Thursday, January 08, 2009
Draw Orange
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Final image

Step 1
Make new Layer. Color layer in orange.

Step 2
Duplicate Layer. Send Duplicate Layer behind and go to Layer Stile. Use Gradient Overlay like in picture.

Step 3
To make orange skin select first layer. go to Filter>Renden>Clouds.

Step 4
Then go to Filter>Artistic>Plastic Wrap

Step 5
Make Layer Blend Mode to Overlay.

Step 6
Go to Layer>Layer Stile>Inner Glow and made stile like in picture.

Step 7
After making orange skin effect, make background. Just make new layer and with Rectangular Marquee Tool select edge of background.

Step 8
Make shadow with Elliptical Marquee Tool. Make new Layer. Color him in black color. Put Opacity on 25%.

Step 9
In Layer Stile make Inner glow stile like in picture.

Step 10
To made round shape on top of orange, with Elliptical Marquee Tool make new layer. color him in black color.

Step 11
Then folow next steps in Layer Style Blending Option. First Inner Shadow.

Step 12
Outer Glow

Step 13
Inner Glow

Step 14
Bevel and Emboss

Step 15
Gradient Overlay

Step 16
To made Water Drops follow next step's.

Step 17
Make new layer. With Pen tool draw some drops.

Step 18
Color Layer in black, than put Layer opacity to 0%.

Step 19
Then go to Layer Style>Bevel and Emboss and make effect like in picture.

Step 20
Repeat all this water drops effect wor a few times.

Step 21
And allmoast...

Step 22
Finish.

Thursday, January 08, 2009
Colorized text
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Final image
Open new file

Step 1
Make new background with gradient effect.

Step 2
Tipe text letter by letter. Every symbol must be own layer.

Step 3
Select first symbol. In this case letter C. Give him gradient effect. Make sure to chose pastel colors.
Chose gray color for all symbols. Second color is chanching for every letter.

Step 4

Step 5

Step 6

Step 7
This is how look when you color them all.

Step 8
Now move your letters like in picture, and put them all in one group set.

Step 9
Duplicate group and put behind first group.

Step 10
In duplicated group select letters who's marked in picture and give them Outer Glow effect.

Step 11
In duplicated group to first and last letter C&S give Gradient Overlay effect with black amd blue color like in bacground.
Then move C to left side.

Step 12
Do same with S just reverse.

Step 13
Then give to C Outer Glow effect with bacgroun blue color.

Step 14
Do same with S.

Step 15
After all this select all groups and duplicate them.

Step 16
Move duplicated groups down with the line of text and rotate them like in picture. 180degree and then horizontal.

Step 17
Merge duplicated groups.

Step 18
Then give him Gradient Overlay effect.

Step 19
Ok. Select all groups and tranform them to larger scale
Now Merge them all.

Step 20
Now you have just one layer. First transform with Perspective transformation.

Step 21
Then with free transform resize like in picture.

Step 22
Open new layer and use select Shape Registration Target.

Step 23
Do like in picture, color him in black and put him behind text.

Step 24
This is final work.

