over top of it to my best to position. If I let go, you can see it dropped those pixels from here, on top of this and instead, now it's just doing its best to blend the edges like before so we can hit "Control D", see how it turned out. In this case here, this was just an accident, but it's cloned this rock, which I guess at some point we cloned on top of this as well and now we have it three times in this small area. We'll highlight this. We'll switch back to source, which is the original method we were on. We'll just click around on this, find a new area. Let's do maybe something down here, the bottom-left, actually move up to the top-left. We'll place that. You can see this was pretty warm compared to this. However, it did its best to color match this to the areas around. We can hit "control D" and see that it did a pretty good job of removing it. Now that we've discussed some of the tools available to us to remove these identifiable shapes. Let's go through and just remove some of them. Let's zoom out. I'm trying to remember where those worst spots were. We've already gone through and remove some of these just in our testing. First, let's make a new layer. Name this, remove shapes. This is important to give it a name because we're probably gonna be using multiple tools here. I encourage you to go through this texture here and you can follow along with me or you can just go along and pick out shapes you find that you'd want to remove and use a few of these different tools, get a feel for them. Try out the spot Healing tool, try out the regular Healing Brush Tool, try out the Patch tool, and also use the Clone Brush tool. My personal favorite, if you're looking for a recommendation, is the Clone brush tool. That's mostly because I just like having the control. I like to be doing everything manual in my case because I know exactly what I'm intending on happening there. I don't want the program to decide for me what's going to happen. There are situations where the patch tools, perfect, it works really well, or the Spot Healing Brush tool is great for just moving a little scratch or something on like a metal texture. But in most cases, I prefer using the Clone brush tool because it's the most direct control that I can have over the image. But again, please just go through each of these tools and use each one of them in different spots, see which one works best for this area. See if there's a spot where the Patch Tool does a great job and it would have been more difficult with the Clone tool. These are going to be spots that you'll be able to find throughout the image. Just get a feel for them and let's just go through this and you can follow along like I said. I'm just going to start removing some of these spots. I'm just going to remove some of these dark shells here and you'll see that if you clone over an area and one, you get rid of the shape, but then you realize you made a spot that is not looking as good as you thought it would. There's nothing stopping you from just cloning over top of it again, if I think this is a little too obvious of an area here where I made a big bare spot just choose a new spot clone over top of it. That's the whole point of working with these layers here. If you make a particularly bad adjustment and you want to go back, just turn your layer off and make a new layer. That's the whole point of moving or working with these layers, is that you have a lot of control over the adjustments you make. Maybe in some cases you might select your layer and lower the opacity. Maybe you don't need to remove it entirely, you just need to remove it like 50%. That's another method. In this case, that's not going to help, but it might help in some of these bigger areas if we want to add the indication of some more stones and some of them more flatter sandier areas. We'll just move around here and just start picking out stuff. As I'm cloning some of this stuff out, I'll let you watch me do it in real-time for some of it, but I won't make you watch it all in real time. I'll probably be speed ramping this so that you can see me work. You'll see everything that I removed and where I removed it from. But you're not going to have to sit here and watch me do it for 15 minutes with nothing for me to actually tell you while I'm doing it. As we zoom out, just try to remember these areas. Constantly be zooming in and out of your texture to make sure that you're catching all these areas. Because when you're zoomed in really far, you might be picking out things that are unnecessary, like this rock here might seem really obvious to me when I'm zoomed this far end, but as I zoom out, it might blend into the background and I'm wasting my time removing something that isn't that big of a deal. You can zoom in here, in this case, this rock might need to be removed and you don't need to remove the entirety of something as well. The most obvious thing of this rock was actually the shadow line at the bottom. In this case maybe we just remove the bottom of the shadow, zoom out, check it, that might not stick out anymore. It's a lot of just different situations. The white on this rock as well as the shadow are pretty obvious. In this case, I'm going to remove that entire thing. This big dark area, I can tell it's pretty obvious. It's surrounded by a lot of stone. In this case, let's try to find an area to clone that have some stones. Let's zoom down here and maybe pick this spot. We can pan back up. You can see it doesn't matter that the clone area that I'm choosing is off-screen, photoshop still knows where I'm picking from, so I don't have to worry about that. I'll just paint this out. Try to get rid of that dark spot. You can see as I clone up, I'm introducing a new shape that I'm probably going to want to get rid of. I'll just pick a new spot. Just continue cloning. It's all just painting over your own work essentially to get rid of these big shapes. This area here is particularly obvious, I think. As I zoom out, this yellow stone in this sea of pebbles is pretty obvious. Let's zoom in here and try to get rid of some of this stuff here. Again, we might not need to remove all of it. We just want to remove the stuff that is sticking out to us, things that will be an obvious repeat. I'm just clicking around. I'm using the Clone tool the entire time right now. Again, this is just a matter of preference feel free to use whatever tool you find the most useful in this situation. Or if you just want to get practice with the other tools that way. In case there is a situation where your clone tool is not the best option, you're ready to switch to another tool. We're going to just continue painting out this area of stones. I think that's pretty good and we can zoom out now. You might have noticed that we haven't actually offset this image yet, like the previous example, and that's because I find it a lot easier to just worry about one thing at a time. First, let's just try to get rid of all these repeatable shapes, anything that sticks out to us. While, before we've even worried about making this texture seamless because if we need to clone off the edge to remove this stone here, say if we want to paint directly off the edge like that, we don't have to worry about it because we haven't put any time into making it seamless yet. I tend to fix issues, big issues such as repeating shapes or value differences before I've even committed to making the texture seamless. Because if I make the texture seamless, as well as adjust the value differences and I find out that the texture is just a little too far gone, it's a little too difficult or it's not worth the time, I've only wasted time on the initial, just like the exploration of whether or not I can adjust the value differences on this image, or in this case, the repeatable shapes. I don't end up wasting time making it seamless, worrying about all these things around the edges and then try to fix my issues after the fact and find out that I can't fix them. I just personally prefer and I would recommend that you in the future try to fix your issues first, find out if they are fixable within the time-frame allotted that you've given yourself. If they are fixable, then you know, it's worth going to seamless. I can see here that this stone or shell has been cloned around. This is just something that I might have happened by accident. I'm guessing it did when I was cloning out something and I just accidentally cloned in an area. But that's the point of just zooming out and checking. I'm going to remove both of these because they're both pretty obvious. It was obvious that I had two, but it's even more obvious when they're bright orange. For the rest of this texture, I will show you what I'm doing. However, I'm going to be speeding this up so you don't have to watch me just go through and pick out stones the entire time. When we come back, make sure that you've removed all of your shapes. Now that I'm back, you can see what I've removed. One way to pick out whether or not you've gotten everything is to go to the layer that you've been painting all your adjustments onto and you can just turn it on and off. First, you can see what we started with in this case. This is what I had before I started working on it and just turn it on and off quickly. When you turn it on and off, you'll start noticing areas like here. This is an area that when I have it all off I would have assumed that I've gotten rid of. But when I turn it back on, I can realize that I didn't get rid of it at this point. This is another way to just double-check your work. Make sure when you have this on, just scan around the image and then turn it off. Did anything that you thought you would have gotten rid of remain when you turn your layer back o?. This is a way to pick this out. Down here I can see there's a shape I probably should get rid of, there was a shape up here that I can get rid of. I can just do that now, so with my layer turned back one, just quickly paint over top of them. I don't need to be super precise in the case of this texture because it's already a pretty noisy texture visually. There's a lot going on. There's no pattern that we're trying to replicate. It's not a fabric or a tile. I don't have to worry about making sure that all the lines line up. It's not a brick. I can just, anything that sticks out, just pick a new area, paint over it, make sure it doesn't look weird. If it looks good, then we can just move on. Now that we've cleaned up our image and removed most of the identifiable shapes, we're going to call it here for this lesson. However, in the next lesson, we'll be going through and finishing this texture and making it seamless. We'll also be doing more checks to make sure that we've gotten all the identifiable shapes before calling it done. I'll see you in the next lesson. 14. Lecture 14: Finalizing Our Texture - Part 2: Welcome to lecture 14, solving issues, repeating shapes part 2. In this lesson, we'll finish up our sand texture from the last video. Let's begin. Our first steps now are to collapse our image. First, let's select the top layer, scroll all the way down to our base layer. We're going to hold shift and select all these. We can now hit "Control G" to put all these layers into a group. We're just going to name this source. In case we need to go back to this for any reason, we have a re-layer that we use to get to this point and it's just in this group here, so now we're going to hold Alt, click and drag this group here above itself, you can see there's a double blue line and let it go. Having made a copy, while we have this source copy selected, hit control and E at the same time. That will flatten that entire copied group down into a single layer. Let's rename this base and hit "Enter". The next thing we need to do to this layer is run it through the offset filter. Let's double-check that we have the right image size. We go to image, image size and we'll need to know this for the offset filter. It's 2048 by 2048. We can hit "Ok''. Now let's run this base layer through the offset filter. Choose filter at the top, go down to other, and then choose "Offset". Now you type in your numbers here. In this case, we need to type in 50 percent of the horizontal and 50 percent of the vertical. In our case it's 1024 because that's half of 2048. Then 1024, make sure you also have wrap-around selected. Then we can hit "Ok". We'll go down to the bottom here, make a new layer. Let's rename this layer by double-clicking on it. Remove seam, hit "Enter". Now we can zoom in on this image and see what we need to remove. There's going to be obviously a plus sign seam down the middle of the texture. We can zoom in here and just get an idea of what our scene looks like. It's nothing too bad. Just move around, just double-check our seam. Get an idea of what it looks like, and then let's choose a tool. In this case, let's just use the clone stamp. Choose your clone tool here on the left, it's below your brush. Let's just start removing the seam. This should be a relatively easy thing now that we've removed most of the identifiable shapes. You might find that after you've offset this, that you find a few more identifiable shapes. That's totally fine, pretty normal as well. If that's the case, instead, above this base layer here, so select your base, add a new layer. Let's type in, remove shapes. Hit enter on that. Now let's just go through here quick and remove some of these shapes that were probably near the edge of the frame and it wasn't as obvious to pick them out. Like this shape here. Pretty obvious. Let's just remove it. It is also pretty close to the seam. You can combine these steps if you want. You could do removing seams and removing these leftover shapes in one layer. But just say it for the sake of example here I'm going to do it on two different layers. It's a little cleaner. Just go around here, just pick out any shapes that are leftover. Again, this is something that's pretty common when you're removing identifiable shapes once you offset it refreshes your eyes, gives you a new perspective. You might find some stuff that was sort of tucked away in the corner on the texture and it's just something you just didn't notice that's pretty normal. Just go through here, just pick out anything that we might want to remove this time. There's a lot of stuff here in this corner. This stuff that I probably should remove. Again, this is pretty close to the same. This could just all be done during the seam step where we're moving the seam, but we'll just do it now. We'll zoom out, make sure there's nothing else. Maybe pick out some of these light rocks at the top that I forgot. Then we'll zoom out again. We're just going to check our work, make sure there's nothing that's sticking out. Here I can see that there's a lighter spot here where there's less stones and then there's a dark spot here. Let's try to get rid of some of that. Maybe there's a little less stones up here, so it's not quite as bright from a distance. I'm just checking to make sure that I'm sampling from areas that are far enough away from the seam, that I'm not going to be cloning that seam elsewhere. Just try to pick somewhere in each of the quadrants, don't get too close to the middle. Let's just paint out some of this stuff here. I'm pretty happy with that. We can always adjust it after we've removed the seam. Maybe when we're going through here, we might go out a little wide when we're removing it. Let's switch off of the removed shapes layer and then go instead to the remove seam layer. Now we're going to do a similar operation of what we just did except we're just removing the seam now specifically. Let's zoom in here and maybe we'll start at the top. Then just start clicking. Just choose your source from the left or the right, whichever seems better for your image. Just start painting down through it. When you're removing the seam, a bit of a trick is to follow, follow like in this case, the rocks that around it, any shapes that are around it to help make sure that you don't make an obvious painted out seam in the middle. You don't want to just paint straight down the middle, cut all these rocks in half and essentially make a seam where there isn't a seam by making it a very obvious paint out. We're going to want to try to incorporate some of these rocks that are nearby into the new painted out seam. We pick out. We're just going to choose an area here to the right with a little bit of stones and some sand. Nothing that's too obvious. We might just paint around this rock here rather than painting out the whole thing or just going straight down through the middle, we'll just shape around the rock. That we're not making a really obvious clear path right down the middle of the texture where it's not necessarily a seam, but it still visually sticks out as much as the seam would have. We're going to fill in this area here if we find any spots where it's a lot of sand surrounded by a bunch of rocks. We could put a little bit more rocks in there, or we could add a little bit more sand in the area that have the rocks. We got to make sure. Here I can see that I've painted in a little bit of a dark spot. I'm going to get rid of the original dark spot and then get rid of the one that I added. We're just going to keep moving down the texture. Painting out our seam, making sure that we're not cloning in anything that's too obvious. Get rid of that little red rock. Just keep moving down the middle. Don't worry about the horizontal one yet, just get rid of the vertical one first. In this case here, these two rocks next to each other is pretty obvious. Let's just remove one of these rocks entirely. Can leave the other one behind because I don't think it's too bad. We're just going to keep moving through now. Make your way down the middle. Just constantly moving your cloning point. Here's another situation where I'm just going to shape that rock. I don't want to remove it entirely. I don't want to just run a line straight down through it. I'm just going to shape it off. Make sure what you're cloning onto is logical. If there's a whole bunch of stones here, I want to clone more stones on top of it. I don't want to just put a line of sand right down the middle of it. Because then you're going to have that sort of faux seam that I discussed earlier is you'll have a spot where you've gotten rid of the seam technically. But you've just introduced a really bright sand patch. Ina straight line right where the seam would have been into the middle of all these rocks. Try to avoid doing that. Just make sure you're what you're cloning in seems logical. You don't need to make an assessment every single time you move down the line. But if you start cloning and then you realize you're cloning in a lot of rocks into a sand area, or vice-versa, stop, choose a new spot that makes more sense, and then go back to cloning. This is a situation here where I might just try to shape this rock, not remove it entirely. Then again, don't go off the edge on this. Now we're trying to make this seamless. We don't want to introduce a new seam right away. Try to pick a good spot for it and then just right it up to the edge, not over top of it. If you go over top of it, just a pixel or two, it's not something noticeable, but you don't want to just run a line straight down it. I think we've removed the central seam pretty successfully. Now we can zoom in here and let's start removing the horizontal. Same concepts. Just try to shape around the rocks. Make sure you're cloning in things that are obvious and logical for that spot. You don't want to just put a bunch of sand in the middle of it. Then we'll just finish this out here. I'm going to fast forward through this part so you don't have to watch me do something that you've just watched me do. Now that we've successfully removed our seam we can just see that here. We can click this on and off. This is the adjustment we did to remove our seam. Just give it a look over and make sure you didn't make any of those sort of faux seams that I talked about before. Actually, there's not a straight line of rocks or sand anywhere. If you're happy with what you see and what you've created, select your top layer, hold shift and select your bottom layer called base. We can hold alt to duplicate these, drag them above these three layers. You'll see the two blue lines. Let it go and then hit "Control E" to merge all of those copies into one layer. Now that we have a merged copy here, we can run this through the offset filter again. Do filter in either you can do just the offset filter you did before, or if you feel more comfortable going down to other offset, just make sure your numbers are correct, 1024 in this case, since it's a 2048 texture, I hit "Ok", now our texture is ready. We can go ahead and save this out. We can go to file, save. Then you can save out your PSD that we have all this stuff to work with in case you need to make an adjustment in the future. Again, save that out. Whatever name you feel comfortable with. Then we can go to file, save a copy, and then we can save out a finished version of this. In this case, you might call it sand_finished or sand tiled, sand seamless. However you want to name it. Then we'll save it out as a JPEG. But you could choose PNG if you prefer, or a turgor or a tiff. In this case, we'll just use a JPEG. Then you can save out your texture. Over the last two lessons, you've overcome two different obstacles. You've taken an image that was not square and cropped it to a square. You've also taken an image that had many repeatable shapes in it and removed all of them before making it seamless so that it's a more successful texture. In our next lesson we'll be overcoming the obstacle of value differences within an image. I'll see you there. 15. Lecture 15: Fixing Value Differences - Part 1: Welcome to Lecture 15, solving issues, value differences, Part 1. Before we begin, make sure you have all the resources downloaded. This would include fabric_start.JPEG, as well as high pass filter_start.JPEG. Let's begin. To start, let's import fabric_start.JPEG. We can do that just by clicking and dragging it right into Photoshop. Now that we have the image imported, you should notice two things right off the bat. First, you'll notice that this image is not square, similar to the last one. This one's relatively vertical. Then also you should notice that there's different parts of this texture that are either lighter or darker. That's what we're going to be fixing today. You can see the right side of this texture is pretty light, and then it gradiates over to a darker part of the texture on the left. You also notice that in general, there are dark and light spots throughout this texture that will most likely show up once it starts to repeat. That's what we're going to be fixing today. To begin with, let's switch to our Rectangular Marquee Tool so we can crop this image to a square. Go over to the left, choose our Rectangular Marquee. We're going to start our selection in the top-left corner and hold Shift while we do it so that it comes out as a square. That's a uniform square. We can just drag all the way over to the right side. Now that we have our full selection, we can go up to Image, Crop. Now our image is being cropped to a square. Let's zoom in here, hit Control D to deselect. Let's rename this base layer, so double-click on the word Background, type in base, and then hit Enter. Now, let's check the image size. We go up to the image at the top-left. Move down until you see image size and click that. We can see here that this image is 3846 by 3846 now that we've cropped it. The purposes of this example, we're going to size this up and then sharpen this image because I think this is close enough to 40, 96 that we can probably get away with going to 4096 rather than having to go all the way back down to 2048. Let's type in 4096 and make sure it's for both fields that way you're keeping the image square. You can also make sure that you have this little link icon checked. Once we have 4096 typed in for both, we can hit Enter or hit Okay. Now that our image has been resized to 4096, let's zoom in a little bit on the image by holding Alt and scrolling up on the mouse wheel. We can see that the image has lost a little bit of resolution. It's a tiny bit soft, but overall, I think it's enough to work with in order to sharpen it. What sharpening is going to do is try to add back in a little bit of the detail we lost when we scaled it up. It's not actually adding resolution. It's just trying to make do with the best details that we can get out of the resolution that we have. There's a few different ways to do it. We'll go through them now. First, let's start by making a copy of this layer. Hold Alt, and then click and drag to make a copy. Let's just call this sharpen. Then hit Enter. The first thing we need to do is go up to Filter, and then go down to the word Sharpen. Then we can just choose sharpen here. When we click this, Photoshop is just going to sharpen the image a certain amount, however much it thinks it needs to and then that's it. We won't get any control over it. It's just going to sharpen it just a little bit. Let's click this button here. Let's click Sharpen. Photoshop will do its action. We can zoom in here. You can see it was a very subtle change. It really did very little. If we turn off this Sharpen Layer and turn it back on you you see that it's probably such a subtle change here that you might not even be able to pick it up in the video to do the compression. On your end, you'll have to be able to look on your side and see the difference. The more you zoom in, the more the difference should be apparent. But it just makes the details just a little bit more crisp. It makes the edges a little harder, makes the brights a little tiny bit brighter and the darks a little tiny bit darker. This is a really subtle effect. If you're just going for a really subtle sharpening effect, just using sharpen might work. Let's zoom back out a little bit. Let's make another copy of the layer base. Hold Alt and drag this up above the sharpened layer because we're going to go through a few different examples so you can compare them. Let's name this unsharp mask. That's the name of the next filter we'll be using. Since we copied this base layer, we're copying the unsharpened version of it. Make sure you don't copy the sharpened version of this because we don't want to be stacking our sharpenings up. We want to make sure that we're copying the base so that we're only sharpening the unsharpened version to see a good comparison between them. Select your filter button at the top, go back down to Sharpen, and then click Unsharp Mask. You can see here that this has three little dots after it, which means it's going to bring up an option box after we've clicked this button. We'll get some more control over it. We click that, and now we get this box here. You can see right away this made some pretty big differences and it's probably not for the best because it's really higher now. This little button here says preview. If you uncheck preview, it will turn off these adjustments. Just for the sake of a preview, if you turn it back on, it'll show you what you're actually doing. If you uncheck preview, but then hit Okay, it will apply all these changes even though you didn't have previously selected. This is just the visibility for the changes that you're making. You can quickly just see, did these changes help or did they hurt? First, let's go down to the amount and turn this down. Ninety-six percent is pretty high. We'll turn this down. This is just the overall amount that it's sharpening it. Let's turn this more down to maybe a 25%. We can zoom in on this image by holding Control and then clicking on the image. It's a bit different. You can't really use your mouse wheel on this because it has this option box up, so it defaults to a different zooming method. Hold Control and then just click on your image to zoom in. Now we can get a better idea of what this is doing. If you turn off the preview button here, you can see that it's adding a bit more sharpening. This is probably more intense than the last one was even at 25%. We can adjust the radius here. We can see that it's making some adjustments. As we go higher it's making the image a bit more contrasty. It's picking out some more