Recoloring with Image Adjustments
Transcription
Recoloring with Image Adjustments
Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Recoloring in its simplest form is exactly that: changing the color of something. Depending on the program that you are using, there are many ways to do this. This tutorial will be using Photoshop CS3 (although most options used are available in older versions as well) and will cover the different methods that affect color, such as Hue/Saturation, Variations, and Color Balance, among others. The very first thing you want to do before you start Recoloring is make sure that you have CEP installed and enabled, as it will make every object in the catalog recolorable. The newest version of CEP can always be found at http://cep.modthesims2.com/ . Make sure this is installed before you start the actual recoloring. You also want to install the nVidia DDS Utilities, which will allow you to import the finished texture back into the package file without losing quality. The DDS Utilities can be found here: http://developer.nvidia.com/object/dds_utilities_legacy.html and instructions on how to point SimPE to them can be found here: http://forums.thesimsresource.com/showthread.php?t=352209 To actually edit the textures, you will need a graphics editor. There is a wide array of programs available, two of the most prominent being Photoshop and Paint Shop Pro. You do have to pay for both, however they each have a free trial. If you would rather just get a free program to start with, Paint.NET and GIMP are both decent replacements that work just as well as Photoshop and Paint Shop Pro. For this tutorial I will be using Photoshop CS3. Almost all options used in this tutorial will work in any older version of Photoshop. They are also available in other programs, however they will probably be under a different menu/name. Page - 1 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Creating the file The first step, obviously, is to decide what you want to make. At the moment I’m thinking along the lines of a kitchen, so I’m going to find a counter to recolor. Either on the bottom or on the side of your SimPE window, find the tab for “Object Workshop” and click it. A blueish-gray window should appear and say that the object data is not yet loaded. There should be two buttons below that, click the one labeled “Start”. Depending on your PC and how many Expansions/Stuff Packs you have installed, this could take a while to load and it may seem that SimPE has froze, when really it’s just still loading. After a while of churning, the screen should go away and it will now show a list of object categories, Like Decorative, Lighting, Surfaces, etc. Click the + box next to the base category of the item that you want, and it should expand with either a new list of sub-categories, or actual items, depending on what you chose. Because I'm going to recolor a counter, I'm going to look under “Surfaces”. From the sub-menu I'm then going to choose “Counters”. Now it should actually show me different counters available (although remember that the catalog only shows Maxis/EA items, you should click “Open” and load the mesh file if you would rather recolor a custom mesh.). Page - 2 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Feel free to look at different parts of the catalog if you don’t want to make a counter, the Recoloring process is just about universal for all objects. When you find the item you want, click on it once in the catalog listing and then at the top click “next” The screen will change again, and this time it should be the “task” menu. If it’s not already selected, make sure to select “Recolor”. “Create Color Extension Package” should be checked by default. Once you have those two set, click “Start”. A Save File dialog will appear, go ahead and save your file into your Downloads folder. Depending on what you have chosen to recolor, you may or may not get a “Subset Selection” dialog box. The way this works is that if you are recoloring something with more than one part, you can choose which one, or both, parts to recolor. Because if a user deletes something from within the game, the game will delete the ENTIRE file, and all recolors that you have put in that file as well (not just the one texture that was selected), it’s recommended that you only recolor one subset per file. If you are recoloring something like a dining table or an end table, you may find that there is only one subset, so you won’t be given a choice. Since I'm recoloring a counter, I'm going to get to choose if I want the counter top or the cabinet. If it’s an item that already has recolors, you will also be able to select which texture you want to use a base in your file. In this screenshot I have deselected the counter top, since I don’t want to change it, and have also selected the texture that is closest the final one I want, which is the tan one that I'm going to darken to brown. Counters, Plumbing, and Pet Beds all have two textures. Represented by the line and “2” (you can see what I mean in the screenshot above), one is the normal clean state, and the second is the dirty state. As the name says, the second state is just a dirty version of the clean one. Lamps also have two textures, one for “on” and a darker version for “off”. Page - 3 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Once you have the subset you want selected and the texture you want to use a base, click “OK” and your file should be created. At the bottom of the screen, switch the tab back to “plug in” and you should now see your texture. Click the export button towards the top right, and you should be asked to save the image. So that I can find it easily, I'm just going to export it right to my desktop. To help preserve the quality, change the format to JPEG before you save it. Changing the texture Open your graphics program, and go File > Open. Browse to where you saved your texture image at and open it. If you only have one subset on your texture and are going to recolor the entire thing, you can skip these next few steps . The first thing to do is to select the parts that we want to change. Since I am only going to change the counter base, and it’s on the same texture as the counter top, I'm going to use the rectangle marquee to remove the parts I don’t want. Select the entire texture, then by holding the [Alt] key, click and draw around the parts that you don’t want, and it will remove them from the selection. On my texture it’s fairly obvious where the counter top is, so that’s one part that I don’t want to have selected. In addition to that, there is the texture for the back of the counter, which looks somewhat like a bulletin board. Because the back will hardly ever be seen, I’m going to just leave that as it is and also deselect it. Page - 4 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 If you are