Tuesday, January 06, 2009
Double Rotation using Bones in 3D Studio Max v.9
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I think we should start with a little info about this tutorial. I created a rig for a character in a group project I was doing in a class, and once the rig was completed and we looked at the 3D animatic, we noticed there was a problem with the hand rotating around; double rotation in the forearm. We searched on the internet to try to find a solution to the problem, but since we couldn't we had to tackle it ourselves. My teacher wouldn't let me stop until I reached complete fetal position, so let's get down to how I solved this problem.
For those of you who don't know what double rotation is; it's the rotation of two bones inside your forearm--the radius and the ulna. As you rotate your hand those two bones rotate over one
When you have your model completed, make sure you have the right edge loops for where you place your bones. For the double rotation, you have to create another edge loop between the wrist and the elbow joint. Like that circled in this next photo.
The character I set this up in was called "Emo Boy." So, in his rig I attached his name to the bones which looked like this: (Note, red bones and controllers are for the right side of the rig, blue bones and controllers are for the left side, and yellow is for the spine, neck, and head. That is just my personal preference.)
Bone_Emo_Clavicle_R
Bone_Emo_UpperArm_R
Bone_Emo_LowerArm_R
Bone_Emo_LowerArm01_R
Bone_Emo_Hand_R
Those are just the bones for the arm so that it's easier to follow along with this tutorial. If you didn't know, you should have the bones at the elbow joint at a slight angle so the IK chain can deform properly. Here is a picture of the arm bones placed in the Emo Boy model.
After the bones have been placed in the correct spot, you then create four dummy helper objects. You name them according to the names of the bones, for example;
Bone_Emo_Hand_Dummy_R
Bone_Emo_LowerArm01_Dummy_R
Bone_Emo_LowerArm_Dummy_R
Bone_Emo_UpperArm_Dummy_R
Next, you have to align these Dummy objects to the bones, the dummy's are going to act as bones to apply the IK chain with, confused yet? I hope not, but hopefully things will get easier. I recommend aligning them from the hand bone up to the upperarm. For the Hand dummy, LowerArm dummy, and UpperArm dummy, align them using the following photo (Align XYZ position, and XYZ orientation)
With Bone_Emo_LowerArm01_Dummy_R align it the same way, BUT only align the XYZ position, not the XYZ orientation. This will help make sure the IK chain bends like a triangle, instead of a rectangle, which is what you don't want.
This next part is the MOST confusing part about setting this up, refer to the following picture.
Basically, you have your dummy's lined up with your bones and you begin linking them so thing start to move how they are supposed to. I'm going to list the names of the bones and what to link them to, but in the image you just have letters as reference for the linking information. Make sure you start with the big black arrows on the bottom; which would be:
Bone_Emo_Hand_Dummy_R linked to Bone_Emo_LowerArm_Dummy_R link that to Bone_Emo_UpperArm_Dummy_R.
Then link Bone_Emo_Hand_R to Bone_Emo_Hand_Dummy_R
Link Bone_Emo_LowerArm01_R to Bone_Emo_LowerArm01_Dummy_R then link to Bone_Emo_LowerArm_R and link that to Bone_Emo_LowerArm_Dummy_R
Link Bone_Emo_UpperArm_R to Bone_Emo_UpperArm_Dummy_R then link that to Bone_Emo_Clavicle_R
Like I said, check the previous photo for a simpler version of this linkage system.
The next step, with the UpperArm dummy object selected, go to Animation -> IK Solver -> HI Solver. When you get the rubberband, click on the Hand dummy object to create the IK Chain.
Check it to make sure it works, but make sure you Undo so that it goes back to the right spot. After creating the IK chain, you can create your Wrist controller; I renamed mine CTRL_Wrist_R.
Create a circle, then rotate it 90 degrees to the right while holding shift, and then select the original and rotate that one 90 degrees again while holding shift to have 3 circles. Then convert a circle to an Editable Spline, and then click on vertex sub-object mode, and then Attach Mult. and click the other 2 circles so you have one circle all together. Next, once you have your controller, you will align its position only to the IK chain, and then you will align its orientation to the Hand_Dummy_R object. Then, select the IK chain and link it to the CTRL_Wrist_R. Then, select the Hand_Dummy_R object and go to Animation -> Constraints -> Orientation Constraint and once the rubberband shows up click on the CTRL_Wrist_R. So pretty much, this is what you should have, and NOW, all you have left is to setup the Double Rotation.
Select both of the forearm bones (LowerArm01 and LowerArm) and select the CTRL_Wrist_R. Then hold down ALT and Right-Click to bring up the Animation Quad menu, and then click on Freeze Rotation.
Then select the LowerArm01 bone and Right-Click and click on Wire Parameter -> Transform -> Rotation -> Keyframe XYZ -> X Rotation to the CTRL_Wrist_R's Transform -> Rotation -> Keyframe XYZ -> X Rotation.
After that the Wire Parameter Dialogue box will pop up. If you followed the previous instruction, the CTRL_Wrist_R should be in the right window, you then click the arrow facing to the left and in the Expression for Bone_LowerArm01_R x-rotation type in X_Rotation/2 and then click Connect.
THAT'S IT!!! Finally, finished, take a look at the next picture and you'll notice that the hand bone has been rotated 90 degrees and the LowerArm01 bone has rotated half as much, so once you skin your model, that will help with stopping that ugly deformation in the wrist. Just make sure when you add the skin modifier to your model, make sure you add the BONES, not the DUMMY objects.
That is the skinned version of double rotation, if I had my model textured it would make much more sense, but please trust me, it's there and it helps out a lot. Again, a special thanks to my Instructors Alex Piejko and Scot Connor. Fellow students, Janelle Bruggeman for Character Design, Ryan Fox for the Model of the young Boy at the beginning, and Steve Montesano for helping me find images of the radius and ulna.
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