of the darks and some of the lights. Maybe we can turn this down. We can also mess with the threshold down here as well. The higher the threshold here, the less its overall going to be sharpening it because it's spreading that sharpening effect out. Let's just mess with these sliders here until we get something that looks more sharp than what we had, but not too much. We don't want it to look, some people might refer to it as crunchy. If an image is really dark in the dark spots and really bright and overall really sharp, sometimes people will call that image crunchy. It's just a term for that. We can turn the preview on and off, see how it looks. In our case here, we have 25 typed in for the amount, four, for the pixel radius, and six for the threshold. I think that looks good. You have to check this on your end because I doubt that these changes are going to show up in the video due to how subtle they are. But just type these settings in here on your end and see how it looks on your screen. Let's hit "Okay." That's our unsharp mask. Then we have one more method here that we're going to use. Let's zoom out a little bit again by holding Alt and using our mouse wheel. Then let's duplicate base again, the unsharpened base layer. Let's double-click this and rename this camera roll. This is the last method I'll show you to sharpen the image and this is probably my favorite method, but it's also in a filter that is significantly more complex than any of these other ones. In our case here, for now, we're only going to be worrying about the sharpening within this filter. We'll go up to Filter. Then we'll go down to Camera Raw Filter. It's not down here with the other ones, it's a little bit higher because it's an odd filter. Choose Camera Raw Filter. Now this is going to pop up a new window that's much bigger than the other ones and you also see now we have a duplicate of our image in here. The only thing that we're going to worry about for now is this detail panel here, yours is probably going to start up with everything closed. Just open up the detail panel by clicking on this this little v arrow shape. Let's start by zooming in on the image and in this window we can just use the Alt key and the mouse wheel, like we have been before, to zoom in and out. Let's just zoom in a bit on the image, something similar to the zoom level we were before so we can see our changes. In this one here we have three sliders that we can mess with. We have sharpening, which just as we turn this up, it just makes the image more and more sharp. As you can see, as we go higher and higher, It's just getting more and more crunchy, as I said, where it's getting very bright, very dark, and very sharp. Let's turn this down a bit. Let's turn this down to about maybe the 30 mark. A way to preview these change is the Preview button that we had in the last one, is just clicking this eyeball here. If we click this and hold this, it'll turn off the settings just for now that we've set up and then if we let go, it'll turn them back on. If we zoom in a little bit more here, click and hold. You can see that's off now so this is what we had before and when we let it go, you'll see the sharpening. We're getting, I'd say, a pretty decent amount of sharpening here, maybe a little too much, but one thing that we can use is noise reduction to help smooth out some of the sharpening so it's not so noisy and aggressive. Let's turn this up to about 10. As you can see, when we turn this up, it starts smoothing the image out so then it's going to be sharpening on top of this noise reduction. It's not sharpening all those little speckles of noise and grain that we had in this image, it's sharpening the after effect, which is this smoothed out noise reduced version of it. If we turn it all the way up, it gets a painterly look, which isn't really what we're going for. If we were making a more stylized texture, this might actually work for us, but in order to keep it a little bit more realistic, let's turn it down to maybe about the 10 mark. At 10 it's just knocking out some of this graininess that we're seeing in the image. We also have color noise reduction, where in this case, this image doesn't have a whole lot of color noise, but in images where you've taken a picture, like a portrait or something, so not in this case of a texture, but if you turn this up, this will reduce some of that pink and green and yellow noise sometimes, that you get in images, and this will desaturate that noise. It'll try to emit those pink and green noisy dots within an image and it'll try to pull all that saturation out so that it's not as colorful noise as it was before. In our case, this really doesn't do a whole lot for us so let's just turn this down, it's not necessary. Let's leave this on 30 and 10 and then we can hit Okay. That was the last method I'll show you for sharpening. For our purposes here, let's continue with the camera raw version of the sharpen. For now, you can either put these layers into a group and then just hide them, that way we don't work with them anymore, or if you know you're not going to use them either, you can just delete them. In my case, I'm just going to delete them. Let's start correcting some of the value issues we see in this image. The first thing I'm noticing on this image overall, is there's a lot of these little dark patches throughout the texture. Essentially, they're repeatable shapes similar to our previous lessons, however, in this case they're specifically repeatable because they're just a darker shade or a darker value of the same color. In this case, they are essentially, simultaneously a repeatable shape as well as a value issue, so let's correct these. First, let's make a new layer. Let's call this Remove Dark Spots. Hit Enter. Our goal is to remove anything that is significantly darker than the mid-tone we're seeing here. We're going to try to make sure that this texture all falls into this sort that we're seeing right about here, where I'm circling with my mouse. Our goal is to make sure throughout our adjustments here, that we're always pushing the image towards overall being more similar to this medium tone now, that I'm circling here. You can see there's a few instances of it here. Right here is probably the largest patch of it. Let's start by switching to our clone tool. On the left, make sure you have your empty layer selected with aligned, and current and below selected as well on the top. You can zoom in on our image now. Let's just check our brush parameters. Let's right-click on the image, make sure our hardness is set to about 65. Your size, that's more up to you. We need to have a circle brush with 65 hardness. The size I'm going to use right around 70. I might go a little higher or a little lower depending on what I'm doing, but I'll be doing the size adjustments with my bracket keys. I'll let you know when I'm switching sizes and the reason why I might need to, but for now let's just stick with 70 size as well as 65 hardness on a circle brush. Let's just try to find some areas. We know over here to the right, this is the area I was saying that this is the good values that we're looking for. Let's pick a sample here and we can see that this texture has some verticals and some horizontals in it. That's what we're going to try to match up when we're cloning out these dark patches. Let's find a spot. Let's click on the right side of one of these horizontal, brighter threads on this right side. Alt click on that. That's my cloning source now. Now let's move over here and try to find the beginning of this dark spot. Let's focus on this top left one first. Try to line up your clone source to match as much as you can the threads that you're trying to replace. Try to overlay this little horizontal thread that I have inside my mouse right now, inside that clone area, try to line up roughly where there was one before and then just start clicking and dragging. As you move around, hopefully, the alignment of your threads remains close enough that it's too hard to pick out from a distance given how noisy this texture is in general. We can see just by turning this layer on and off, that we overall, have removed that dark spot here. We turn it back on. You can see that it's mostly gone. There is a little bit of lightning that we caught, so we might have caught a spot that was a little lighter. In this case, let's just grab a spot from above. Try to line it up the best we can. Try to paint out some of these light spots that we added. Now let's tackle this larger spot here. Let's choose a spot over here to the right, to our best to line it up with the threads horizontally and vertically, and then just start painting it out. Given how noisy this texture is overall visually, you don't have to be super precise with your alignment on this because overall, from a distance, this is just going to look like a mess of different threads, you're not going to be able to pick out one individual threat at any one point. So just do your best to line it up, but you don't need to agonize over whether or not every single thread meets up with the one above it. Let's zoom out. We can turn this layer on and off just to double-check that we've actually accomplished our goal. I think we did a pretty good job there. Let's look around the image and make sure there's nothing else that we need to remove. I'm seeing some areas down here to the bottom right that we can remove. Let's just sample the areas directly above it. Just paint down, trying to move some of these worst dark spots. There will be methods later on in this video that will help get rid of some of the really subtle ones, but let's try to do our best now to get rid of some of the worst ones off the bat. Let's zoom out and make sure there's no more really dark spots. There's a big patch here that I'm seeing that's generally darker. You'll probably notice it on your texture as well, but this is probably subtle enough that using the clone tool is not going to be enough to repair this, so we will have other methods further on to repair that. Let's just double-check our work, turn off this layer, and make sure we got everything. That's what we had before, this is what we have left. There's an area down here, let's try to get that. There's a little speckle over here. I think that's good enough now for the clone tool portion of this. The next adjustment we'll be using is an adjustment layer. So to create an adjustment layer, go down to the bottom here where your new layer button is, and to the left, you'll see a circle that's cut in half. It's dark on the top and light on the bottom. Click and hold on to that to bring up your "Menu" and then as you move up, you'll see "Brightness/Contrast". Click on that word once you have it highlighted. That will create an adjustment layer. This adjustment layer will adjust the image, given whatever type of adjustment layer you chose, in this case, brightness and contrast, and it will come pre-packaged with a mask layer. So first, let's just adjust this brightness up a little bit. We can see it makes the image overall brighter, or we can pull it down to make the image overall darker. Our intent with this adjustment layer is to just darken the right side of the image. Let's pull this down to about negative ten. Let's select the mask down here on the right, and then we'll go over to our "Gradient" tool. If for some reason you don't see your "Gradient" tool, it's below your "Eraser" tool. If you click and hold on this, you'll see the "Gradient" tool, it also might be selected as a "Paint Bucket" tool in your case, so if that's the case, select your "Paint Bucket" instead, click and hold onto it, and then choose "Gradient" tool. The "Gradient" tool is going to allow us to make a solid gradient, in our case using the foreground and background colors. If you click up here, there's different types of gradients. We want the one that's going to use, it's the top left one, it's all white on the top left and all black on the bottom right. So select that, and now with your mask selected, click on the right side of your image, click and hold, and then hold Shift and drag a straight line. If you're holding Shift, it locks it to an axis so it's only going to move just left and right. Drag it all the way over to the left side of your image. You can see down here on the bottom right, it's made a white gradient all the way to the left side of the image where it fades out to black, which means this adjustment is only affecting the right side of the image. If we hold Shift and click on this mask, we can see what it looks like when we turn it off. It makes the left side of this image darker because we're allowing it to go over the top of the whole image and not just use the gradient. Let's make sure we don't have the red X on it, so it should be white on the right and black on the left. Now, when we turn this on and off, what we're trying to do with this is just darken the right side of the image, but do it gradually because this is a relatively gradual darkening that the image gets from left to right. So by darkening just the right side, and doing it gradually, we're trying to match the darkness of the left slowly enough that you don't notice that we're doing it. The next adjustment will make is another adjustment layer. Let's go back down to the circle. Half black, half white. Click and hold on it and then you can choose "Levels". Now, we have the levels adjustment layer, so "Levels" is working somewhat similarly to brightness and contrast, except it just gives you more adjustment overall. Brightness and contrast is just going to overall make the image brighter or overall make the image darker and then you have a contrast slider to make the image more contrasty. What "Levels" is doing is it gives you a better readout on what exactly is happening. It's doing the same thing just with more control. This thing here is called a histogram. This is showing you the distribution of your lights and darks within the image. On the left here you can see there's very little over here. The white area is what values it's seeing. It's seeing very little dark, it's seeing very little white, and it's seeing a lot of mid-tones. You can see there's little spikes in this mid-tone. These little serrations on the top of this little hill here, those are spots where it's seeing just a little bit more of that value. If you pull this little handle here to the right, it's trying to pull more blacks into the image. And then if you pull this handle on the right, and move it to the left, this is trying to pull more white into the image. And then by using this middle slider, we're adjusting the mid-tone of the image. To start with, let's move this to zero, let's move this back to 255, let's type in one for this sensor one, that's the default for it. It's zero, one, and 255, those are your default values. The slider at the bottom is a clamp, so if you move this up, it's removing white. It's not allowing the image to get as dark as it was. As you push this up, the image gets more and more washed out by removing the black from the image. So it's clamping the value that the black can reach. If you pull this down, it's the opposite, it clamps the value that the white can reach so it can only get so bright. For our adjustment, let's type in 1.05. What that's doing is bringing up the mid-tones a little bit. You can see if we just move this around a little bit as we move it to the left and the number gets higher, it's brightening the mid-tones. If we move it to the right and the number gets lower, it's darkening the mid-tones. Let's type in 1.05. Then we can go down to our mask layer down here on the bottom. When we select this, we're going to flip this to a black adjustment or a black mask. Click on the mask, hold Control and I, and that will invert the color. We've inverted it from white to black. Now we can start painting white into this mask. Switch to your brush tool. Right-click on your Canvas. Right-click on the image and make sure your hardness is set down to zero. In this case, we want our painting to be very subtle. We don't want it to be super hard and chiseled. We don't want people to know what we're painting. The less hardness we have, the more subtle that will be. We also want a relatively large brush. In this case, let's do about 300 pixels. Click off that with your mask selected and make sure you're painting with white. We're going to zoom in here and try to paint out some of these areas that we're seeing that are just subtly too dark. Since we made this adjustment layer, make things brighter, we're going to want to paint on things that are a little too dark. Let's just go around here and just start painting on the image. This might be a little too subtle for you to see in the video so you're going to have to notice this on your end. Paint on this image and just paint into the areas that seem like they're a little bit darker than the rest of the image, but not so dark that we could have fixed them with the clone tool very easily. Just move around. Just paint on different parts of your image that seem like they're just a little bit too dark. We can go around here. Just try to find those spots that are a little bit darker than the rest of the image. I can zoom out a little bit just to double-check, see if we can find any more spots that are just a little bit too dark. Let's start painting those out. This is a relatively subtle adjustment. If we feel like our adjustment isn't strong enough, since this is an adjustment layer, all we have to do is go back to that histogram and we can make it brighter or darker. Paint over all these areas. Now that we have those painted over, Let's select the levels adjustment, so this little levels icon here on the left that'll show our histogram again. If for some reason you're not seeing this histogram at the top-left, make sure you have the Properties tab selected. You might have adjustments or library selected for some reason, but make sure you have properties selected. So with that selected, we can click and drag this middle point and we can see what the areas we painted are and whether or not they're blending in well enough. So one way to do it is just picking a number that you think at the beginning. In our case, 1.05, that we thought was enough. Then if it's not, once we've painted on all our masks, we can just move this around until it meets up. Our goal is to make those spots we painted on disappear back into the image. I want it to blend in with everything else surrounding it. In our case, they were a little bit too dark. If we set it to one, that's what it was before. So we want to brighten this up just a little bit to about there. In our case, maybe 1.1 was actually the value that we needed to use. It's hard to know that beforehand, so 1.05 is a good starting spot. It was good enough for us to start painting and then we can adjust from there. Let's try 1.1 for the final adjustment for this. The next adjustment will make is called the curves adjustment. Go down to your adjustment button again. Click that. Then choose the word curves. It's below levels and below brightness and contrast. Select curves and that'll pop this up. In this case, we're going to leave our mask completely white. In the first one, we did a gradient to try to affect just the right side of the image. In this one, we hand-picked areas with a levels adjustment. Then the curves, we're going to allow it to affect the entire image. But the reason we're allowed to do that is because curves is pretty good at picking out very specific parts of your image in terms of the value. If you make this, you can click and drag this little border between these when it turns to a vertical arrow to make this a bit larger, as you can see more. Curves is going to allow us to click a point on this line, and this works similar to the last histograms. You can see here this is your darks on the left and your whites on the right and this is showing you where your values mostly false. In this case, we have a lot of about 50% between the two. If you click on a point here and you move this point on this line, it's adjusting the values of the image that fall into this range. If we pull it up, it's making it brighter. If we pull it down, it's making it darker. You can see why it's called Curves is because as you can move these points around, it's trying to equalize that line. You're not just making a good point that moves straight up. You're making a nice smooth curve. We can pull this down a little bit. If we put a point up here and we pull this up, this would brighten. This is just making the image more contrasty overall. You can see how you might use this to adjust the visuals of a texture, not necessarily correct it. In our case, this is probably not what we're going to be doing, so we could go in here and try to pick out individual values and move these around and try to flatten the texture out and probably go through a bit of hardship doing that without making it look odd. So there's a different way for us to do this. Go up to the top right here with these three lines. Click that and then go to Reset curves. That's just going to set it back to the default values. In our case, we want to click this little hand with the arrows up and down on it. Once you select that, this will allow you to hover over your image, and anywhere you click and drag, you can see as you move your mouse around the image on the curves on the right side. It's moving that little nodule up and down the line. It's showing you where the area you're mousing over falls within that line. Let's try to find a darker area. Let's select right about here. There's like a little dark spot in the middle of my texture and you can find this anywhere on yours. It doesn't have to be this specific one. Just try to find a particularly dark spot. I'm going to select about here. Once I select it and click and hold, don't just click it, click and hold it. Then you can slide it up or down and you're adjusting all of that value directly from your image so it's doing the exact same thing as we were doing before when we were clicking in the Curves window. However, this allows us to pick directly off of our image. We're now having to guess roughly where on the graph this value falls that we're trying to target. We can just target it right from here. Let's brighten this up just a little bit. You can see it's making the whole image a bit brighter. Now let's try to find the brightest part of the image that we can find. Maybe down here on my image. Looks this, let's pull this back down a little bit. You can see these adjustments are trying to make the image overall a bit less contrast the a little flatter. We're trying to knock out some of these really bright areas. Let's find a midpoint in this image. Let's pull this up a little bit. It's easy to get carried away with these adjustments and then you end up with an odd looking texture. Don't get too carried away with these adjustments. We're going to be doing a final step after this that will tie everything together. Our last adjustment is a bit more involved than the previous. First, let's make this layer panel a bit bigger, we don't need to see all the curves anymore. Let's select your top layer. We can select all of this by holding "Shift". Let's make a duplicate, hold "Alt", drag above. You see the double blue lines above. Now, we've made a copy of all this and we can hit "Control" and E. Now we've made a collapsed copy with adjustments we've made so far. This adjustment is called the high pass filter. However, we can't do it in the same file that we're working in now, we're going to need to save out what our current progress is into a separate JPEG, then we'll open it up in Photoshop again, and then we're going to run the high pass filter, save that out, and then bring it back into this master file. It sounds like a lot of work but the benefits of this filter are usually worth the effort, especially if you're working with a texture that's particularly difficult to pull the value adjustments out of. First, let's save this image. Do File, Save a Copy, and then we can save this out. I've already saved mine, and that's some of the images that you saw in the resources were this. You can save it out as high pass filter_start, or just something that you'll recognize when we're bringing it back in. I've already saved mine, I'm going to hit "Cancel", but make sure you save yours instead. Now we can open up this high pass filter start image that you just saved by clicking and dragging that image out of your file manager and drag in onto this top bar where it's darker. Make sure it says copy and then let it go. Now we've saved out that image and we've re-imported it back into Photoshop. The first thing we need to do is go up to Image, and then go down to Mode. We're going to switch it to lab color. By default, pretty much everything you open unless it's a file meant for print, is going to start in RGB color. We need to switch ours to lab color specifically for this filter. Once you click Lab Color, now we're in a different color space. It's not important that you know the difference between RGB and lab color, just know that in order to use the high pass filter, you're going to want to switch to lab color. The reason why we saved out a version of this file that's flattened and brought it back in is because the lab color doesn't play well with the adjustment layers that we had in the previous file. It will try to collapse them into your image, or it'll delete your masks, or it'll just delete the adjustment in general because lab color doesn't support those adjustments, in order to avoid destroying our original file, we just save out a collapsed version of it into a new file, open it, switch it to lab color when it's empty, when there's nothing over here, and then we can save this back out and move it back into our original file. Now that we're in lab color, we're going to switch to channels over here on the right. This is the main reason why we switched to lab color, because this has a channel called lightness and this is what we're actually going to filter. We're going to run this through the high pass filter. In RGB, you wouldn't have a lightness, you would have a red, green, and a blue channel. Here we have lightness a and b. Select your "Lightness", go up to Filter, go down to Other, and then choose High Pass. Now high pass will pop up an option box here. We can zoom in on their image. Just hold "Control", and click on your image to zoom in a little bit. Here we can see what high pass is doing. If we turn it all the way down, it's going to make the image entirely uniform, it's just making it a big gray blob, if we turn it all the way up, it's doing essentially nothing. We can zoom out a little bit by holding "Alt" and clicking on our image to see that it's essentially the same image that we had before, not much has changed, but as we lower this value, you can see it's slowly starts to make the image more and more uniform. We don't want to go too crazy with this, so we turn it all the way down to about nine in our case, it's too much, it looks alien. It totally removes any life that the texture had. Let's turn this up, let's see what 50 looks like. Once we type in 50, you can hit the "Preview" button here on and off. We can see that it's removing a lot of this dark area and it's darkening a lot of this light area to try to move it all towards the middle of the texture. It's trying to keep everything right in the middle, right all in the same range in terms of value so that you're pulling out a lot of this dark and speckled light. We just want to make sure that we're not going too high with this. Too high on the right side, too high of a number, we're not doing anything, we're probably not doing enough, and too low, we're doing way too much, it's going to make the texture look really bad. Let's try 50. We can click this on and off, just to make sure it looks good. Once we're happy with it, we can hit "Okay". Now we can select the lab at the top here and channels to like lab. We can zoom out and we can see what it did to our texture. Overall it made the texture a little bit brighter, but in general, it's a lot more uniform. Before we save this out, we need to switch it back to RGB. We're going to go to Image, Mode and switch it back to RGB color. Now you can see up here it says RGB. That's