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volume 1, issue 13

Today in loonygames:

New!! The Archives have been cleaned up, fead links fixed, and printable versions restored! Also, don't miss the new comments on the front page!

Livin' With The Sims: theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura: Josh Vasquez on Omikron: The Nomad Soul.

Real Life: Check out our newest comic strip, Real Life! Updated daily!

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DRAW Partner!: Chris Buecheler's article on games and 2D art.

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Graphic Content:
Back Again

By Christopher "shaithis" Buecheler

I've made a new layer, loaded the same selection, and am picking a rusty color.

Click for fullsize image

And now I've filled the layer with the rusty color, and deselected.

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Rust is certainly not a solid color. Adding noise can help make it appear more like it's supposed to. In this case I have "monochromatic" selected, because although it's true that most colors show up even in substances that appear to be entirely monochromatic (perhaps Sumaleth will cover that type of light/color/design theory in his series), photoshop's non-monochromatic noise just adds _too much_ color. I typically use gaussian distribution (has a different look to it), but in this case I went with Uniform. How'd I decide? I selected each and then chose what I liked better. No real theory or anything. :)

Click for fullsize image

I'm now offsetting the rust by 256 pixels, so that the black and the rust don't coincide (and can thus both be seen. Previously the rust was covering up most of the black).

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Happy with the rust, I've now returned to the actual texture layer, where I'm adding some cracks and dents to the texture using the "texturizer" filter. I'm using a custom texture PSD I made to get this affect. Any PSD you make can be used in texturizer. It's up to you to find ones you like. Then it's just a matter of adjusting the scaling, light angle, and relief to something you're happy with.

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And here's the texture with the texturizer effects applied to it. I like that line there, but having just one looks a bit strange, so I'm selecting it to copy it and place another one elsewhere on the texture.

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By counting grid lines, I've determined where to place the second line so that the two blocks will be uniform in size when tiled. I also flipped the line 180 degrees. This will help avoid the "those two lines look exactly the same" problem.

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Credits: Graphic Content is © 1998 Christopher Buecheler. All other content is © 1998 loonyboi productions. Unauthorized reproduction is strictly prohibited, so don't do it, or we'll paint you white against a white background.