how you know what color mode you're in. Now, we have an RGB, you can go File, Save a Copy, and then save it out as a JPEG. I would just save this out as high pass filter and we're finished, or however you want to refer to it, but this texture isn't entirely done yet. We need to make sure that we're saving out a version that we know is after the high pass filter but before our final adjustment. You go ahead and save out your image. This can be just a JPEG. Now we're going to need to go back to our first file, the file we were originally working in, go back to your layer panel, and now we can drag in that image that we had just saved. In this case, I will drag in high pass filter, and I can just drag this directly on top and that'll fill my Canvas now and I can hit the little check box at the top or just hit "Enter". Now you can see the difference here between them. This r 16. Lecture 16: Fixing Value Differences - Part 2: Welcome to Lecture 16, solving issues, value differences part 2. Let's pick up where we left off in the last lesson. Now that we have all of our value adjustments made, first thing we're going to want to do is put all this into a folder and then collapse it. Let's select the top layer. This value is a value adjustment we made to darken the texture. Select the base layer by holding Shift. Then we can hit Control G. Let's just call this source in case we need it for the future, then we can make a duplicate of this by holding Alt and dragging it then we'll select that duplicate and hit Control and E to collapse it. Let's rename this base. Then we can make a new layer. Now at this point we just need to remove the seam, which hopefully should be pretty easy. Let's make a new layer. Let's call this remove seam and then hit Enter. Now that we have our new layer made, select your base layer. Go up to Filter Other Offset. Then let's offset this by 50%. We can type in 2048 and then 2048, so that we're offsetting it 50% to the right and then 50% down and we can hit Enter, or Okay. Let's go back to our remove seam layer and switch to our clone tool. Now we can zoom in. Let's just try to remove some of the seam that we're seeing here. The seam is going to be hard to pick out because it's so noisy. It's going to take a lot of just zooming out, double-checking that you're actually repairing the seam and then zooming in. Let's just pick a layer, or a stitch down here. Let's go up to the top try to line it up the best you can. Now we can just start painting this out so I can tell that the seam is right about here. In our case here, just try to vary your stroke up and down a little bit. Try to make it a little bit zigzag, a little bit uneven. You don't want it to be a perfect straight line. It will make it easier to pick out in case any of these seams don't line up, or any of the stitches rather, just varying, or stroke up and down a little bit will help with that. Be careful not to go off the edge. Paint out that scene there. Let's zoom in here so we can see we have a seam right about there. Let's pick out a stitch here and start painting it out. We keep moving right along the side here. Just continuing to zigzag up and down like I am. That'll help hide your painting. Your brush should still be set to the 65% that we had last time but if it isn't, make sure it is. It's going to be working at 65% hardness and roughly 70 size seems to be working well for me. Pretty happy with that. Now we can select our removes seam layer once you're ready. Select your base layer, duplicate them by holding Alt and drag and then hit Control E and this is your final layer. This is your finished texture. Now that it's finished just like the last texture, we can first save your PSD if you haven't already. Make sure you save your PSD by doing Save As. Then you can save out a PSD and then name it Fabric finished, or fabric, or whatever you'd like to call this texture just make sure you save it. Once you have your PSD saved, go to Save a Copy and then just save out a copy of your texture let's say, fabric_finished like I have and then you can save it out as a JPEG and then hit the Save button. In these two-part series, we've gone over how to resize an image and then sharpen it to add back detail. We've also figured out how to remove value issues within an image through multiple means such as filters as well as adjustment layers and using the Clone tool. In the next series of lectures, we'll be going over how to fix color differences within an image. I'll see you there. 17. Lecture 17: Fixing Color Differences - Part 1: Welcome to Lecture 17, solving issues, color differences, Part 1. Before we start, make sure you have the resources downloaded. You need to have containers_start.jpeg downloaded for this lesson. Let's begin. The first thing we need to do is import our image. Let's import containers_start into Photoshop. We can just click it and drag it in. You'll see that this image is already square. We don't need to crop it. However, we do need to resize it. Let's check the image size by going up to image size. We can see here the resolution for this image is not very close to 4K. We're going to have to size this down to 2048. Let's type that in now, 2048. Make sure both height and width are set to 2048, and make sure that you have the lock icon on so you don't have to type it in twice. Now we can hit "OK". Now let's zoom back in on our image. The most obvious thing you'll notice about this image is that it has a lot of different colors in it. Let's assume for the sake of this example that our intended goal is to make all of these storage containers have yellow doors so we don't want to see any red, this light blue or this dark blue. Throughout this lesson, we'll be going through and figuring out how to make all of these different color doors into this same yellow color. To start, let's rename this base layer. Let's double-click on background, type in base, hit "Enter", and let's make a new layer. I'll click the New Layer button down here in the bottom right and let's rename this clone tool. The first thing we're going to do is we're going to try to use the clone tool to remove at least one of these containers. The container we're going to remove is this one here because it's the most different to the rest. One it's a different color, which that's obvious. However, the darker squares here that doesn't show up on anything else on these containers, so all these containers have words on them, they have stickers, they have different symbols, some spray paint. However, none of them have this very obvious repeating square rectangles on it. The first thing we're going to do is remove this whole container and we're going to use the clone tool to do that. Let's switch to our clone tool over here on the left. Make sure you have current and below and aligned, checked, and let's zoom in. First we need to figure out which of these containers we're going to use to replace this container with. Let's choose this top-left or the top-right rather. This top right corner, let's zoom in here and try to find a good spot to register it to the bottom left one. Hold Alt and click here so the bottom-left corner of this yellow container. Let's zoom out. Now we can go back down to this one here. Let's make our brush just a little bit larger and zoom in. I'm using the brackets on your keyboard, the right bracket to make it bigger or the left bracket to make it smaller. Let's try to line this up the best we can so that the overlap of these square areas with the circles in them meet up roughly where the blue one is. I think that's good. Let's just start painting this in now. You can see we're painting the container from the top right, which was yellow, over top of this container, which is blue. Let's quickly just zoom out a little bit we can make our brush just a little bit bigger with the brackets. Let's just quickly paint out this container. Now the bulk of that is gone. There are some repeatable shapes here that maybe we want to get rid of, so maybe this little LP, we only want it on the top one, so let's just make our brush a little bit smaller. Let's just quickly paint out this LP. Because that's a somewhat identifiable shape. Cheer lining up these lines a little bit. That one's gone now. Let's just repair these corners here. I think the bottom ones turned out fine. Those lined up really well so we're going to leave those. However, these top ones, you can see they're a little cut off, mostly because this container ran right to the top of the frame. Let's just try to find a square area here that matches up relatively well with what we have leftover. Let's prioritize using one of these yellow ones since it's already yellow. Let's start here on this bottom right corner by holding Alt and clicking so it's a good spot to start with. Let's go up here then just try to line it up the best you can to what you have. Then you can just paint over top of this. You can see that it basically just removed that little edge we were dealing with. We can make our mouse just a little bit smaller, a little paintbrush then paint in here. Be careful that you don't get too much of this yellow here, so we might not be able to use that spot there. Maybe we just sample from this black. I'm going to hold Alt, sample from the black right here as my clone source. Then I can just use this to fill in a little bit of these gaps. I want to make my brush a little bit smaller. Sample here directly to the left. I'm just going to quickly paint this black line all the way across so we can assume that this is probably just a shadow here. I just want to get rid of this little blue line that was leftover from the other container. Then once we get to the other side, we'll fix the other corner and then we'll be good on this I think. Let's paint that out. Maybe get a little bit of that, and then let's try to find a corner to replace that one with. I think this corner down here looks nice so let's use this. I'm going to register it on this bottom left corner. I'm holding Alt and clicking that. Going back up here. Now I can try to find where this would line up logically. I think right about there. It looks good. We can paint over this to complete that corner. Again, we might need to paint a little bit of black in here so I'm going to sample from this, from the black, make my brush a bit smaller, and then just paint this black in here to mimic that shadow. Then let's complete this. The color of the yellow here is a bit different. I'm just going to paint right up to the edge here to bring back this more desaturated yellow that it was. Now we have this entire container that was blue, is now yellow. And we fixed this little LP that was down here. It's okay to have it once, but to see that multiple times, especially considering we're already cloning this container down here, we probably don't want to also clone one of the more recognizable shapes on it. That's how we could use the clone tool in this case to help make all of these containers yellow. The next color we're going to tackle are the red containers. For this change, we're going to make an adjustment layer called selective color. We go down here to this circle and cut in half, that's our adjustment button. Then we're going to choose the very bottom one called selective color, so go ahead and create that. Now before we do anything, let's put this into a group because we want to eventually put a mask on these red ones so that we're only affecting the red and not the other two blue. Let's select the selective color. Hit "Control" and G, then let's rename this red containers. That way we know what the purpose of this group is. Another thing we can also do is to right-click on this hide for this group. We can actually change the color of this layer, just as a reminder is what this is for. This is a way that you can use for labeling, you can mark layers in red that are affecting red things, you can mark layers in red that are obsolete layers. This is just a way that you can adjust just the visuals of your layer panel to help make it more readable at a glance. For our purposes, let's just make this red. You can see here it just makes these buttons on the left red. These are just left as the default gray. Anything inside this group, since I changed the group to red, it'll change every single layer inside the group with it. As we add new layers to this group, we may need to make them red as well. The point of this selective color is it allows you to change a specific color. You're selecting the color that you're adjusting, and then you can adjust the cyan, the magenta, the yellow, and the black of that color. In our case, we're trying to adjust red. Let's select the red from the drop-down up here by default it's set to yellow. Let's choose reds. [BACKGROUND] Now let's zoom in a little bit on our image. You might have to hit "Enter" so if you tried to zoom in and it's not doing anything, you'll notice that over here in this red column, there's a little bit of a blue highlight around it. That means it's still trying to select this, this drop-down menu so if you just hit "Enter", it will confirm that selection of red and now you can go back to zooming. I'm just going to switch to my rectangular marquee toolkit here because eventually we're going to put a mask on this. Let's zoom down to about here that way we can see a little bit closer and we're seeing the yellows that we want to affect, as well as the reds. Now if we move these sliders left and right, you can see it's adjusting just the reds because we're telling it to only affect the red colors. What this slider is doing is either adding cyan to the color, which in this case cyan and red are opposed so it's making it darker and desaturated. Or we can pull cyan out of the color which is making it more saturated and a little brighter. In our case, let's pull the cyans out a little bit. Let's pull the magentas out of this color as well so we can either add magenta, which is the wrong direction in our case or we can pull it away. You can see as we slide this down, it's affecting these reds and pushing them a little closer to yellow. This one's getting a little closer than the others. Then here we can either add or subtract yellow. In our case, let's add a bit of yellow to this. You'll notice it's not exact right now. This isn't the exact correct yellow color, but we're at least pushing it closer to it. It's going to make our further adjustments easier and easier as we get closer and closer to yellow. Let's add a bit of yellow to this. We can probably just make this max. Our initial adjustments here are going to be pretty strong because we're not doing any subtle adjustments yet. We're really just trying to push everything as far yellow as we can and then we'll start doing more minute adjustments after that. We can also adjust the black levels. If we add black, it's going to make it a bit darker and if we pull black out, it's going to make it a bit lighter. In our case, we probably don't need to mess with that too much let's just leave it there, it's zero. The next thing we're going to do is actually duplicate this exact same layer so that we're doubling up the effect. Because we've already gone as far as we can here, up to 100 percent, we can't go higher than that, but we're still not close enough. If we hold "Alt" and duplicate this, we've now doubled the effect of this. We've brought it up to 100 percent here and then we've made another copy of this that's bringing it up a further 100 percent on top of that. We can see that just by moving these down so we're having the same effect, but it's now referencing the color that this left, the red. It's now making the adjustments to that more orangey color and going even further closer to yellow. Before we add our next effect, we should add a mask to this layer, as I mentioned before. Let's select the red containers layer and we can hold Alt as we click our mask button, and that will make it black mask. You can see it's removed all the effects we've done, but only because the mask is entirely black. For now go up to your rectangular marquee tool and we're going to make selections around these red containers. Let's select around this one. Try to be relatively precise. These effects that we're doing are mostly affecting red so it's not a huge deal if you go over just a little bit into the next container, but if you can be a little bit more precise, tried to. We have those two selected, now we just need to select this bottom one. To add to your selection don't forget to hold the "Shift" key as you're adding selections. As you make the first one, and then hold "Shift", and then you can make the second one and it will add it to your selection. If you need to make any adjustments to your selection, say you went too far into another one, you can hold the "Alt" key and then drag out a selection and it will chip away at the selection you had made before so I'm going to control Z that because that was just an example. Now I have selections around the three red containers and while I have my mask selected for this containers group, I'm going to hold "Alt". Actually in this case, I'll need to hold "Control" so this will depend on what colors you have in your foreground or background. If you have black in your foreground and white in your background, you need to hold "Control" and hit backspace to fill this with white. If your colors are flipped and you have white in your foreground and black in your background, you'll need to hold "Alt" and backspace instead. Now we can hit "Control" and "D" to de-select and we can see now that our effects are back just as it was before. Once you have your mask made, let's add our next adjustment layer. The next thing we need to add is a hue saturation adjustment layer. Click your adjustment button down at the bottom, the circle that's cut in half and then scroll up to hue saturation then add that layer. This works a little bit like the selective color with a little bit less control. We're going to go up to here where it says "Masters" so by default, you would normally use this by just adjusting the saturation entirely. If we hold "Shift" and click on the mask that we just made on the red containers group. Click that and that'll hide the mask. [NOISE] Then we can select our hue saturation. You can see that if we just turn this up or down, it's just going to make the image entirely more saturated and that's not necessarily what we want in this case. Let's set this back to zero, let's "Shift" click back on our mask again. Now we're re-enabling it then we can select our hue saturation layer again. In this case instead of master, which means it's affecting the entire image, every color within it, we can target specific colors again. In our case, let's target just the yellow. Select yellow. Now we can zoom in a bit. Again, if you have the issue where it's not allowing you to zoom in, just make sure you hit "Enter" and that'll select the yellow and make sure it's not trying to affect that. Now let's zoom in a little bit to this top right. We can see the difference now that we have between our yellows. However, now we can adjust that. Let's make the saturation higher on the containers that used to be red. We can raise it up so it's more similar to this container here. In our case, our containers a little bit too dark so let's brighten the lightness up a little bit. If we move the lightness up, it's going to make that yellow a bit lighter. We can raise it up to about there. I think the warmth of these are a little bit off. I think our texture might need to be a little bit warmer. We're going to select the hue slider and it's only going to adjust the heel of just the yellow. It's going to shift it towards one color or away from another. It's more and more yellows up a little bit by going to the left. I think negative two is okay, and we might need to make it a little bit brighter now. We raise our lightness up a little bit. We can adjust our saturation as well. It's a lot of just hopping around between these sliders and dialing it in. It's all very minute adjustments that we're making. I think that looks okay so in my case I have negative two for hue plus 38 for saturation and plus 29 for lightness. Let's zoom out. I'd say these two containers up here doing a pretty good job of matching. However, this one down the bottom in the middle is not as close as these were and that's because of this red with a little bit different to begin with. Let's zoom in just on this container on the right. We're going to make another adjustment layer. In this case, what we're trying to adjust on this is actually the brightness so let's make a levels adjustment. We'll make a levels adjustment layer. We're going to hold "Control" and hit "I" with the mask selected and now will invert this mask so that it's all black and then we can make another mask so that it's only affecting just this right container. We're going to select the rectangular marquee tool. Move our selection around so that we're getting a pretty good, nice close selection just on this right side. I think about there looks good and now we can fill this with white so in my case, since I have black in the foreground and white in the background, I'm going to hit "Control" and backspace to fill that in. Now we can zoom out a little bit to compare these. Our goal is to make this one about as bright and saturated as this so let's adjust our levels. Select the levels adjustment icon here. Then we're going to pull this right part of the histogram up so we're trying to make the brights brighter on this image. As we pull it up, you can see right away it starts looking more similar to the others. Let's pull it up to about here so in my case, it's about 236 maybe. Let's see if maybe we can move the middle slider as well to make it a little closer to the others. About 1.10 for the middle, and about 236 for the far-right slider. [NOISE] Now let's zoom out. Is there any adjustments we need to make further to this one? I think this one now, these a little bit more saturation as well to meet with the others. Let's make a hue saturation adjustment. Click the button at the bottom, hue saturation, and this mask starts out white. However, we can copy this mask onto it so we don't have to redraw it again. Select this levels adjustment mask where we made just a selection for this. Hold "Alt" and drag this mask on top of this one and you'll just duplicate this mask directly on top of it so now we have a duplicated mask. We can select this, switch it back to yellows again, we don't want to be affecting all the saturation because we don't want to affect this blue or the gray bars, or the white, so we only want to affect the yellow. We've switched it to yellow now and now we can just bump up the saturation a little bit more so that's a little bit more in line with the others. Maybe we'll mess with the lightness a little bit. I think that looks good. In my case, I did pl17 for saturation and +5 for the lightness. Let's zoom out, look at all the yellows that we have now. I've just collapsed this layer here. Once I'm pretty certain that I've done what I needed to on this. I can collapse this just by clicking the "v" downward arrow. Click that and just collapses it. I can turn this on and off. We can see where we started from. One thing you'll notice as I turn this on and off is the yellow is a lot closer. However, I actually change the color of some of these stickers on here. If we didn't want to change the color and the stickers, and we only wanted to change the color of the pain, there is a way we can affect that. Select your mask for the red containers group. Then let's zoom into this sticker here. Let's make sure you have your rectangular marquee selection. We can make our selection here. Hold the space bar to slide it up a little bit so you can fine-tune the position of it. Let's try to get a selection just where the sticker was. I think right about there looks good. Now, with our mask selected, I'm going to hold Alt and hit "Backspace" to paint black into this mask here. Now, I'm saying this entire mask is not allowed to affect the sticker. Again, if your colors are flipped, make sure you're using control and backspace instead if you have whitened your foreground. Now, we can hit "Control D" and zoom out. We can see now that that sticker has remained red if I turn this layer on and off. Now everything else is yellow except for that sticker. Another sticker over here that did change pretty significantly was this one. This sticker here was orange. Let's make sure that remains orange By doing the same thing, we're going to zoom in, make sure you have your mask selected. In our case, let's switch to the polygonal lasso tool. The Lasso tool is below the rectangular marquee, click and hold on this, and then choose polygonal lasso. Let's zoom in, and then let's just try to get a nice selection around this. Doesn't need to be super exact because this is a relatively minor detail. But do your best to just hug the edges of where this sticker was. Select around it. Now, the same thing in my case, I'm going to select this mask, hold Alt, and hit "Backspace" to fill it with black. I'm saying this mask is not allowed to affect this area that I've filled with black. Now, if I zoom out, I have that orange sticker back. Doing it this way, so if you Alt-click on your mask over here, you can actually see the black and white that you filled in. It's a more clear picture of what you're allowing to be affected. Anything in this case that's black is not getting any adjustment, including these two stickers and anything that's white is getting a fool adjustment. If for some reason we wanted to have just a half adjustment, we can paint this stuff in with like a 50% gray. The closer it is to white, the more adjustment it's getting, and the closer is to black, the less adjustment it's getting. To get out of this black-and-white version, just hold Alt and click on your mask again. Now, let's correct the colors on the bottom right container, the light blue one. Let's switch to our rectangular marquee tool. Because we're going to be making a mask right away. We can zoom in here. Let's make our adjustment layer first. First adjustment layer we're going to make is a hue saturation adjustment layer. With this adjustment layer select the new one, we can hit "Control" and "G" to put that into a group. Let's rename this light blue container. Again, we can change the color of this if we feel like it, so we can right-click on this "I". Then, in this case, let's just choose the blue. However, there aren't too blues, so once we get to the darker blue, we might have to choose a new color for that. We'll choose blue for this. Select your group at the top, the light blue container group. Apply a mask by holding Alt first, so it's all black. Now, let's select just this bottom right corner so that all of our adjustments are only affecting this bottom right corner. We can click and drag with our marquee tool selected from the bottom-right corner. Let's just try to get a good selection on this as best we can. That's only affecting this bottom-right container. Once we have that selection made, I'm going to hold Control and hit "Backspace" to fill this area with white. You can see by Alt-clicking on my layer here, I fill this in with white, which means all of our adjustments are only going to affect this bottom area. Now, I hit "Control D" to deselect. Now, our goal is the same as the last one, except for starting from a different point. We have to start with different adjustments. In this case, we have our hue saturation created. Let's go up to the word master at the top. Let's switch this to science. In this case, since this is such a light blue and it has a little bit of green in it. It's actually closer to cyan than it is blue. We'll choose cyan in this case. Our goal here is now to shift this as close as we can to yellow. We're going to do this with the hue slider at the top. As we move this left and right, you can see it's actually changing all that cyan color to a totally different color based on where the hue slider at. Our goal is to slide it as close as we can to something that resembles that yellow. Might be a little bit warmer. Maybe not quite orange. I'd say about there is okay. In our case, I switched it to -135 from the blue rather to this yellow color. Now, our next adjustment we need is we're going to put another selective color adjustment on this. We'll choose selective color. So in this case I already have yellow selected. If you don't already have yellow, just make sure you select yellow. Again, if you have this blue line around here, around the word yellow, just hit "Enter" to make sure that it's confirmed that selection, and it won't prevent you from making other actions. Now, we can just start adjusting this yellow to meet up with this yellow to the left. This yellow right now is a little too green. In our case, cyan is the closest thing, the green one we have here. Let's pull a little bit of the cyan out of it. As we pull it out, it's getting closer to orange. Let's mix with the magenta. I think making it around -8 is helping. My cyan right now is at -58. I have -8 for magenta. Let's see what the yellow slider does. Sometimes you can just slide it back and forth and see which one feels correct. You don't need to know immediately, I need to go this way or this way. In this case, we know we want to probably add a little bit more yellow so we can go to the positive direction. But usually when you grab these sliders, just slide them quickly left and right and see which one is going the right way. You don't need to know immediately, I need to go to the right. A lot of these color adjustments are just feeling it out. Let's add a little bit more yellow to it. In my case, I did +14. Then how about the black slider? In our case, I think it's pretty good. I might need to go down a little bit. I'm going to do -8. To match all my settings I did here, I did -58 for cyan, -8 for magenta, +14 for yellow, and -8 for black. Let's add another adjustment layer. In this case, we'll add another hue saturation because it's not quite the same yellow yet. We're going to try to dial it in just a little bit closer. We get onto our adjustment button, hue saturation. We're going to switch it back to just yellows. We don't want to work on the master level. Now, I think this yellow, let's see if the hue maybe is the issue. As we slide it left and right, you can see if the hue starts matching up. It doesn't seem like it's our hue. It might need to go a little bit warmer. I'll try to do -1 for mine. Is it possibly the saturation? When I think in our case we need to be a little bit more saturated, possibly. Maybe +2. Just a tiny bit. Then we can adjust the lightness, slider. Let's pull that lightness down just a little bit. Now, I can zoom out a little bit and check our work and see how it's feeling compared to the other yellows. You can see that these yellows aren't all exact, but in most cases, some of these containers would have faded a little bit differently than others. Some would be a little older, some would be a little dirty, some are a little newer. It's not important that every single yellow is a carbon copy of every other one. They just need to all look yellow in our case. Let's zoom down here and turn off this layer just to make sure any adjustments we made aren't too weird. Let's select this. Let's just turn this layer on and off. One thing I'm noticing is it actually adjusted the color of these stickers here. They should have been blue, but now they've been adjusted to a green color. Just like the last one, we can select, like the red layer, we can select this mask. Let's zoom in here. Rather than using a selection tool, let's just switch to our brush. Then we can zoom in here and let's just start painting out stuff. If you notice as you change the size of your brush, that it is not showing up, it seems to just be always this little crosshair. Try hitting your "Caps Lock" button. Caps Lock we'll switch it into, I think it's what it's called a precision mode, which will allow you to see exactly where you're painting with the center here because you have a more defined area you're painting. You don't get to see the size of your brush when you're doing that. If you ever run into an issue where you just can't see the size of your brush at all. Hit your "Caps Lock" button. Now, we can make our brush a bit smaller. Let's just paint out these areas on the words that used to be blue, and make sure they stay blue. Then we can do this one. Try to make sure you stay pretty close to the sticker here you don't want to paint too far into this because then you'll start turning it back to blue. Let's just paint this out so that way it stays mostly blue as it was before. Unless you were pretty big fan of shipping container companies, you probably won't know what color these are supposed to be, but in our case, we knew they were blue, so it's pretty easy to make them back to blue. The last container we need to adjust is this blue one in the middle. This one's going to be a little bit more of a bumpy ride in terms of the color to color transitions. Let's zoom in down here. Now that we're surrounded by yellow and we don't need to focus anyone specific yellow, we can just have it surrounded by it so we know how well it's fitting in with the group. Let's make a hue saturation adjustment layer. Let's immediately put this into a group by holding Control G. We'll call this blue container, and then let's apply a mask to this by holding Alt and clicking the Mask button down here to make it black. Then we can zoom in, make sure our selection meets up just with the blue one, try to make it as exact as you did the others. Slide it left a little bit by holding space. I think that looks good. Now, make sure your mask is selected and then fill it in with white. In my case, Control Backspace, then Control D to de-select. Our goal for this blue is we need to move it down the steps and get it closer and closer to yellow. To begin with, we're actually going to make this green, to start it's going to be a blue-green color. Select your Hue Saturation, go up to where it says Master, and then switch to blues in this case because this is a lot closer to a more standard blue than it is cyan, like the last one. We'll select blue, and now let's start moving our slider to the left. We're looking for more in that bluish green color. Maybe it needs to be a bit more saturated. Let's adjust the lightness as well. Let's get it brightened up. Say about there it looks okay. You can see we're not turning it yellow right away because this color is just so far removed from yellow to begin with. Let's turn our saturation about here, so maybe about plus 50 for this saturation. I think our hue is pretty good, so we'll do -130 for the hue, and then for our lightness, let's just do a nice round number we'll do 80. If we also wanted to change this layer color to be color-coded like the others, in this case, since we don't have another blue and it's currently green let's just choose green. Now we can see that they're just color-coded by what each of them is affecting. Our next adjustment is going to be a selective color, and then let's make sure you have it set to cyan in this case. We're trying to make this more of a yellow-green so we're trying to get as much of blue out of it as possible. Let's pull the cyan down. You can see it's starting to move a little bit more green, it's pulling some of that blue out of it. It's pulled the magenta out as well, so making it -100 for the magenta, and you wouldn't normally always have to go to the 100% mark on every one of these sliders for selective color it's just in our case that we're making such drastic color swings that usually requires us go into 100%. Let's add a bunch of yellow to this so it's more of a yellow-green and we need to adjust the black. Doesn't seem like in this case that the black really helps or hurts so let's just leave it at zero. Now we'll go back down to our adjustment layers, choose Hue Saturation again. In this case, let's switch it to green because that's mostly what this is. Now we can actually start shifting more towards yellow, at least a color that is going to read as yellow. We can adjust this hue slider. Sliding it left, you can see if we can find an actual relatively yellow color within this. Let's go back here. Let's increase our saturation so we can see what color it is a little bit better. Maybe it needs to be a bit warmer. Then how about our lightness? I think in our case the lightness is probably okay all it's really doing is desaturating it. Let's leave our lightness at zero. Can the saturation possibly be a bit higher? I think so. Let's leave it here. In this case we have it set to, it's affecting the greens, the hue is -66, the saturation is +40, and the lightness is zero. The next adjustment we make will be a selective color again. You can see we're just doing a lot of stacking of these adjustment layers so each one has a purpose, even though we're using the same adjustments back-and-forth from those case, each one has a specific purpose where it's pushing it closer to the color that we want because each of them is a little bit better at affecting a specific part of the image. We have selective color now. Let's go to our yellows first. Let's pull some of the cyan out of it because right now it's reading as green and since cyan is a green-blue, as we pull it out, it gets more and more. Let's pull down to maybe let's try about this -73 mark. If we pull the magenta out, it's going to get a little less orange, so let's pull that out a bit. Then do we need to add more yellow in our case? I think we can add a little bit more yellow. Let's see what the black slider does, is that helping us at all? It doesn't really seem like it we might want to pull it down a little bit just to lighten it up, and you can see we're getting closer to the yellow but it's still not correct. Let's see, maybe the greens is something we can effect. As we slide this, we're saying that we're not really getting a lot of effect on the greens because even though the image currently looks a little green, as far as it's concerned, it doesn't have much green in it so most of the effects that we're getting are in the yellow range as well. We can again add another selective color to see if we can try to pull this closer and closer to the yellow that we need to make sure you're affecting the yellows, you can again pull more of the cyan out. Let's pull a little bit of magentas out still, and then the yellow seems like we're probably right on the money I think with the yellow. Now let's try to add a levels adjustment to brighten this up. Right now it's darker than the rest of them. The rest of them have a bit more brightness in them. Let's try to bring this one up to match. We're going to grab the right slider, and add a bit of brightness to this and you can see it's starting to feel a little bit more similar to the rest. To brighten it up, we can adjust this middle point to adjust the mid tones. I don't think the mid tone is needed too much adjustment. In our case, I think we can just leave those. Let's zoom out and see how it compares. It seems like it might be a little too bright now, pull this down. I think in the case of this blue and that's probably about as close as we're going to be able to get it initially. One last adjustment we can make to this blue container that it has some weird green areas where the color correction got a little out of hand. Let's add a hue saturation layer and in this case we can just leave this on master and let's pull this down. Let's desaturate that. It's pulled down to basically, let's do like -80, we don't want to pull all the color out of it, the most of it and we're going to flip the color of this mask so we'll hit Control and I, with the mask selected to make it black then we can switch back to our brush tool and zoom in here, make sure you don't have your Caps Lock turned on if you do, just turn it off. We can zoom in and let's just paint this desaturated hue saturation layer, one to this area here. Let's get rid of some of this weird green color. We also got a lot of yellow in some of these stickers. That probably isn't intended. Let's just go through here and just softly paint this out, bring them back more to just like a white and black sticker. There are some spots here where there's a little bit of this greening that we're getting. Those 18. Lecture 18: Fixing Color Differences - Part 2: Welcome to Lecture 18, solving issues, color differences, Part 2. Let's begin. In this lesson, we'll be learning an adjustment called match color. This works a bit differently than the last adjustments we've gone through. The first thing we need to do is make a duplicated collapsed version of what we have. Select your top layer, hold Shift to select your bottom layer and that'll select everything between. Hold Alt and drag above to make a duplicate of everything, and then we can hit Control and E to collapse that. Let's rename this layer base and hit Enter. The goal of match color is to take the colors from one portion of an image and apply it to another portion of an image. In our case, we're going to use this bottom center container as our source color. We want all the other containers to match this color as much as possible. To do this, we need to make duplicates of each one of these containers specifically because we want to color adjust each one of them individually. To start, make sure you have your Rectangular Marquee Tool selected. We're going to zoom in up to the top left, then we're going to drag down from the top and try to select just this container. Do your best to make sure you're getting just that container without too much overlap, which you have a good selection. Hit Control C and then Control V and that will make a layer here that's a duplicate of what we had before. Now we have just this top layer selected. Now select your base layer. We're just going to go down each one of these and make a duplicate by doing control C and then Control V. I'll do control C, control V. Make sure every time you do that though, you have to select your base layer else you're trying to copy out of a layer that might not have any info in it. Again, Control C, Control V at the top here. Once we have this selected Control C and Control V. Now I have a third layer. I'm going to go through each one of these and make a duplicate. Go ahead and follow along as well. Now that you have all your duplicates made, select the duplicate that you've made that is the bottom center container. In my case it's Layer 8. If you were following along in the same pattern, yours should be about the same place. You can see by the thumbnail, I can see that it's the bottom center of the Canvas. I'm going to name this layer match. I'll double-click on Layer 8 in my case, type in match. I'm just doing it all caps so that it's easy for me to pick out. Because we're going to need to know once we get into the match color interface, which of these is the actual good layer that we're wanting to match from. By naming it ahead of time, it's easy to pick out each time. To start with, select the very first copy you made. In this case it's the top left for me. Then we're going to go up to image, adjustments, and we can scroll down to match color and it has three little dots after it, which means once we click it, it's going to bring up an option box. Once this option box has popped up for you, go down to Source, click that, and then you're going to need to choose the PSD you have open. If you have multiple PSDs open at the same time, you'll have to choose the one you're pulling from. In my case, I only have one so I'm just going to choose this PSD. Then here's where you choose the layer that you're sourcing from. This is the layer that we're going to choose as match. You You see it's a lot easier to pick this out now since I've named this as match. I'll choose match. Then once I do, you can see at the top left here, this layer has now adjusted its color to best match the colors in this bottom center. You can see that by turning on this preview. Turning it on and off, you can see the adjustments it's made. It's not a huge adjustment, but in this case it made it a little bit more saturated and it made it a little warmer. That's what we're going to do for each one of these layers. We'll go through here. Now that we've made this adjustment, we're going to hit Okay. Don't worry about these sliders just yet. Hit Okay, then select your second layer. Go up to Image, Adjustments, Match Color. You can see it's a bit of a slow operation here, but the results you get are pretty good. It's worth the effort. We're going to choose source. Again, choose the PSD, choose the correct layer named match. Then once we select it, you can see these color's now updated. If we turn this on and off, we can see the adjustment that it's made. In this case again, it made it a little bit darker, a little bit warmer. We can hit Okay. Go through and do each of these layers except for the center one. The center one, we're going to have a bit of an issue with. Don't color match your center one yet, until you go through each of these. You also do not need to color match your match layer because it's already the right color. You don't need to run the color match on it. In this case, I'll just move to the next one and then we're going to go through here, do every layer except for the match and the center. At this point, you have now matched each of these layers going around in a horseshoe shape in this case, so the bottom-left, going up around, then down. We have not matched the center and we have not matched the match layer because it's already the right color, we don't need to match it. For the center layer now, let's make sure you select that. In my case, it's Layer 5 but you can also tell just by the thumbnail, I can see that it's just a couple pixels in the middle. We're going to go up to Image, Adjustments, Match Color. Make sure you choose your source and choose the match layer. You can see when you choose this, when it gets a little off, it's because this center one is probably the least close in terms of yellow as the rest were. To adjust this, we're going to adjust the fade. What the fade is doing is it's actually going to fade between zero. Zero is the entire effect of the match color, 100 is 100 percent faded, which means it's basically just how it was. In our case, I think the 50 percent mark actually works a bit better. There's also other sliders up here you can adjust. The luminance will just make the layer a bit darker if you lower it, maybe a bit brighter if you raise it. In our case, maybe it doesn't need to just be a little bit brighter. Maybe we'll do with the 110 mark. Then the color intensity is the saturation of this. If I turn it all the way down, it's going to make it all one uniform color and then if I turn it all the way up, it's really going to pump those colors up. You can see it's really accentuating the yellows, any blue it sees, any pink it sees. In our case, we can just leave this at 100. In an ideal world, you wouldn't really have to mess with any of these and you can see that on all the other ones, it worked pretty well. It did a pretty good job of matching the color. That's because you didn't have to touch these. In our case, for the center one, the color was a little bit further off than the rest, so we have to make some adjustments to it. Again, make sure you have luminance set to 110, color intensity is at 100 still, and fade is at 50. Now we can hit Okay. To keep our layers a bit cleaner, let's add all these to a folder or a group rather. We can select the top one, hold Shift and select our base layer and then we'll hit Control G. Let's just call this match color. We know what the point of all these layers are. If you click this layer on and off, you can see the difference that we had before. We did match color and after. You can see all these yellows are a lot more uniform now. They're all in that warmer, more goldenrod yellow tone. It's a relatively easy operation. It was a matter of choosing the one that we liked the most and then applying that to each of these duplicated layers that we made for each of the containers. If we turn it off, you can see that there's some variation in these yellows. Some are a little bit cooler, some are a little warmer, some are a little green, some are a little darker or lighter. Afterwards, they are a lot more uniform. That's the last change we'll make in this lecture. For our next lecture, we'll finish this texture up and make it seamless. I'll see you there. 19. Lecture 19: Fixing Color Differences - Part 3: Welcome to Lecture 19, solving issues, color differences, Part 3. Let's begin. The last remaining thing we need to do, now that we've fixed all the color issues, is make this texture seamless. Let's start by making a duplicate of this match color layer by holding Alt and dragging it. Then we can collapse this down into a flattened layer to rename this base. Then we can add a new layer above this. We can call this Clone Seams. We know that this texture is a 2048 texture. When we offset this, we need to offset it by 1024. Make sure you have your layer base selected. Go to Filter, Other, Offset. Then make sure you have 1024 and 1024 typed in and you have Wrap Around selected. Now we can add Okay. Let's move our seam to the middle. At first glance this is a pretty good seam. We will run into some issues here with the lining up of the corners. But overall, this is a relatively easy fix, I think. Let's go back to our Clone Seams layer and zoom in and see what we have to work with. In our case, the horizontal seam seems to be the worst of them. The vertical seam is just a matter of removing this little sliver that we see here. Let's start with removing the horizontal seam, which in our case is going to be the more difficult. Switch to your Clone tool. Let's zoom in. Let's make our brush a little bit bigger. Double-check that we are on the right hardness. In this case I'm at 65 and I'm at 25 size. Although the size is less important, hardness of 65 is. We also have current and below and align checked. We need to repair this corner here where we're missing the top half of this one, were a little too far over on this. Let's zoom around and see if we can find a spot to clone from. We're looking for a corner that matches the situation that we're in here. We have these that are a little spread apart and then these are touching. Up here we can see that these two are spread apart on the top and then these two are touching. Now they're rusted. However, the rust doesn't seem to matter in this case because a lot of these have one rusted corner and one that's painted, so we don't have to worry about that. Let's zoom in here and make our selection from this. I'm going to select from this corner with my Alt key. Clone tool selected, I'm choosing this as my clone source. Then I'm going to go back down here. I'm going to do my best to align this up. You can see that we're going to have to get a little bit creative here with how the line up is, because this one is particularly offset. Let's start here. We'll click here to line it up, and then we can just start painting down on the bottom half of this. We're only focusing on the bottom half because we're going to have to do this in two different operations. We'll fix this one, make sure this gets completed. Now luckily, this one here we can just complete it by painting in a little bit of this black. We're going to hold Alt to select this as our clone source. Let's just fill in this with black because it's going to look like a shadow either way. We can fix this. We round this off a little bit so it's not quite so sharp. But at first glance, this just looks like a shadow between the two. We'll go back and fix this later. But let's complete these corners here. The bottom half of this one, we might be able to actually finish off with a shadow as well. Let's finish this off as a shadow and then we might be able to just round this off because we can see the bounds of this. We know that it roughly stops about there. I just keep having to select back in the black here to make sure that I'm not running down into this. I just have to keep readjusting my selection there. Alternatively, if you wanted to use your Brush tool, you could just switch to your brush, copy this black color because it's might not be exactly black, we want to be painting with this specific black, and then you can just go in here and paint this out as well. We could just do that for this. I'm using my brackets to make my brush a bit smaller and then I can just quickly paint without having to worry about constantly resizing. It's more or less, do you want to have to worry about switching tools and make it a little bit easier, or do you just want to stay on the same tool and just quickly sample from that black over and over again? Over here, I'm not convinced that we need to fix this, so to speak, because this essentially just looks like the top of this container. In our case, let's just make sure that this rounds off a little bit. It's not too sharp. I think we can leave this as is. You don't always need to fix every single seam especially if the seam is essentially imperceptible. In this case here, I think this one we're probably going to want to paint out so that it's all black. But the one on the left, I think works fine. In this case, let's just switch back to our Brush tool. I'm just going to paint this out. I'm using this black specifically by holding Alt and selecting this black. I don't know if I've mentioned that before. By holding Alt, you can choose any one of these colors. I could choose a yellow up here. Just by holding Alt and clicking, I can choose any one of these colors that I want. In this case, I'm going to choose the black, and then just keep painting this out. I can make my brush a little bit larger. We don't want to make as many strokes to fill it in. I'm going to paint right up to this edge here. Now this just looks like a shadow line. You wouldn't even know something was missing there. Let's fix this one now. We might be able to use the last one we just used, or we can look around for another one. In our case, I think this looks okay right here. Let's use this as the clone source. I'm going to switch back to my Clone tool, hold Alt, and I'm going to choose this top left corner. That's my new clone source. I'll make my brush a little bit larger so I can see what I'm lining up. Then I can paint right about there, I think, and just finish this out. Luckily above this one, in my case, it's actually a shadow so I can just use that essentially as the black to make the shadow line between these. Let's zoom out and see if we can find one just to complete this corner. This one is actually relatively good. In our case, maybe we just paint this out. I'm going to switch back to my brush, sample this black, make my brush a bit smaller, and just paint this out. Now I can zoom out. This is a situation where the top of this over here looks correct, however, this thin little black line here I don't really like, so I'm going to paint just this part out. Just to remove that it might look like a dent here or something where the metal drops down for a reason. Let's just paint out just this little spot here because it seemed a little odd that felt more like a seam than the rest of this did. But by not fixing over here, I'm saving myself some time, especially when it doesn't seem like it's necessary. This is a situation here where I'm probably just going to paint this out as well using my brush. I'm just painting black over the top of this. Now we need to repair the tops of these. Switch back to my Clone tool, see if we can find a spot that is a good place to clone from. I think this one might work. I'm going to choose right here and then zoom out, go back to the one I'm trying to fix, make my brush a bit bigger so I can see what I'm lining up. I'm just going to start about here and then just start painting right down and right away. Because I don't want to paint up because this doesn't line up here, but it does line up relatively well for the bottom. I can fill that in. If I made any issue here, I can just make my brush a little smaller, sample from this, and then just quickly paint that out, a little black line that I made. I just complete this. Let's fill this in with black. I'm going to switch back to my brush. Fill this in so that it looks like a shadow. Let's see if we can find one to top this off. I'm going to switch back to my Clone tool. I think this works. I'm going to sample from this top left corner. It's either the lineup. I can zoom out. Let's fill this in. Brush is a bit bigger so I can line it up better, and we'll just paint that in. Like I said, don't worry about the fact that this one is rusted. There seems to be rust that's scattered across this entire thing. I'm not worried about this remaining yellow. It's just needs to be a complete corner. Now we've completed this entire horizontal seam here. Now we just need to get rid of this tiny little vertical seam that we have here. It's just mostly just a sliver of a container to the left. I'm going to switch to my Brush tool in this case because a lot of this is just going to be painting black. I'm going to make my brush a bit smaller. Then we're just going to paint by holding Shift, I'm just going to paint a line straight down into this. I'm just removing this little thin pixel that was left behind. You might find you don't need to get rid of it everywhere, Some places it might just look like a shadow of something behind. But in our case, just get rid of anything that looks like a single pixel here. That's just a little line that gives away where that seam might be. I'm going to zoom out a bit, make my brush a bit smaller or a bit larger. Then we can just keep going down this and removing this little line. Again, I'm holding Shift to make sure that this line is nice and straight. I don't have to worry about keeping my hands very steady. I can zoom down here. I think all this looks fine here. This is just a shadow between these two containers. I don't see anything to fix there. Down here, and I'm going make my brush a little bit smaller. When I round this corner off a little bit. We'll just keep moving. I think that's it. I don't see anything to fix on these sides. That all look pretty good to me. Now, we have all of our seams painted out, everyone that needed to be removed in this case. We're going to select our Clone Seams layer, hold Shift and select our base layer. We'll make a duplicate by Alt drag and then Control E to flatten it. Now we're going to re-offset this so that it's back to how it was. We can go to Filter and we can just click this Offset at the top. If you click this, the last filter that you've done will show up at the top here and this will just re-perform that exact same action. You can just click this Offset word at the top. That'll just do that same 1024 offset that we did before, and our texture is ready. You can just go to File, Save As, and save your PSD. Make sure you save your PSD that we can come back to it. Then we can go to File, Save a copy, to save out the JPEG version of this texture. We can switch this to JPEG. Then you can save it out as a Container_Finished or again, whatever name that you prefer. Throughout this three-part lecture series, we've learned how to adjust different colors to make them match each other. We've used hue saturation, selective color, as well as the clone tool and the match color. In the next series of lectures, we'll be covering the last of the common obstacles, misaligned elements. I'll see you there. 20. Lecture 20: Fixing Misaligned Elements - Part 1: Welcome to Lecture 20. Solving Issues, Misaligned Elements, Part 1. Before we begin, make sure you have all the resources downloaded. You'll need brick_misaligned, elements_distorted, downloaded. You'll also need brick_misaligned elements_distorted and warped. To begin with, let's start by importing brick_misaligned elements_distorted. Once we have this file open, just double-check at the top to make sure it just says distorted you don't want the distorted and warped yet. We will be going over that later. Let's begin by renaming the base layer. You can double-click on background, type in base and then hit "Enter." As the name of this lecture implies, will be fixing some misaligned elements in this lesson. To begin with, let's just look at this texture and see what is misaligned. Right after that, we can see that this brick texture has some pretty severe perspective distortion that we're getting here. This picture was most likely taken at an angle, possibly from a low angle or a high angle as well as from a little bit to the left or a little bit to the right. It's difficult to tell without any context, but it's clear that this isn't obviously not very straight on the tops and the bottoms. You can also see that it leans a little bit to the left so if we see this line here, as we follow it down, it gets further and further away from the edge of the Canvas so it's a vertical line. We can see that at the horizontal, at the top here, there's a lot more space here than there is here. Then it's a little less pronounced at the bottom, but you can still see that there's more space on the left than there is on the right. As we discussed in previous lessons, the reason why this misalign element is such an issue is because as we lay these textures next to each other, this very obvious line here will not lay next to itself once we tile it so this brick, we'll have a break in it as it gets tiled infinitely to the right or infinitely down. It's our job now to make sure we straighten out all these lines that way when it comes to offset this texture so we can make it seamless. These lines are a lot closer together and it's just a matter of a simple clone stamp to fix the seams but we're not going to have to redistort all of these lines between the bricks, the mortar lines. Let's go over our first method to correct this misalignment. First, let's make a duplicate of this base layer. We can hold Alt and drag it to make a copy. Let's double-click to rename this. We're going to call this Camera Raw Filter and the hit "Enter." You might recognize this name Camera Raw Filter from previous lessons and that's because this filter actually has a lot of different functionalities in it one of which is to straighten out an image that is misaligned. First, make sure you have your camera raw filter layer selected and then we'll go up to Filter and then down to camera raw it's up near the top here, so we click that. Now that the Camera Raw Filter is open, make sure that you have the geometry section opened up here. You can use these little arrows to twirl it down. This is the only one we're going to use right now so just make sure this is the only one you have open. Then we can collect these line right over here on the far right where it's four different lines that are all crisscrossing each other. Once you click this, now we're going to be drawing guides on our image to tell camera raw what the horizontals and the verticals of this image actually are and then it will redistort this image to make it more straight, both horizontally and vertically. To start with trying to find a line that you know is the longest you can get that is horizontal and it's the closest to the edge of the texture. In our cases here we're going to be using this horizontal line and then we'll be using the two furthest vertical lines to determine what is straight, essentially on this texture. To begin with, put your mouse directly above, we'll go into the top of the shadow line of the mortar so I'm going to click close to the edge here. Once I click, now I'm clicking and dragging here you can see that it starts dragging out this guide. As I move it over here, I can line it up, do my best to line up those green dotted lines and make sure it follows the top line of the shadow of the mortar. If you're having trouble getting this placed exactly while you hold Alt down, you'll get a little magnifying glass that allows you to move away slower and allows you to get really detailed and where you're placing it. So while holding Alt and I'm still clicking and dragging from the first click. Once I lined it up, I can let go and now I have my first horizontal line placed. Now you'll notice it hasn't done anything yet because we haven't told it where the other horizontal line is so once we do that, you'll see some distortion being corrected. We're going to go down to the bottom. We can hold Alt when we place the first one if we want. Although I find this one's a little bit more difficult to place because it hasn't slowed the mouse down yet. I'm just going to place this one first with no Alt hold down and place it on the top of the shadow line again. Move it all the way over here and now I can hold Alt to slow it down and get a little bit better magnification and then I can let go. You can see now that it's straightened out these horizontal lines pretty well so this top one is pretty well horizontal as well as this bottom one. The verticals are still a little bit messed up that's where we're going to fix next. You can only have a maximum of two horizontal lines drawn on here. Now we can do the two vertical lines and that'll help get an idea of what is square on this texture. Let's start with the leftmost vertical line here so these breaks in the brick. We're going to start up on the top and let's focus on the right side of the shadow so the right side of this motor line. Click first, and as we drag down, we can see it's a pink line now, that's letting you know that it's a vertical line that we're drawing out. Then we can hold Alt, slow it down and get a little bit better magnification, place it there. We can hold space. If your mouse went off the edge of the screen like mine did just hold space to re-center your image. Then let's place the last one. Again on this one, stay on the inside of the shadow lines so the left side of this shadow line instead. Let's place our first one, you can hold Alt. Then we'll just place the last line. You want to make the lines as long as possible because the more info you give it, the longer you tell it that this line is vertical, the better job it's going to do at guessing what actually is supposed to be vertical and then distorting your image back to square. You make these lines as long as you can and as close to the edges as you can. Once you have all these images or these lines placed, you can see that our image is a lot straighter now, once you have these placed and you think this looks pretty good, you can hit "Okay" and that'll commit the changes. Now if we just toggle this layer on and off this camera raw filter, on and off, you can see how much of a distortion that image had. Camera raw did a pretty good job of straightening it out. To check and see, make sure that camera raw actually did get these lines pretty straight on all occasions, not just the edges let's try to use our rulers around the edge to check that. If you don't see this ruler around the edge of your screen, you can hit control and Alt at the same time, and that's the key bind to turn your rulers on and off. Set your rulers on, switch to your Move Tool and then we can drag from this ruler. I'm going to drag from the top horizontal ruler and as I pull this down, you can see it's leaving a guide. Wherever I click and drop this guide, it will leave a blue guide and this guide is perfectly horizontal. This is a way for me to just double-check that makes sure that this guide falls directly down the middle of the mortar of this brick. As I scroll across, I can see that it lines up pretty well on both sides so that to me, it tells me that this mortar is very straight so that's good. We can just go down here, just click and drag from the top. We can place guides and each one of these and just make sure that there wasn't any weird straggler in the middle that wasn't quite corrected based on the edges of the texture. As we pull this down, we should find that most of these are really straight, they should be a really easy fix when it comes time to make this texture seamless. As we pull this down think that all looks pretty good. This one here is just a little bit off, but that's nothing we can't fix with the clone stamp. After you place your guide, if you're on the move tool, so you have to be on the move tool in order to move a guy that you've already placed you can just move your guide around and replace it. If you want to just use a single guide here, slide it down and just visually check it and not leave the guy behind, you could just move a single guide all the way down your texture and then just get rid of it. There's two ways to get rid of a guide, you can either click and drag a guide and then just drag it back on top of the ruler and it will disappear so you can see those are both gone now or if we replace these, you can go up to View and then we can go to Clear Guides. When we do that, it's going to clear all the guides off the entire image. Before we do that though, I'm going to hit Control Z to bring my guides back. Now let's check the verticals quick. We're going to grab from this side now, to the left ruler instead of the top. Let's just quickly drag these and check each one of these verticals just to make sure that there wasn't any weird thing where camera raw misinterpreted any part of this image. Since this image had a pretty uniform distortion it shouldn't be too hard for Camera Raw to fix it, but it's always good idea to just double-check make sure you're not going to run into any issues when you try to make this seamless. I think that looks pretty good. I don't really see any issues with that. If your guide here in the middle seems like it's not allowing you to place it where you want to, it's because it's snapping to the mid point of the texture. You don't really have to worry about that as long as you can place a guide here and just visually look and make sure that the guide lines up. It won't be an issue that it's not perfectly centered. One thing also to note about these guides is that they will not show up in your image. These are purely just visual aids for you in the file. When you save this image out, you won't see a bunch of blue lines all over this. If you want to leave your guides there just as a way to remember that this texture wasn't straight or if you want to always make sure any edits you make to it are straight, you can leave your guides on and you don't have to worry about them being saved into the image. You don't have to clear them out every single time if you don't want to. If you want to just hide your guides just for a second so you can see what the image looks like without all this clutter on it, you can hit "Control and H" at the same time, and that'll just hide your guides. They're still there, they're just hidden. It's just a visibility toggle. There is one thing to note though, that, that will actually hide your Marquee selection and Lasso selections as well. If I make a selection and I hit "Control H", you can see that my selection appears as if it's not there, but if I hit "Control H", again, it's back. There's just one thing to note that when you hide your guides, it's also hiding these matching ends for your selections. It still exists, you just can't see it. Let's switch back to our move tool. I can hit "Control D" to get rid of my selection. Then one last thing we can do with these guides is you'll notice that sometimes things like to snap to these guides. If you're trying to go down here in pain or use your Lasso tool, things will tend to snap to these guides. Or if we're going to be using a distortion or a warp, the guides will get in your way. If you go to View, go to our guides, you can do lock guides and that'll just ensure that you don't accidentally move your guides. You can see here it's selecting right through the guide and it's trying to move the image instead. I'm just going to hit "Control Z". That just allows you to make sure that you can put your guides in and then they won't be moved around by accident. I'm going to unlock those guides for now. That was our first method for correcting distortion on this image. You can see it was relatively easy, an automatic process aside from just drawing the guides within camera roll. Our next method is going to be a little bit more manual, but you get a lot more control over it. You're not at the whim of what Photoshop thinks it should be straightening out. To begin with, let's make another copy of this base layer. Hold "Alt" and drag this out and we're just going to call this transform. We can also clear guides now by going up to the top, we do View, Clear guides because I want this to be a fresh from scratch fix for this so that you know how to do it just in case you didn't want to use camera roll or camera roll wasn't working. We can zoom in here. The thing that we're going be doing with this image is by using the Control T with this layer selected. We're going to be using these transform controls that we discussed in the past, where you can hold "Control" on the corners and click them and you can actually read the image. I'm going to cancel that transformation. Before we do that, let's convert this to a smart object. We've made this layer, it's called transform. We can right-click on this layer and then do Convert to Smart object. If you remember from the previous lessons in the Photoshop basic section, when we convert something to a smart object, it will remember these transformations that we've made to it. It's a little bit smarter. If I do that and then hit "Enter" or click this little checkbox, and then I hit "Control T" again, it will remember that I left this point here skewed off to the left. When you're doing transformations, it's a little bit easier to make something a smart object. If you know you're just going to be doing some transformations like this to straighten the image out making it a smart object, just makes your life a little bit easier. I'm going to Control Z these changes just for my purposes, go back to the beginning. Now we have a transform, it sets a smart object. Now we can just start dragging on our guides. We're going to look at this texture and figure out which part of this texture is actually the most accurate to what we want the end product to be. The left side here is really distorted and it's squished on the left side. You can tell it's going back in space. The right side is a little less, so it's a little bit more straightened out. There's a little less room here at the tops and bottoms. We know that we will be able to distort to this and it's a little bit more accurate. Let's use the right side as our guide for what the straighten's texture should look like. We're going to start out by placing our guides and we're only going to worry about whether or not we can line it up within the middle of the right side, disregard the left side for now. We can zoom in a little bit so we can see a little bit better. Let's slide down and put guides in each one of these. In this case, you don't want to just use a single guide and check them, you will actually want to place these guides because we're going to be using them. Let's slide down and then put a guide inside each one of these horizontals, right in the middle of the mortar. Now let's do the same thing for the verticals. However, some of these verticals we might not be able to place. We'll see how close we can get them. Let's start by grabbing the left guide. Let's place this vertical. This one's pretty close. In this case, let's use the bottom. The bottom, I think, is actually a little bit straighter than the top. On the bottom here, let's only concern ourselves whether or not this guide winds up just in the vertical of the bottom most brick here that we see. Again, the reason we're using the bottom in this case is because the bottom is actually a little bit more uniform than the top is. The top, you can see is a lot more skewed, it really dives down here. It seems to be skewed sort left a little bit, it's leaning to the left. On the bottom, it's a little less severe. We're going to use this as a better guide for that. Then the last guides we need to do are just these ones here. You can see we have just a grid across this entire image, but what this grid is doing is telling us what is straight on this texture. Once we start distorting this, our goal is to make sure that in this case, this corner right here, this intersection, we're trying to distort it out so that it's actually here and then this intersection is going to be moving to this point here. We're giving ourselves an idea of where these motor lines ideally should be lining up compared to where they are now. Let's start by selecting our transform layer if you don't already have it selected. We can hit "Control and T" at the same time to enable our transform controls. Now we're going to go up to these corners. In this case here, we can select this corner by holding Control and clicking. Then as we're dragging this, hold "Shift" while you're moving it. You'll notice it starts snapping to either horizontal or vertical. In our case, we wanted to move it up vertically. You can see as we move this up vertically, we start getting closer and closer to being straight on the top. Let's move this up so that it's straight on the top so you can see it right in the middle of the mortar line here and then pretty close on the left as well. Let's slide down to the bottom of the image, do the same thing, hold "Control" and then hit "Shift" so that we're snapping it just vertically. Now we're distorting it just vertically on this side. Our goal here is to stretch out the left side of the image while leaving the right side as close as it was as we can because this is what we're trying to match. Let's zoom out and see what we have now. I think most of our horizontals lined up pretty well. This is horizontal here is pretty good, this one's not too bad for at least a clone fix in the middle. Then I think this looks okay. This one's a little bit off, but I think that's probably fixable with a clone tool. It might just be a matter of moving this one up, just a pixel or two because a small difference up here can make a large difference in the middle of your image. If it seems like there's more of an issue in this middle quadrant here compared to the very top, just try edging this one up a little bit, just a pixel or two and see if that fixes the most of your issues you're having in the middle. I think that looks pretty good. Now let's see if we can fix the verticals. Now we have the verticals to fix down here at the bottom. Let's start by going up to the top of this texture here and grabbing this top corner, holding Shift. With Control and Shift selected, now we can move it just horizontally. Let's see if we can line up just the side here. That's getting pretty close. It's also possible in some cases that these bricks just aren't perfect, so this might not be even in real life, a perfectly vertical line. As long as we can get it as close as possible, we can fix that stuff with the clone tool once it comes to making this a tillable texture. Let's hold "Control and Shift" and select the bottom corner and slide this just to the left keeping it locked to that horizontal axis. I think that looks good. As we move up and down, this looks pretty straight now. Let's do that on the right. Control and Shift, moving it just left. Let's try at the bottom. This one was pretty straight. There's not as much of an adjustment to make on this one. Let's just double-check, make sure everything here lines up still. As we look around, these two edges are really straight. These are a little bit harder to tell if they're straight because they're now off of our guides. That's not necessarily a huge issue as long as they're still vertical. First let's commit our change. We can hit this little checkbox here or just hit "Enter". Now let's zoom in to this texture and start moving these guides and trying to realign them back to where they should be on this texture. That was our best guess originally with the guides as to where they should have been. We can zoom in down here and just check each one of these guides, line them back up. Once they're lined up, we'll be able to tell if our texture is actually straight. Now as we zoom out, I'd say it did a pretty good job lining these up. So this horizontal one is a little bit off yet. Let's see if we move this up. I've moved this up to match right in the middle of the mortar. Does that look the same on this side as well? It does. If we do the same, so we'll move this up so that it matches on the right side, scroll over, its middle in the left and just double-check each one of these. It's not important that we match the guides exactly. It was more important that the corners were correct. But as we got the texture more straight, we knew that the guides were well close, they weren't perfect, which is fine. You just straighten them back out, just put them back where they should be and see if everything lines up still. Let's go up to View, Clear Guides to get rid of the clutter of the guides. We can turn this layer on and off. We can hide this camera raw filter first. We can turn this on and off just to see how it looks. You might have noticed when you had the camera raw version on, and we turn this on and off, that our bricks actually we had to shrink them a little bit to match the guides that we had set up. If that's the case and you want this texture to fill out the frame a bit better, we can hit Control T on our Transform layer and then while holding Shift and selecting this midpoint here, you can see we just get a horizontal line, we can pull this so that it matches just a little bit better to the distortion that the Camera Raw did. The Camera Raw used a little bit more of the texture, I think it's zoomed in a little bit as it was fixing the distortion, which we didn't do in our case. If we just stretch this out a little bit while holding Shift. Make sure if you're holding shift when you're moving these. Otherwise, you're actually uniformly scaling the whole thing. I think that looks pretty good. Now we can hit the checkbox again. Now we can turn these off, so there are a lot closer now. In our case, I think the Camera Raw possibly did a little bit better of a job. But the Transform is something you can do on any image. It's good to know how to do it manually if for some reason the Camera Raw is just guessing it entirely wrong because the Camera Raw, like we've mentioned in the past with other tools, is it's doing it based on what it thinks is best. However, it doesn't always gets it right, so it's good to know how to do it by yourself if you need to, and that's what the Transform method was doing. For our last adjustment, we're actually going to bring in the other image. Now you want to bring in the distorted and warped JPEG. We can just drag this right into this frame because it should be the same size image, so it doesn't matter. We'll just drag this in, now we can hit the checkbox. You see on this image it's a lot more distorted. It's wavy, it's distorted both horizontally and vertically, there's also some skewing left and right on the inside, it's got some bowing to it. In this case, I took that texture that we had in the past, the one we were just using, so I took this texture and then I further applied even more warping to it just as a worst-case scenario. What is the worst version of this brick that you could be dealing with that would still be fixable? That's what I came up with, with this. You can see the difference between these. There's a twisting that's going on here as well as a ballooning in the middle, so it's bowed down on the bottom and up on the top, and it's twisted in the middle. In this case, we're going to have to use a different method to fix this. We'll start out by using Transform and then we're going to have to switch to Warp to rework this back to a mostly straight texture. This one in the end will probably end up being just a little bit worse than the other one because it started from a significantly worse place, but we can still straighten this out. Since we dragged this image directly in to this canvas, it started out as a smart object, which is good. We can just leave this as a smart object and our first steps are going to be similar to the last one. We're going to drag in guides. We can drag in these guides now and we're going to again focus on the right side as our horizontal and the bottom side for our verticals. Just drag them in like you did before. Now that you have all your guides placed, make sure you have that layer selected still, and then we're going to hit Control T to turn it into the Transform, and we're going to do a little bit of transforming here, but we're going to be quickly switching to the Warp because the Transform is only going to get us so far. We can hold Control and Shift and grab this top left point, just slide it up just a little bit. We're not trying to get the entire texture straightened out, because if we move this up so that the left side of this mortar matches up, then the rest of it is pretty far off. Just side up to about here. You can see I'm focusing on the middle of the texture here to try to get that as straight as possible. I have mostly up to about here pretty straight and then it starts deviating down. That's okay. We can hold our spacebar to pan down. Let's do the same thing down here. This one's a little less warped, but again, only really focus on the middle of it, try to just get the bulk of the texture straightened out, it doesn't have to be the whole thing. I think that looks good. Then we have to look, is there anything we can do with the verticals to help initially? I think up here we can grab this top right corner, Control and Shift, slide that over. Then we can do the same thing up here, Control and Shift, and slide it to the right. Now we have the edges and the tops and the bottom probably about as close as we're going to get it. Once you're satisfied with the transforms you've made, we can right-click, don't hit Enter yet, just right-click and then we'll go down to Warp and now we can see that our guides here change so that the guides on the edge of this Transform window, the handles have changed. There's different ways that we're going to be using this Warp in order to straighten this image out. The one way we can do it is just by grabbing the corners of this image. We zoom in holding Alt and using our mouse wheel. We can just grab this corner here, and we don't have worry about holding Control because this just by default is always warping just a single point. We can pull this up so that it matches a bit closer. We want to try to move it just as vertically as we can because we want to try to keep this vertical line that we already did an okay job of straightening out with Transform, we want to keep that still straight. So be looking at this one as you're moving it up. I think there looks pretty good. So you can see we have a little bit of a bow upward in the middle. That's where these points in the middle come into play. So these are sort handles, so they work like a curve. If I grab this little tiny dot here, you can see I'm adjusting the curvature of this line. As I move this down, again, I can slide this left and right or up and down, so I'm going to try to balance this vertical out as well as straightening this out. A lot of cases here, we're going to need to be focusing both horizontally and vertically to fix some of this. We're going to grab this other little handle here on the right side and do the same thing. We can slide this down. The horizontal now is pretty lined up. This vertical is still deviating a bit. The next thing we can do, so we have the corners and we have these Bezier handles, we can also grab right in the middle of the texture and that's going to use these light blue intersections you're seeing here. There's an intersection here, here, and then there are an intersection here and here. When you grab anywhere in the middle of this texture, it's going to find the closest intersection and start warping that one. We're going to grab right about here and you can see it makes a huge difference when you're moving this one, so you have to be pretty subtle with your adjustments. We can just grab here and just start deviating the texture a little bit left to help straighten this line out. We're getting a pretty big bow here on this texture, and it's bowing upward. We might be able to grab this area down here, this faint blue intersection, and pull this down to help straighten out that middle. But you can see now it's messing up the top. A lot of using this Warp is going to be fixing one area as subtly as you can and then going back to the last area you fixed and just try to edge it back to where it was. We can see it pulled it off a little bit, but as we fixed it, now the bottom here is better and the top is back to how it was. If you find you're struggling with these guides getting in the way and accidentally selecting them, don't forget that you can lock them for this purpose. Just go up to View, and then go to Lock Guides, and now I don't have to worry about accidentally grabbing my guides, I can only grab the Warp handles. Let's continue around the image, it's just going to be a lot of nudging the image. It's just pulling specific spots of the image up or down, left or right, in order to match the guides that we have laid out for ourselves. Some areas are going to be a little bit more difficult than others. Don't worry if it takes you a few adjustments to get something straightened out. It's a lot of two steps forward one step back until eventually you get it all lined up. Every time you move something, it's moving other parts of the image, which can be rather frustrating, but it's something you'll need to learn how to do in order to salvage these images. If you work in, say, the architectural visualization field, if a client gives you a picture of a brick and they say, we want exactly this brick, and that's the only photo you can find of it even online, or from the manufacturer, or anything, you're basically forced to use the image. Anything you can do to salvage that image and make it usable so you don't have to recreate it or risk trying to find another brick that looks as close as possible and not upsetting the client, you're going to want to be able to fix the images that they give you. I'm noticing here that right here at lines up really well on the bottom and then same thing here. However, on this side it seems to bow outward. That's a situation where we can grab these little handles here, the little round ones. Just kick it in just a little bit on the left to help straighten that out. Now you can see that that lines up but just a little bit better. Make an assessment of our image. We can hit the little checkbox here because we know that since this is a smart object, once we commit this change, we can always go back to it. Because the smart object, we'll remember where all these Bezier handles and corners and things are. If this was a rasterized image we were working on, as soon as we committed this, we'd have to go back to it and it would be warping it from scratch essentially to begin with, even for the second adjustment. Smart object, we're good and we can hit the checkbox. Let's go up to View, then we can do Clear Guides. With this layer selected, we can hit "Control T" and then just hold our "Shift" key and we can pull this out to better fills this Canvas. Because I think as we're adjusting this image to straighten it out, we're also slightly squishing it. That's another benefit of making these things smart objects first is you don't have to worry about losing resolution by squishing and image and then stretching it back out. It will remember what the original resolution is. As long as you don't go past that, you can always go up back to the original resolution without worrying about sizing it down, committing a change, and then sizing it back up. We're just going to stretch this out so that we get most of the texture filling in the Canvas because we're not going to be able to use all of this anyway. Don't worry about things getting cut off on the edge. We're going to have to crop this down before we make it into a seamless texture anyway. Now we can commit the change. Let's zoom in here and see how we did. You can see it's a little bit wiggly here. Let's pull a guide down. It's actually not too bad. Visually it's a little wiggly, but it's still matches up on this. Let's just check the bottom. We did a pretty good job here. I think all of this horizontal stuff looks okay. The center of the texture is a little bit deviated. However, given what we started with, this is a pretty significant improvement compared to what we had beforehand. Let's go ahead and get rid of these guides. Control Z. Actually, these guides are still locked. It's locking any guide that's placed out here, so we have to unlock your guide. If you had this issue, same as I did, you should remember to unlock your guides and now you can pull them out. You can do it manually by clicking and dragging them. Or you can just do the View Clear Guides and it'll just clear everything. You'll notice up to this point, we haven't actually checked the size of the texture, nor have we check the crop of it. The reason we didn't do that, because we needed to straighten this image out first and we didn't know what we were actually going to have to work with prior to cropping it. You don't want to check the size of your image, resize it down to say 2048, and then start fixing the distortion and then find out you need to further crop it below 2048. In our case, we've fixed the distortion. We can go up to image size. Just get an idea of what the size of the image is. It's 3856 right now by 3856. It's a square and it's relatively high res. However, we can't use this entire texture. We're going to hit "Cancel" and we're not going to resize it yet. First thing we need to do is make a duplicate of this texture. We'll duplicate the one that we just fixed with the warp. We can right-click on this texture and then we're going to go to rasterize layer. The reason we're rasterizing this now is because you can't actually crop pixels out of a smart object. If we do our normal marquee selection, hold Shift to find the square and then we crop it, it'll crop the image, however, it will leave all of these pixels along the edge. It'll just be outside the bounds of the Canvas and then when we use our offset filter, it'll mess up the offset because it hasn't actually cropped it to where we expected it. We want to make sure that we make a version of this that is rasterized so that it does crop those pixels out. Once you have your rasterized version, let's try to figure out where our best selection of this texture is. Usually with brick and things that have very obvious horizontals and verticals, the best place to hide your original scene that you're going to be cloning out is actually inside these shadowed areas between the mortars. Let's start here on the top. We can just drag out a quick selection and then hold space while you're dragging that selection, it allows you to reposition it. Do your best to reposition it right in the middle of the vertical and right in the middle of the horizontal and the closer you get this now the better it will be when we go to make it offset. Now, once I have it lined up, I can let go the space bar, but I'm still clicking and dragging. I'm going to hold shift to click and drag this out and we want to get as much this texture as possible. If I drag it up to this point you can see that I'm pretty close to being 21. Lecture 21: Fixing Misaligned Elements - Part 2: Welcome to Lecture 21, solving issues - misaligned elements, Part 2, let's begin. To start with, let's take all of our layers beneath this top one, let's throw them into a group, Control G, then we can just rename this group by double-clicking it. Let's call it source, hit "Enter". Now we can just turn this off, we're just keeping it just in case we need it in the future. We can rename this layer Base and then hit "Enter." The first thing we need to do as always is to make sure we have base selected, go to Filter, Other, Offset, then we're going to want to offset this image by half of what the total size is. In this case, we know our image is a 2048 image so we need to offset it by half of that. That's 1024 for both horizontal and vertical. Make sure you have Wrap Around selected and then hit "Okay." Now we can make a new layer, rename that new layer remove seams, hit "Enter", and now we're ready to clone out our seam. Let's switch to our clone tool, right-click on your Canvas just to double-check to make sure you have 65 percent hardness. Our brush right now is, for me at least, pretty small so I'm going to make it a little bit bigger. Let's say in about maybe the 70 range , that looks pretty good. Now we can zoom in and see what we have to work with. Right off the bat you can see that this seam really isn't that bad for this texture. Mostly because this texture is so uniform to begin with, it's all this tan-colored paint across these large bricks. It's making it pretty easy for us to remove. The worst part is probably right about here, and that'll be pretty easy to fix. Let's start with making sure you have your Remove Seams layer checked, current, and below for your sample and then aligned. Then we can just start cloning out this seam. You have to be careful up here, you don't want to get rid of this area right here where we're seeing just a sliver of the bottom of the brick, which is actually on the bottom of the Canvas right now. Be careful when you're cloning this out, that you leave this little sliver. If you remove this and just replace it with mortar, you're going to have a really sharp cut on the bottom of one of these bricks once we fix the offset again. Just be really careful around this little sliver that you're getting at the top of your Canvas if your image has that. We're just going to maybe resize our brush down a little bit using the brackets so the left bracket because I don't want to get too close to that. Let's just clean this seam out, you have to make our brush a little bit tinier. Zoom in here, and then let's just get rid of just this little line, that's good. You can zoom down here, there's a little bit of a seam you can see, but it's not too bad here. I'm going to hold Alt, let's just get rid of this little spot that we're seeing in the middle of this brick. Here's the part where it's probably the most offset. Let's first fix this area because this looks the easiest. We're just sampling from this area to the right. We're just going to click around here, try to paint out just that little offset here. You can see that that vertical offset, that shearing that we had, that was because we didn't get the texture 100 percent lined up. But it was close enough that you can see it was really not a huge issue, pretty easy to fix. In this case, I accidentally cloned out this little tiny notch. Just try to get rid of that, you don't want to be duplicating that little notch everywhere. Just make sure you get rid of all those things, and now we need to repair this. In this case, we're actually going to just find another brick. Let's choose this corner here so I'm going to hold Alt and choose this top left corner of this rightmost brick. I'm going to select that, and I'm going to go back up here and make my brush a bit bigger. I'm just going to rebuild this corner. I'm going to make my brush large enough that I can see the left side of the brick across from it, and I'm going to line that up so that all these things match up. Once I have that size matched up, I can size it down so I know I'm in the right spot, and then I can start painting this. I'm reconstructing this corner using another corner as my guide. You can see it's a little bit off here so we can just keep painting out until these shadows start making sense with each other. You can see there now we're transitioning to a spot where the shadow starts making more sense. I ran off the edge of the Canvas there, I'm just going to make my brush a bit smaller and fix this little line that I left. Now I can paint that out, fix these little markings that I made by cloning a little chip in the rock. You can see that this area now not too bad. I turn this on and off, that's how I was able to fix that. This brick tapers down a little bit, but it's such a small amount that it's really not noticeable. It's no more than any other of these other bricks would naturally have even in real life. They're all going to be slightly imperfect, none of these bricks are absolutely identical. You can see that just by the little pockmarks and the little dots and bumps they have on them. To have a brick that's just a slight hair bit out of square, that's really not that bad. We're going to do something similar down at the bottom left. Let's try to find a corner that somewhat matches this. You want to try to avoid choosing a brick that you're already using directly next to each other, try to find another spot in the image that just has a brick that you can use. I'm going to use this bottom-left one. Go back up here, and just do again what we had before. Just line it up, and then just try to rebuild this corner. You can see that one was actually even easier because this was a little bit closer of a situation that I was sourcing my cloning from. In this case that one was really pretty easy to fix. We can zoom in here, we don't really see the same that we had here because we've already cloned out from another brick. We don't worry about the vertical seam between this, we do have to just double-check, make sure there's no obvious seam along this brick, which we can see a little bit. For now, disregard the horizontal, we're just focusing on the vertical for now. Then this one here. So these bricks actually line up. None of these bricks got cut near the edge. We just have to get rid of this seam right in the middle of the mortar. For that, we're just going to find another mortar that's probably about as dark as that one. I think this looks good. We're just going to sample as close as we can from the middle of this mortar using our Alt key. I'm going to make our brush a bit smaller, then let's try to line up so you can see this has that same diagonal shadow. Let's just use that as a guide. I'm going to start there and then we can just start painting down and you want to make your brush pretty small here because you only really want to get rid of just this line. We've painted that out now. We'll just keep going down through this. I'm going to finish this vertical seam, and then I'll be back for the horizontal seam. You should now have your vertical seam corrected using the methods we were using before. Now we're going to fix the horizontal seam. In this case, this works similarly to what we were doing with the vertical in the areas between the mortar. In some cases we'll probably be able to just clone it out based on what's nearby. Other cases, if we run into them, we might have to borrow from another brick to fill in a corner. But from what I can see here, this should just be a matter of cloning in the mortar. Let's start here in the middle, and we're just going to go to the left. Let's just try to clone from areas. In this case, we're going to use a small brush, clone from areas that use similar colors. I'm cloning from this area just a little bit below the paint in this. We're just going to try to get rid of just a small of a seam as we can because most of this area here we really don't want to be messing with too much. You can see the more you paint, the more you run into an issue of where you're probably painting the wrong color. Let's just try to soften that edge a little bit. Just keep painting out just this little scene here as little as we can possibly do because there's not much to fix here. We don't want to be over fixing it. Here, let's start here and try to meet our way back to where we were at. Sometimes it's easier to jump around the line. You might find it a bit easier to work in one spot and then move to the right or the left, rather than always going the same direction. We're just going to keep moving down this. Then based on what I saw in this line here, I think you're going to be able to do this method all the way across this. For your purposes, go ahead and just finish out this line like we see me doing here. If anything looks weird, just try to find a spot to carry over a color. In this area it got a little light, so I'm just going to clone in some of this dark stuff here to add back in that little shadow line that it had on the bottom so that it looks more natural. I'm going to fast-forward through this so you can watch what I'm doing, just do it on your end as well and then we'll meet up when we're done. If at some point during the cloning out of this small seam, it seems like your brush is little too hard and you're fighting the hard edge of your brush, go ahead and switch it down to a 0% hardness for those situations. You don't always have to work at 65. Sixty-five is usually just a nice middle ground, it's a good place to start. But if you find that the edge of your brush is making a noticeable seam that when you're trying to clone it out, it's just keeps being more noticeable as you clone, just lower the hardness of your brush for situations where you can't seem to get the 65 to work and you'll get a little bit more of a gradual cloning as you're doing it to help soften up some of these edges in the small spot. Alternatively, we can switch our brush back to 65 and enter. We can also zoom out and if there's a spot that's just particularly difficult based on where this line is placed, feel free to just choose another brick so we can maybe choose this corner and just register that to the bottom left to try to line it up as best you can. Click once. Then we can make our brush smaller and just start painting in based on that brick above. In some situations when there's not enough shadow, so if the seam is in the shadow and you're trying to get rid of that, but there's just not a lot of shadow to work with, this might be a little bit easier in that situation. We can just keep painting here and we're using the brick from above that we sampled from as our new clone source. Use the combination of a softer brush or just choosing a new spot to clone from in order to fix the remainder of your line. Now that you have both of your horizontal and your vertical seams cloned out, we can select the remove seams layer, hold ''Shift'', select your base layer, hold ''All'' to make your duplicate, ''Control E'' to flatten them and then we can just re-offset this layer. Make sure you have that new layer, select the collapsed one, back to filter and we can just re-select this offset at the top. It's just going to redo the same filter we just did. Now to re-offset it. Now your texture is complete. We can save out this texture both as PSD as well as a JPEG for your use later. We can go up to ''File'', ''Save As'', and then save out our PSD file so that we have all these adjustments for later in case we need to come back to it and then we can also do ''File'', ''Save a Copy'' and then switch this to JPEG or whatever your preferred file format is, and then save out a finished version of it. This is the last lecture in this solving issues series of this course. Throughout the solving issue series, we learned how to fix repeatable shapes, value differences, color differences, as well as misaligned elements. This should give you all the tools necessary to take any image regardless of its issues and salvage it to make a good, successful, seamless texture from it. In the remaining lectures in this course, we'll be going over some additional steps you might want to take now that you've made some seamless textures. We'll be going over how to make different color variants of seamless textures you've already made, as well as how to generate additional maps for your textures such as normal map, bump map, reflect map, and roughness maps. I'll see you in the next lesson. 22. Lecture 22: Creating Color Variants: Welcome to Lecture 22, creating color variants. Before we start, make sure you have the resources downloaded. You should have tile_colorvariants_start.jpeg downloaded. To begin with, let's define what eye color variant is. A color variant is when you take your diffuse texture, so the textures we've been making in the past few lectures and then you change the colors on it to make it appear as if it is actually a different texture. You're breathing new life into an old texture, you're able to take a brick and make it more tan if that's what it requires or you can make it more of a red brick, for in the original it started out as more of a desaturated brown. This applies to things like fabric, so you could start with a green leaf fabric and then you can make it a little bit more tropical by changing the colors to more of a pink and some more yellow greens and some purples. Or you can make it a bit more abstract and make it entirely purple, deviate from the original entirely. You can also do it with say tiles, so you can start with a more terracotta tile and then change it to a blue tile instead. All you're doing really is just changing the colors of these textures to make them appear as if they're entirely different textures and they give a totally different impression for the space that you're texturing. However, really, all you're doing is just re-coloring a texture that you've already made. You save yourself all that time of having to make a brand new blue tile. In this case, all you're doing is just taking the original terracotta tile that you made and then re-coloring it to blue. The main reason why you might want to make a color variant for a texture you've already made is to save yourself some time in the future. In this case, if we've already painstakingly made this fabric here into a tilable texture, however, we want it to work better with a color screen that has more bright warm colors in it, it's a lot easier for us to just take this original texture and then color correct it and change some of these colors inside this texture to match better with the new color scheme rather than having to find an entirely new texture that has these warmer colors that we want and then make it seamless again. Now that we know what a color variant is and why we might want to use them, let's start by learning some tips on how we can create our own color variants. To begin with, let's open the resource for this lesson; tile_colorvariants_start. Let's zoom in a little bit on the texture. Then let's rename this background layer base. The first adjustment that we're going to be going over is using the color balance adjustment layer, which we haven't used yet. Go down here to your adjustment layers, click on that symbol and we can look for color balance, which is here in the middle. Now let's put these into a folder, so a group to begin with, so we're going to select both of these, hit Control and G, then we can rename this color balance, then hit Enter. Then we can just twirl this open so we can see what's inside it. We can now select our new color balance layer. When you select this, make sure you're selecting the icon, not the mask. If you select the mask, you'll see different properties up here. We'll select this. What the color balance adjustment layer does is it allows you to change the color based on the value of the image, so it starts out by default on mid tones. If we adjust the mid tones, it's going to target mostly the middle values of your image and you can either pull cyan into it or pull read into it. You can just slide these back-and-forth. Mid tones is going to do the bulk of your image because most images have a lot of mid tones in them. However, if you have to adjust your shadows, so the darker areas, you can use this and it's going to do a little bit better job of targeting just your shadows. In an image like this that has a lot of mid tones and then a few dark areas, you're going to notice that most of these have a lot of adjustment on most of the areas. However, if you had an image that was a little bit more broken up and a little bit more delineated into its highlights, mid tones, and shadows, you'd be able to adjust them individually and make your shadows a little bit cooler and make your highlights a little bit more yellow or a little more red, so it allows you to balance your image that way. To begin with, let's use this color balance to pull some of this warmth out of this image. In general, this image has a warm filter over top of it. We can use this color balance adjustment to pull that warmth out of it and bring it back to a more balanced white tone. Let's just start with your mid tones. Right now, like I said, there's a lot of just a yellow. When looking at it at first glance, you might not notice that some of this area is pretty warm in general. Again, if I just tried to zoom in there and it didn't work and that's because this area here is selected, so you see that little blue circle around it. If you just hit Enter, it'll get rid of that and then it allows you to zoom in. In general, this has just kind of a warm tone to it. Let's start pulling some of that out. Let's add a little bit of blue. Right now everything that we're trying to get rid of is warm. To get rid of warm we need to add cool, essentially. Let's add a little bit of blue. These are going to be relatively subtle adjustments. You can see as I edge this blue up a little bit, it starts taking some of that yellowy filter that it has over top of it off. Then we can pull in maybe a little bit of cyan, not too much of the cyan. Some of these you might just have to play with, moving them left and right and see what helps the most. You know that you're trying to cool it down, so you need to add some cool colors. But it might not be green that you need, maybe you just need blue and a little bit of cyan in this case. We're not going to adjust the green too much or the cyan, so it'll be negative three for cyan, plus one for green, and then plus 38 for blue, so the bulk of this was blue. Let's switch to the highlights because this area here is what we're trying to get the closest to white. This already actually had a little bit of an adjustment on it from the before, so let's slide this down. I think where we had it before was pretty good, maybe a little bit more, so negative 25 for that. Then the blue you can see is a lot more powerful on the highlights. We might not need a ton of blue. We'll do plus 12 for that. I don't think we need any green in this case. We can leave that as is. For the highlights we have negative 25 for the red and then plus 12 for the blue. Then let's just check the shadows. In general row the shadows here I don't think they're going to need a lot. Shadow is usually the one that you typically don't mess with as much. Usually, if I'm using a color balance shadow, I might not touch it at all. I might use mostly mid-tones and then some highlights. But we'll see if shadow helps at all. I think in this case, it's actually deviating it a little bit too much. Let's just pull it down to maybe negative 5 on this column. Then how about the blue? I think the blue does actually help a little bit. Glad plus 10 to the blue. Again, we're going to leave the magenta and green where they are. This is probably also the least common slider for me when I'm using this. I'm mostly adjusting the cyan red and the yellow blue. The magenta green tends to Lena texture towards making it pink, which you don't usually want, and towards making it green which you don't usually want depending on what you're adjusting. But in terms of white balancing, usually it's the top and the bottom. Let's confirm all those changes. We can zoom out. Then we can turn this on and off. That's the change that we've made. You can see not a drastic change, but it does change the feel of this texture. I'd say overall, just a general sense, the more white that this is and the more clear the colors are, the more white balanced it is, the more knew that this texture feels. When it has this yellowy film over top of it where everything is just generally warm, it gives it an antique or an older or worn look. Well like I said, it's not a huge difference. We really didn't change the color of anything here for the most part. It does change the feel of the texture. It makes it feel a little bit more modern. That's just a way that you could use color balance. We could also make another color balance if we wanted to. You can follow along if you'd like. Let's make some of these values pretty crazy. Let's pretty significantly deviate this and don't worry about matching my exact values, this is purely just for demonstration purposes. Maybe we'll do that, something really garish. That might be terrible across the entire texture, however, we can change this mask to black. If I select it and then hit "Control" and I to invert the white to black. Now I can zoom in on my image. Maybe I'll switch to my polygonal lasso tool so I can get a nice clean selection. Then I can just apply that color change if I want to specific areas of this image. If I wanted to go through every one of these yellows and paint that in. Now I can turn these yellows into this bright poppy red. Maybe you don't even do it to all of them. Maybe you would just go through and just pick out a couple random ones that way it adds red into your patterns. You have this yellow, you have gray, you have white, you have these neutral earthy tones and then some really bright pops of red. Since this is just an adjustment layer. Maybe we didn't like the red, we could just adjust the sliders and change these colors as we want. Doing it this way allows you a lot of freedom in making your colors be whatever you'd like them to be once you have your mask setup. Maybe we prefer more of a green color. We could do it that just as simple as just changing your sliders on this masked layer. For now, I'm just going to turn this off. We don't need that for now. For the next adjustment, let's duplicate our base layer. We'll duplicate it above this group so that it populates it outside the group. I'm dragging it outside. I've made a new copy. Let's put this into a group. We're going to name this selective color. You'll recognize most of the names from here on out in terms of the tools I'm teaching you. I'm just showing you a different way to utilize them that you might not have thought of until now. Now that we have our base copy layer and we have our group made, we can make a selective color. Let's switch this drop-down up here, to yellows so that we're telling the selective color to focus just on the yellows in this image. Then again, hit "Enter". It's very frustrating that it tends to stick on this, but if you just get into the habit I guess of hitting Enter after every time you you have to worry about it. But again, if you can't zoom out after doing that or you can't pan or it starts beeping at you, it's because it thinks you're trying to make those adjustments to this drop-down panel. Just make sure you hit "Enter" especially if you notice the blue around it. Now that we have a targeting just the yellows, we can start sliding these sliders around and see what changes we can make. This is trying to do its best to only affect the yellows and the image. We can start, just sliding these around, seeing what we can do, how far can we deviate it without it looking weird. In this case, maybe we tried to go more for our crazy poppy, modern, pop art pink. I did that by doing, because I can make these nice even numbers here so I can do 80. Let's do 65. Negative 80 + 65, -100, and then plus 20 in this case. Then if we didn't like this color, we could also add another one on top of it. Maybe we like the pink, but we are going to further adjust the pink. We can add another selective color on top. Now, this selective color is looking at the result of these two. Now instead of using the yellow dropped-down, we're going to actually switch it to magenta because that matches this better. Now we can adjust it further with another selective color up here. We can start pulling magenta out of it or adding more. We can mess with the yellows. Maybe we add a bit of yellow to it and pull some magenta out. We can also adjust the amount of black within it. Maybe we'll add all of that. We'll leave the cyan at zero. In this case, I did negative 100 for magenta, plus 100 for yellow, and then plus 100 for black. That made it more of like a salmon, a light pink blush color. Maybe this is a little garish. In this case, it's maybe a little bit more useful depending on where you're using it. That's just a combination of adding two selective colors on top of each other. First one deviated the yellow to a really bright pink. Then the second one toned that pink down to more of a salmon color. Now we've basically totally changed up the look and feel of this texture just with two really quick adjustments in the selective color. Let's make another copy of our base layer. Copy it outside of this folder. We'll hit "Control G" to make this a group. This one we're just going to call hue saturation. Then select your base layer here and we can add a hue saturation to this, so adjustment layer hue saturation. Now we can start messing with it the same way we've done in the past, where we go up here to this slider or the drop-down rather change it from master. In this case, let's choose yellows because that's the predominant color in this image. The rest of it is white and gray, which are a little bit harder to adjust so we choose yellows. Now we can start sliding this around and this pretty significantly change the colors right way. Let's make this more of a blue color maybe. Let's slide it all the way over to the 180. We can tune down the saturation a bit, it's a little bit too much. Maybe we can mess with the lightness. Let's leave it and I guess that's probably fine just to leave it zero if we didn't change it that much so I did positive 180 for the hue. Again, I'm on the yellow drop-down and then the saturation is negative 65 so I pulled some of the saturation out and then similar to the selective color, I'm going to add another hue saturation on top of this one and this time I'm going to target this green. Maybe I want this green to be closer to what the blue is on this. I'm going to switch this to green now instead, because that's what we're targeting. Then I can slide this green around until it meets more in that aqua blue, green color. I'd say about be about there. You'll notice we're getting some weird yellowy red stuff and I'll show you how to fix that in a second. We can adjust the saturation so that it meets the saturation a bit closer. Maybe we increase the lightness a little bit, so it's a little bit closer in value. To get rid of some of this, I'm going to hit Enter here because I'm still selected on this green thing so now I can zoom in, there's some of this area around here is oversaturation and over adjustment of other colors that existed within this. I'm going to start by switching it to, let's see if the reds will help that. I pull the reds down, you can see it's removing some of the little red dots. I think this might be actually yellow. I'll select yellow and that's the bulk of it actually, so if you switch it to the yellow, you can just desaturate the yellows and that'll bring it more in line with that gray blue color. Now it gets rid of some of that weird oversaturation, over color correction that we had. Now I can zoom out. We can see that overall the texture, again, has been pretty drastically changed. You might be saying that these textures still look like the old texture and that's the point so we're not drastically changing. We're not moving tiles around, we're not changing the flower inside these stars or making these square instead of circle, we're just trying to deviate the color enough that if for some reason the yellow that this texture was to begin with doesn't fit with our color scheme and we really needed it to be blue or pink or no color at all, we can make it desaturated. We're just helping edge this texture and nudge it towards the color that we want it to be rather than trying to find a whole another tile and make another tile that just happens to be blue and have to go through all the hassle of making that seamless, especially if this one is fine in general, the pattern works, it's just the color that was wrong. This the way that you can salvage some of your old work and I'd have to make a brand new texture for that case. For the next adjustment, we'll select the base layer, make another duplicate like we have been, make another group with that base layer in it. We'll name this group levels. We've used this in the past. This is the one that has the histogram. I'm going to select my base layer, go down to my levels adjustments here or my adjustment layers rather and I'll choose the levels adjustment. Now that I have this levels adjustment, we can adjust the brightness or the darkness of this texture. We can also almost turn this texture on its head. What I'm going to do is I'm going to grab this middle slider here. I'm going to keep sliding it all the way over here and the texture is going to start looking odd. Maybe we slide it to about, say about there so in this case I did 0.10 for the middle. Now let's maybe brighten this the right-side up a bit, so we're making it a little brighter. I did 248 for this right number and 0.10 for the middle. Let's add a hue saturation on top of this and then we're going to go to the reds, so switch from master to reds. I'm going to pull all the red out of it. Now we have a texture that at first glance reads as if it's like maybe a black glass or a black stone, maybe like a volcanic stone and then it has this goldfish inlay. In this case, this might be what you want to do with this texture. It's a way to really significantly change with this texture looks like. If you apply this across like the backsplash of a kitchen or on the tile floor of a lobby or something like that, this texture would probably look fine. If you zoom in on it, it might be a little bit odd, some of these textures in here so maybe we're getting a little too much green. Let's switch this to green. We can pull that out. We can desaturate some of the greens. Maybe we adjust the hue of the yellows so we make this yellow maybe a bit more coppery. Now this one so far has been the most drastic changes to this texture and this is still a way to make a texture variant. This is using the exact same seamless pattern. Nothing has changed, not going to have to change anything about making the seam or it's not going to leave a seam after having adjusted this, it's just a way to totally upend this texture and make it into something else entirely. You can use your levels adjustment to really heavily clamp a texture in one way or the other. Maybe pick out a specific value that you like. In this case, I wanted to accentuate the white areas of this texture and make it into a black and coppery texture now. Let's copy our base layer for the next adjustment. Put this in a group like the last. We're going to call this one curves, then hit Enter. First, let's make a hue saturation adjustment and this time we're just going to pull all the color out of it. We're just going to make it black and white, that's it. Then we're going to make a curves adjustment. Now that we have the curves adjustment layer, we're going to switch to the little hand with the two arrows on it that I showed you before so we're going to select this. Then this will allow us to sample a part of our image and then adjust the curves just on that sampled value of the image. In our case, let's select the highlights. Let's pull our highlights down so we're making our highlights a bit darker. We're going to try to make this texture a bit more even maybe try to bring out some of the detail that's hidden in this bright white and the dark black so I'm pulling it down. Now, I have these midtones for the white areas then I'm going to select this black area, I'm going to pull that up so I'm making this more gray now. I'm flattening this really stark dark and light that we have in this texture. Then just keep finding parts in the image and seeing if you can just level it out and make the texture have a little bit more detail maybe than it had before. If there's any area that's looking particularly flat so like this area here, just select it and see if you slide it up or down. Does it add any more detail back into it? So making that darker helps a little bit. Let's select these mid tones so we can brighten those mid tones up a bit and just move around the image and just play with areas, slide them up and down, see if anything looks better or worse. Some areas might reveal a crack or reveal some speckles or some texture in this that you couldn't otherwise see until you had adjusted it. I can slide that up. Now we're getting almost a slate look. We've deviated this texture pretty significantly from this original look, this bright yellow. Turning these back on now it's more of a gray slate look. If you needed a more muted, more tone-down version of this texture, you could do this as well. Maybe we could add another adjustment on top of this. In this case, maybe we'll just add another levels adjustment. You can see in this case, we're really utilizing a whole bunch of different tools to get what we want. We'll use the levels adjustment and then maybe we just pull this, so this bottom slider here, so not the histogram at the top that we were using. Pull just this one down so this is the gradient at the bottom and this will clamp the whites. It's only letting the texture get so bright so if we pull this down, we're making sure that the texture never gets brighter than this value here that we're determining with this slider. We can pull this pretty significantly down. Now we have a dark slate texture that never really gets above 50% white, even its brightest. This is a totally different look, much more muted, much more toned down than the original bright yellow that we had before. That could be another way to make a texture variant using curves and hue saturation and levels altogether. For our last adjustment, select your base layer here. We'll make a duplicate like before. Hit ''Control G'' to put it into a group. We'll name this color blend mode and hit Enter. We're going to start out, in this case not by making an adjustment layer. Instead, we're going to make a new layer. We'll just click that little new layer button. This new layer, so we're going to switch our color here. Down here where I have this yellow color. I'm going to select that. Let's make this blue. We'll select a lightish blue. You can choose whatever color you'd like. In this case, blue is what I'm using. We'll do blue. With this layer selected, now I can hit Alt and backspace to fill it with my foreground color in this case, which is blue. Now I can switch this to the color blend mode instead. Right now it's set to normal, which just covers the entire image with blue. However, if I switch it down here to color, you can see it's re-color this entire image. Instead of the original yellow, it's made everything a shade of blue in some way. It's made this monochrome, but all the different values still remain. We can have an entirely blue texture if we want. We could change this color if we wanted to, we could have it entirely red. I'm going to fill this with red now. You can see that this would be a really quick way to just recolor the entirety of the image, one color or another, without having to worry about all the different variants in colors that we have within the image. I'm just showing you a few different values here. Some values seem to work better than others. This texture tends to play better with the cooler colors. Maybe we can make it green. This would be a way that you could adjust the entire color of an image to something if you wanted to. Let's switch it back to this blue. I fill that in. Now instead of letting it be entirely blue like it is now, I'm going to put a mask on this layer by holding Alt, and then clicking this mask button, which will make the mask start out as black, which is the alternative to the default which is white. We have this black mask on now. I can go through with my brush tool. I'll make my brush. Actually, in this case, let's do 0% hardness, because we want this to be somewhat of a subtle effect on the edges. We'll do 0% hardness. I wanted to see what the size needs to be as we zoom in. Another thing we can do is just paint this onto certain spots that we want instead. Maybe we want just this star to be blue, so that you can see this will be a little bit of a tedious process, but we can go through here and just paint in blue stars on this instead. We can go through here and just make a nice clean selection around this and make it blue. One thing to note about the color blend mode is it works better on darker colors. It's using the values below this layer, this color blend mode layer, to determine how vibrant the color is. We can be a little bit more sloppy around the edges. You don't want to be too sloppy, but this blue area here, you can see this is what happens when I paint on this area. It has a significantly less effect on these lighter areas of the image like this than it does on the darker areas. If I painted here, you can see I'm painting right down the middle, but this looks way more blue than this does. This affords you a little bit of freedom when you're painting to be a little less precise if you just need to make it quickly blue. It's possible, if this texture was a little bit lower resolution. In this case, this is a 4096 texture so you're going to notice these subtle changes here on the sides a little bit more than if it was say, a 2048 texture where there's just less detail in it. I'm going to control Z those two changes that I just made. If you go through your texture and you can go through here and paint in any spot that you want to really be whatever color you want. If you want to be a little bit sloppy around the edges, like I said, you can be. It doesn't matter if you go over just a little bit because it makes a relatively minor difference on the outsides here. You don't need to be surgical with your precision here. But I would try not to paint too far outside the lines. I'm just going to be a little sloppy here so I can finish this up for you, guys. Let's paint this in. I'm painting with white on this mask obviously because it's shelling this blue underneath. In the case here where I went out of bounds on the bottom, I'm going to switch this to black now. I've hit my X key to switch the foreground and background colors right here. Now that I'm on black, I can just paint a way that mask in the areas where I don't want it. If you want to be a little sloppy around the edges, you can do that. Then you can just go through here quickly and just clean up your mistakes. Have you went out of bounds anywhere? Go ahead and just fix that. That's a way that you could use the color blend mode to make a different look for your texture and you get to choose these colors exactly. It's not just what you can actually deviate with your hue saturation or your selective color or your color balance layer. With a color blend mode, you choose the color you're painting on it. The only difference between these is you have to be somewhat cognizant of the values beneath it. If I wanted to change this white to a different color, this color blend mode is probably not the best way. In that situation, you're going to want to use probably your color balance would be your best bet because color balance is looking less at the values. Also in this case, you can look at just the highlights of the image and just adjust the highlight color and then go through here and paint in just on the white areas. That would be a way that you could use your color blend mode to adjust the color of your texture to make a new color variant. During this lecture, we've learned the power of color variants for your textures. I hope these methods have given you some ideas on how to make color variants of your own for the textures you've already made. During our next lecture, I'll be teaching you how to make supporting maps for your textures, such as normal maps, bump maps, reflect maps, and roughness maps. I'll see you in the next lesson. 23. Lecture 23: Creating Supporting Maps: Welcome to Lecture 23, creating supporting maps. Before we begin, make sure you have all of the resources downloaded. Let's start by discussing what a supporting map is. The supporting map will add different properties to a texture other than its color. These would be things like the bumpiness of the texture or the reflectivity of the texture. The most common supporting maps you'll encounter are bump, normal, reflect, and roughness. Let's discuss what each of these four common supporting maps actually do. Both normal maps and bump maps will do similar tasks. In the case of this texture, the normal map and the bump map would both be affecting the perceived bumpiness of this texture. It'd be making the tiles look like they pop out, it would be making the grout look like it pops in, and it would also be making the shadows where you see the pits and the gouges in these stone tiles. This is an example of what this texture would look like with no color added. This is purely just the normal map and the bump map working together to give the impression that these titles pop up and the grout pops down, as well as all these scratches and pits and the texture. Normal maps and bump maps achieve this bumpiness in slightly different ways, however. In the case of the normal map on the left, you can see that it's this blue, purple color with some pink and green in it. The normal map will allow the texture to know which directions are going up and down, as well as it'll give it some idea of what the curvature of the object is. That's what the point of some of these purples and greens are. It gives it more of a roundness to the texture. The bump map, however, on the right you can see it's just black and white. What the bump map is doing is saying black goes down, white goes up, and gray is anything in-between, but it only tells the texture whether it's going up or down. It has nothing to do with curvature. In the middle you'll see the diffuse map that both the bump map and the normal map were generated from. The bump map will almost always be more visually similar to the diffuse map than the normal map is due to the bump map being mostly just a desaturated in higher contrast version of the diffuse map. Because of the bump map looks so similar to the diffuse map, it's relatively easy to create within Photoshop. However, the normal map due to it looking so different than the diffuse map, we typically need to use some external software to create these. Now, let's discuss reflect and roughness maps. The reflect map is what gives the texture an idea of what parts of it are reflective. Not all parts of, say, this metal that you're seeing here are as reflective as others. The scratches might be less reflective than the area around them because as the metal is damaged and scratched, it breaks up the surface and it allows less light to reflect off of it. What the roughness map will do is will tell the texture what areas have sharp reflections and what areas have blurry reflections. You'll typically use a combination of both reflect and roughness maps together to tell the texture where it is reflective, and then another to tell the texture where the reflection is sharp and where it is blurry and matte. Here we have an example of what a brick texture would look like with its reflect map and its roughness map. You can see right off the bat they're inverses of each other. In the reflect, black is saying that this area is not reflective and white is saying that this area is reflective. Pure black means completely no reflection. Pure white means complete reflection. On the roughness, however, black is saying that this area has a sharper reflection, so less blurry, and then white is saying that this area is completely rough, it has a completely blurry reflection. You can see based on the diffuse map in the middle that both of these would be relatively easy to create within Photoshop, so we don't usually need to use external software to create these. Let's begin by importing wood_start into Photoshop. Now that it's imported, we can double-click on the word Background. We can rename this base and hit "Enter". The first thing we're going to be doing is creating the reflect map with this. We'll need to start by making a hue saturation adjustment layer. Then once we have this set, we're going to pull all the saturation out of this image. Actually all three, so bump maps, reflect, and roughness maps are going to all be black and white maps. There are some situations where you'd have a colored reflect map, but we won't be getting into that today. We're first going to pull out all the saturation out of this using the hue saturation adjustment layer, then we're also going to add a levels adjustment down here. Then with this levels adjustment, we're going to increase the contrast of this image. Let's zoom in a little bit. If we turn these off, this wood is sort rough wooden fence look. This wood wouldn't be particularly reflective. Our map for reflect is going to be mostly black with some spots of white. There are very few things in the world that have absolutely no reflection. I would say almost none unless it's some space-age material. Even this really rough wood, you could get a splinter on it if you touch your hand on it but it would still have some reflection to it. Let's turn our maps back on. We have our hue saturation turned on and then the new levels adjustment. The first thing we're going to do is the black slider on the left, we're going to move it to the right. We want to move this in until we get just shy of pure black in some of these areas. As we move this in, you can see soon as we get into this white area on this histogram, that means we're actually hitting some pixels here. As we move it in, we're getting more and more pure black. Now, we don't want to go too far into the image with pure black. I'd say right about there. The only areas that we're getting pure black really are probably just between these planks. That's probably best anyway, that it's not reflective. Then overall I'd say this is still too bright. We're going to grab this slider in the middle, and we're going to slide that also to the right. We want to slide it until we're seeing mostly dark values. There's still some standout whites. In this case, we're actually going to move this right to the edge of this histogram, so right at the base of this little mountain that we have. This one is controlling the blacks that stopped about there, and then the mid tone slider, we're stopping right at the right edge of this histogram. Now if we look at this, this plank here is going to be mostly matte and will have little reflection on it. It'll still be reflective though. But there are areas like this in the texture that will have a polished look to them. Not necessarily polished, but these are areas that maybe were against. If something frequently rubbed against this fence, these are areas that would have been more in a little bit more smooth, therefore making them a little bit more reflective. The varied values of light and dark across this fence will give it the impression that it's been worn. There'll be areas that are pretty non-reflective and then there'll be some spot areas splotchy across this that will add a little bit more character to the fence by giving it some wear and tear on it. To finish up and organize our file, let's select these three layers, so selecting the top and then the bottom, holding Shift so we can select everything between, hit Ctrl G, and let's just put these into a group and call this reflect. We can hit Enter. The next thing we're going to work on is the roughness map. We're going to start by holding Alt and then click dragging this reflect the group up so we can make a copy of it. Then we can hit Ctrl and E together to collapse that entire group into a flattened object. As we discussed previously, the roughness map is like an inverted version of your reflect map. Let's start by making a new adjustment layer that we haven't used before. It's just called invert. It's here near the bottom. Then when we make this is just the equivalent of clicking on this image and hitting Ctrl I. But instead of doing that, you can just make this invert adjustment layer and it does the exact same thing. If you turn this off, it's back to how it was. If you turn it on, it just inverts your black and your white. Now that the image is inverted, we can add another levels adjustment. We're just going to adjust the contrast to this image of it as well. This time we're just going to grab the middle slider here just to adjust the mid points. We're just going to pull it down just a little bit. Moving it towards the right, making the image a bit darker because we don't want so much of this image to be pure white. Because if you remember before, if a roughness map is pure white, that means it's entirely blurry. It has no sharpness to its reflections at all. We don't want that because we want these areas that in the last texture, so if I hide these three layers, in the last texture we had areas that we are designating as somewhat reflective, and in those reflective areas, it would be nice if the reflection was also a little bit sharper so it's a little bit more shiny. It looks like something maybe rubbed against it a little bit more often. If we turn this back on, that white area, we want to be a little bit darker than the rest. Now we're saying that the area that is reflective with the reflect map is also a little bit more sharp in its reflections, it's a little less blurry in the reflection. This value here, I think looks great. We also have these pure white lines between these planks, which are actually the gaps between these, which is what we want. We don't want these air gaps between the texture to have any reflection or even be sharp reflections. We want them to be almost entirely not reflective if we can manage it. We also don't want them to have any sharpness in the reflection, they should be almost as mad as possible because these shouldn't really reflect, they're actually just air gaps between the planks. Now that we're done with the roughness map, let's also select these three layers using the Shift key, Ctrl G, and then we're going to put them into a group to keep everything tidy. We're going to call this roughness. For our next layer, we're going to be making the bump map. In this case, we're actually going to start with the base texture again. We want to start with the color one, because we've made so many adjustments on these other images that these would be a little bit difficult to start from as a base. We're going to open up the reflect layer, hold Alt, and then click and drag this colored base layer and drag it up to the very top. We can close this so we don't need to see it anymore. Now we'll make a hue saturation again. We're going to pull all the saturation out of this image. We're again going to use the levels adjustment. We're going to pull the far-right slider which is the whites in the image. We're going to pull that over. For the bump map, we want these planks to appear as if they are pushing forward and be the grout lines if you want to call them that or the air gaps between these planks to look like they're going back. In that case, our boards are to be mostly white and the lines between it needs to be mostly black. We're going to start by brightening up these boards without affecting the blacks at all. By grabbing just this right slider and moving it in, we're only making the whites whiter. We can move this up to right about here, we'll see if that looks good. Let's try to adjust the midpoint now. We're going to grab this and we're going to move it to the left now since we're intending on making the image brighter. We can move this over. We're going to move it to about here. Then we'll see if we can pull this slider in to make these lines darker again. We're going to grab this one and move it right about there. Right at the bottom of this little bump that we see here, we're moving our black slider to. Our midpoint we might be able to push again to the left. You can see that we're just trying to make the planks as mostly white as possible, not entirely white, because we want to have some of this gray values in here. So anything that we see on this texture that are values of gray will not go either entirely in or entirely up. It'll play in the middle of that. In this area here, these areas will pop out. These lighter areas will pop out. But then as we get to these grayer, darker grain of the wood, it'll pop in. Then these cracks that we see in the wood will also pop inward. We're giving this wood the impression that it has texture to it. You can actually feel this wood if you touched it. It wouldn't just be this perfectly smooth object I think what we have now looks good for our bump map. We can select all three of these layers like we did before, put them into a group with "Control G". We can rename this bump so that our file is nice and organized. Now we have the three main textures that we're able to create within Photoshop created. Now that we have these created, we're going to want to save our file. You can go to File, Save As, and then you can save out your PSD so that you can come back and work on it if you need to. You can also go to File, Save a Copy, and then save out different copies of each of these textures. In this case you can see I've already saved mine out, so I have Wood underscore Bump, Reflect, Roughness and then the Start that I began with. Then we'll be getting to the Normal map. Go ahead and go through each of these textures and save them out. By default, when you're doing Save a Copy, it's only going to save what it sees on the canvas. Once you've saved out bump, you have to turn off the Bump layer. Now you can do is File, Save a Copy, and then you can save out your Wood underscore Roughness as well. Then the same thing for Reflect. Make you turned off the layers so that the correct one is visible when you're saving it. Now that we've created the three maps so we can easily make within Photoshop, we need to start using an external software to create the normal map. The first software we'll be using is NormalMap-Online. This is a free resource that you're able to use that will allow you to make normal maps from your bump maps. You can find a link for this website within the external resources section. The first thing we need to do is click and drag our bump map onto this square here. I'm going to click and drag, and then I can just drop it on this black and white concentric circles here. Now that we've placed our bump map into the website and you can see that it's updated the different fields. This cube now, while it looks a little bit messed up, you can see that at least has the impression of being wooden planks. You can see in the middle here, this is our normal map and that also looks like the wooden planks we drew again. Let's start with by changing some of these settings here on the right. To begin with, uncheck this box here, and that's controlling the rotation of this cube. I find it pretty distracting had this cube moving around at all times. You can just uncheck this, and now your cube will stop. When it stopped, you can click on the cube with your left-click to rotate it yourself. You can find a place that gets a nice amount of light on it, something about there. You can also use your mouse wheel to zoom in and out on it. Then you can use your right-click to pan the object around. Now we can also turn off your displacement. The displacement is what's causing these tears that you're seeing on the edges. That's what's making this jagged around the edges as well. We're going to turn that off. We also want to turn off the AO checkbox here in the middle. That's adding some shadows to this that are going to compete with us trying to figure out exactly what the normal map is doing, so we're going to turn that off. You can leave this Specular box on and you can leave the Normal box on. The first thing you want to do with this preview on the right is zoom in a bit and also rotate the cube around to a point where you can get an idea of where the light is coming on this texture. I can tell that one mine, the light is coming from the top right corner of this. I can use my right mouse button to move this around, to pan it around, and then I can rotate it with the left. I'm going to get a nice preview of this texture, I want to sort of fill this up and get a nice idea of what this texture looks like once I start playing with these sliders here. Overall, this is a relatively simple tool. There's only a few sliders we can mess with, and there's a few checkboxes and a dropdown. Let's start by turning the levels up to 10. Right now you can see that a lot of different colors and this, it's not mostly purple. As we turn the levels up, however, you can see that the image becomes mostly purple. That's what we want, we don't want all of these weird green and red pixels in here. Because you can see it's really starting to mess with the preview here on the right. A normal map is not meant to have so much of this color in it. It will have these greens and pinks and reds in it. However, those should be by far the least amount of the color. In general, the 90% of your texture or more is going to be more of this purple color. As we turn this levels up, it adds more colors that it has available to it, which in this case we're adding 10 levels. That allows for a lot more purple on this and a lot more subtle than this in your normal map. The other slider we can move around is the strength slider. This one makes more sense in terms of what it does. This is essentially just the strength of your normal map. As we turn it up, you can see that the bumpiness on this texture if I zoom in, the bumpiness on this texture it gets a lot stronger as it's higher, and if I lower the number, it becomes a lot more smooth until the point where it's almost imperceptible. In our case, we're going to want something more in the middle. As we just said before, we know what this texture is in terms of it's a wooden fence and it's an aged wooden fence. It's not a brand new, pristine wooden fence. It would make sense for this texture to be a little bit more on the rough side. If we want to, we can maybe have it around the two mark. I think any less than two is going to seem a little bit too smooth, a little too subtle. Anything much higher than maybe two-and-a-half or three, you're starting to get really into that splinter territory with this wood where it's really aggressively bumpy. It's almost like dilapidated or something. We're not going to want it quite that rough. Let's move ours down to about two. I think two looks good. You also have the option to blur or sharpen your texture. Now in most cases, you're not going to want to mess with this too much. If you turn this up, it'll over sharpen your texture. We've actually talked about sharpen and Photoshop, so essentially what this is doing is doing that same thing within here, except on a slider. We can really heavily sharpen the texture and make it really crunchy and have all these noise marks. Or if we lower the number, it starts blurring the texture and making it softer. We don't really want that either. I'm moving mine at zero. The filter drop-down in the middle has two options, Sobel or Scharr. In most cases you're going to want Sobel, which is what we're currently using. That's the more subtle option. If you chooses the Scharr filter, you can see that it starts adding in a lot more of that green value in here, even though we're at the highest level value we can, and you can see that it's made, our texture is significantly more bumpy on the right. Unless you have a really subtle texture that you're just not getting the values out of it that you want to see like it's just not getting bumpy enough, even with your strength turned all the way up to five for some reason, Scharr might help. But in most cases we're not going to want to leave Scharr. We're going to just want to default It to a Sobel. The last three checkboxes you have access to are inversions. So the R the red in your texture, which will make the light look like it's coming from either the left or the right. Then if you invert the green, it will change whether the light is coming from the top or the bottom. By default, you don't usually need to mess with these. This would be a situation where, you know, for a reason that your texture needs to be flipped, which isn't always. Usually we can just leave these off. There's also the height slide are the checkbox. If we turn this on, this will invert the black and the white on the image. Let's zoom out on our texture. Make sure that the areas between the boards actually seem like they're going inward and the boards are coming out. In our case here, we know that the light is coming from the top right. We can see here that this is the gap between the boards. However, we also noticed that the shadows don't make sense if that's the case. Based on this, since the light is at the top right, we shouldn't be seeing a shadow on the left. The light should be coming down this plank and then it should be bright on this side of the plank. If we turn this height inversion on, you can see that it's flipped it. If we move down here, you can see that now this plank, the left plank is catching light, and then the right plank casts a shadow across this gap. In our case, this texture actually needs to be inverted. The height needs to be inverted in order to accomplish them. Now that we've inverted our height, you can see that the texture looks more correct. These gaps in between are no longer catching light. They're actually occluding light. If I turn this off again, you can see now it looks like the gaps between the boards pop out. We're going to leave on the height inversion for this texture. Now that we have a normal map that we're satisfied with, we can move around on this preview here, and just make sure that nothing looks too odd. We can pan around this. We could also change what it's being displayed on. By default, it sets it to cube. However, you can switch it to a plane if you prefer, and then you can rotate this plane with the left mouse button so we can zoom in on that and see how it looks. I think that looks pretty good. There are also spheres, you can zoom out. The unwrap on this is pretty large, so it's not great for all textures, but it gives you an idea what the light looks like when it moves around a round surface. There's also a cylinder. Again, similar issues to the sphere, the texture is stretched and weird. There's also a teapot if for some reason that's useful to you. As we can see what it looks like it's a wooden teapot. Then you can also import a custom model if you like as well and it's going to use the.obj file format for that. Let's just set this back to a cube. I can zoom out now. Just get a good idea of what it looks like. The last thing we can do on this right side here is we can load up our diffuse maps, which is the color map that we've been making in the past. If we hit the "Load" button, we can load up our wood start, which is the regular diffuse color map, and open. Now we have that map on this texture as well. We can see what it looks like combined with the normal map. If that's something that you find useful, you can do that as well. If you want to turn it off to see what just the normal map looks like, just uncheck this box. Now it's back to how we had it before. There are a few other things you can do on this website. As you can see here, based on these tabs, you can create your displacement maps, your ambient occlusion maps, which is the AO that we turned off before. You can also make specular maps on here as well. I won't be going over these in this lecture, but feel free to play with these next time you're on the website. Now that we have a map that we're happy with, we can change the name and then save out the image. In this case, we're going to call this Wood_Normal. We can switch this from a PNG to a JPEG or TIFF. I'm going to choose JPEG for mine. We're also going to turn this to 100% quality so it doesn't compress the image, and then we can just hit "Download", and it pops up here on your downloads bar. Now that we've explored how to use NormalMap-Online, we can try out another free software. This one is called Smart Normal Map 2.0, and this also is included in the external resources links. You can see that this software looks a little bit different than the last one, and it's also a lot less complex. To use this software, we can go to Load, click the button at the top. We're going to again choose our bump map to start with. In most cases, you're going to want to start to create a normal map from a bump map. We've already gone halfway to the extent of what a normal map does. We've already told it what the up and down are, once we convert it into a normal map, then we're just giving it an idea of curvature as well. It's a good place to start with using your bump map to generate your normal maps from. We can open up your bump, and that will import it into this. By default, this thing is zoomed in really far. In order to zoom out, the only way that I know how to do it is by holding Control while in your web browser, and then moving your mouse wheel down to zoom out. However, that zooms the entire webpage out in order to see your image, and that also makes your controls really small. In order to actually use your controls, you're going to have to zoom back in by holding Control still and then scrolling up on your mouse wheel. There's very few settings that we can mess with on this website, however, it's just another free resource. Sometimes this website does a little bit better job with more complex textures than the NormalMap-Online website does. However, NormalMap-Online gives you a lot more control over things that you can adjust and also gives you a preview which Smart Normal Map 2.0 does not give you a preview, it just shows you your normal map. The things that we can mess with on this website are mostly just the string. We can adjust the bias, which lowering the bias makes it weaker, and then raising the bias makes it stronger. You can obviously go way overboard if you go too high, but maybe in this case, for this texture, maybe more like the 60-70 range is probably okay. We can use our mouse wheel to scroll up and down on this texture just to look around on the image. You can also use the scroll bar at the bottom to look for specific areas like knots to see how they look. We can also adjust the blur of the texture. In order to adjust that, you have to check this box on. By default, it has a little bit of blur on it and you can see the blur is really strong. At three, it's already almost too blurry. We can turn this down a little bit. If we wanted to add just a little bit of blur, maybe something less than one would work, so you could probably set this to maybe 0.5. If you wanted to add just a little bit of blur to your texture, you can turn it on and off with the checkbox to see what it looks like. That's how you would blur a texture on here. You can also adjust the inverting the red and inverting the green on this. You can see it's moving up and down if you invert the green, or left and right if you invert the red. However, that's basically the extent of what you can do here. You can also save your image just by clicking the Save at the top. That will open a new tab with your completed image in it, and then you can right-click on this image here and then just do Save Image As and save your image where you'd like to. That's the extent of the free software I'll be showing you in this lesson. However, I wanted to give you an idea of what else is available if you're willing to spend money on it. The software that I have the most experience with is a relatively old one, actually. It's called CrazyBump. Right on the main webpage for CrazyBump, you get an idea of what this texture creator does. It allows you to import images and then it gives you a lot more sliders that you can adjust with your normal maps. It allows you to adjust the position of the light, you can also adjust the preview object on this. This also has the ability to adjust other maps such as your displacement, your reflect, your occlusions, as well as your diffuse map if you wanted to use this to pull shadows out of your diffuse map in certain situations. This texture creator isn't super expensive. You can go down here to buy a license, and then you can see the different prices here. If you're a student, you can buy it for $49, and this is a perpetual license, it lasts forever. Or if you're using it for personal use, you can buy it for $99, or if you're a professional, you can buy it for $299. Another paid software that you have access to would be Adobe's Substance 3D Sampler. This software is a lot more modern, so it has a lot more capabilities. However, it's also a lot more complex. It can allow you to take images and convert them into different maps such as normal maps, bump maps, reflect, roughness, those things just like CrazyBump as well as the free softwares and Photoshop that we have access to. However, it does a lot more things such as texture blending, it has a resource library built into it and just in general, this exists as part of the Substance ecosystem which has multiple different softwares. There's Substance stager, painter, sampler, designer, modeler, and then different plugins for them. You can see that this in general is just a lot more complex and a lot more in-depth than the other options we've discussed. However, it is an option and it's available for, I believe a subscription. We can see down here that for a Substance 3D texturing, it would be $1,9.99 per month. It's not a perpetual license like CrazyBump. This would be something you pay for it per month. I hope you've found all this information on supporting maps and their softwares useful. I'll see you in the last lesson. 24. Lecture 24: Conclusion: Hello and welcome to the 24th and final lecture of this series. In this lecture, we'll be going over a few more things and wrapping up some loose ends. Then I'll leave you with a few more tips to continue your learning after this course ends. Let's begin. Now that you have a foundational knowledge of seamless texturing, I figured it might be useful for you to see some of the professional work I've created in my career. Most of these images use primarily seamless textures, especially on the buildings. All of the images you see now on screen were created by myself and my team during my time as studio director at an architectural visualization studio. All of these images use seamless texturing extensively on the buildings and the environment, as well as other Photoshop tricks. Not a single image you see now was created without the use of seamless texturing. Now that you've seen how seamless texturing can be used to create professional projects let's wrap up what we've learned in this course so far. During this course, you've learned what seamless texturing is and who uses seamless texturing and in what industries. You've learned how to identify images that will make successful seamless textures. You've also learned where you can find them for both free and paid resources. We've gone through a full five-part Photoshop basic series to teach you all the tools you need to make a seamless texture. You've learned how to make a seamless texture out of an ideal issue free image. We've also gone over what the most common issues are within images, such as repeating shapes, value differences, color differences, and misaligned elements. We've also learned how to fix those issues when we find them. We've learned how to make color variants to breathe new life into old textures. We've also learned how to make supporting maps to give your textures new properties such as bumpiness and reflectiveness. What are some things you can do to continue your journey learning seamless texturing? The first thing you can do is try to create more complicated textures, such as images that have multiple overlapping issues, such as value differences, as well as misaligned elements. The image at the bottom left is an example of that. The pattern is misaligned because it goes back in space and there are also severe value differences present in this image. You could also try your hand in making stylized seamless textures, such as a hand painted wall texture, something like the image at the bottom here. Lastly, you can just continue to make seamless textures regardless of how complicated they are to add to your texture library that I've provided. If you want to utilize a more robust way of organizing these textures, you could use Connecter by Design Connected, which is a software that allows you to organize assets into tags to easily find them later. To finish up, I'd like to thank every single one of you for taking this course. I hope all the information in this you found valuable and useful in your careers in the 3D industry. I ask that you please leave an honest review in this course. I'd like to know all of your thoughts on this course be they good or bad. As I'd like to continue to improve this course over time. I want to make sure that any issues are fixed so that both you and future purchasers have a complete and valuable course. If you have any questions about this course, please make sure you ask. I'll be sure to answer them. Once again thank you very much for purchasing this course. I hope to continue providing valuable courses to you in the future. Thank you and goodbye.