only going to recolor a certain part of the texture, go ahead and with the marquee tool selected, right click somewhere within your selection and choose “New Layer via Cut”. This will allow you to freely manipulate this layer without worrying about the other parts of the texture that you don’t want to change. So, once you have the image divided how you want, let’s go ahead and start actually recoloring it. Please note that although I am going to use several tools before I get the final result that I want, most of the time you won’t need to use all of them. I am simply going through and using all of them so that you can see how they work. Almost all of these options can be found under the Image > Adjustments menu, so let’s start with the first one: Levels. “Levels” is a method that is used to change the brightness/darkness values in an image. At the top there is a “channel” option that lets you select either RGB (which is all channels), or Red, Green, or Blue independently to lower the brightness of that selected channel. Because I want to lower the brightness of the entire thing, I'm going to leave the channel at RGB. Then, at the bottom there is a slider for “Output Levels”, click on the white arrow to the right and drag it towards the left to darken it. (Dragging the black arrow towards the right will brighten it.) I’m going to lower mine to about 170 to get a medium-dark gray color. Page - 5 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Once you have the adjustments looking the way you want, click “OK”. Next, go back to the Image >Adjustments menu and this time choose “Curves”. Again, at the top of the window there is a channel selection for Red, Green, or Blue. Below that is a graph, with a diagonal line going from the bottom left corner to the top right corner. That is the default “contrast” that Photoshop displays the image with. By experimenting with curves, you can effectively modify the brightness, contrast, and tone of the image overall. This tool will give different results with different images, so there isn’t really a set way to modify it. To find what works best for the image, and to help get closer to my desired final image, click somewhere in the middle of the line. It should add an anchor point to the curve, which you can then drag around the graph. The image won’t change much immediately, but as you move it around the graph you will find that it slowly changes. I start at the middle, and then slowly work my way out and around until I like the result. You can add multiple anchor points if you want. If at any time you decide you want to move one, you can just click on it and drag it somewhere else. If you want to get rid of that anchor point, just press the “delete” key on your keyboard. I’ve added four anchor points, and my resulting image is a dark green. Page - 6 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Once happy with how the image looks, click “OK”. The next tool we will use is Color Balance. It’s also found under Image > Adjustments. This is a fairly simple dialog; you just drag the sliders towards the color that you want to add to the image. Cyan, Magenta, and Yellow (From the CMYK print media color system) are on the left, and Red, Green, and Blue are on the right (From the light-based RGB system). Because my texture is slightly green, and I want to get to brown, I'm going to drag the first slider just a little towards the red side, +10. (Red and Green mixed together are brown). Once the image looks how you want, click “OK.” Page - 7 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 The next tool is fairly basic, Brightness and Contrast. (Image > Adjustments > Brightness/Contrast). With this you are presented with two sliders, one for Brightness and one for Contrast, just as the name says. Dragging brightness to the left will darken your picture, dragging it to the right will lighten it. Dragging Contrast to the right will make your image stand out less, and look kind of faded. Dragging it to the left will increase the difference between colors and make it stand out more. With my image, I am going to darken my image to -40 brightness, then further darken it by increasing contrast to +40. Depending on the image you started with, you might not be able to do much with this tool if the texture is already really light/dark. When you have the image looking how you want, click “OK”. The next tool on our list is Hue/Saturation. This lets you change the overall hue (or color tint) of the image by shifting it towards a different color than what it is. You can also change the saturation (High saturation = bright colors, low saturation = washed out colors), and lastly you can change the brightness. I don’t recommend using the brightness slider from Hue/Saturation because it usually decreases the contrast and washes out the image (I find it easier to just use the Brightness/Contrast tool). Depending on what you’re doing, (mainly changing the shade, like I'm doing, or actually changing the entire color, this can be the most useful tool. Page - 8 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 I’m only going to tweak my image, to hint at a little more red and increase the saturation to make the color richer. I'm changing hue to -10, and saturation to +20, and leaving brightness as it is. Once you have it looking the way you want, click “OK”. The next tool we aren’t going to actually use, but it can be useful. This would be Image > Adjustments > Desaturate. There is no dialog for this, because there are no options for it. This is a really basic function that simple lowers the contrast all the way and converts the image to black and white. I’ll also go over a useful tool (although another one I don’t need to use) called Replace Color. With this dialog, you click somewhere on the image to select the color that you want to chage, then at the bottom of the dialog there is a color swatch box that you click to choose the color you want to change too. The fuzziness slider in the middle of the dialog will let you select the “Tolerance”, or how many different shades of the selected color you want to change. A low fuzziness setting will change only the pixels matching exactly to the selected color, while a high fuzziness setting will adjust several shades of the color you want to replace. The black and white image in the middle of the dialog shows what part of the image will be affected in white, and what won’t be affected in black. Pixels that will partially be affected are shown in shades of gray. Page - 9 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Photo Filter is also a useful technique, it will add just a slight hint of color to the image overall. This is mainly used for cooling (making more blue) or warming (make more red). It also has filters for other colors like orange, green, sepia, etc, and the option to choose a custom color. I usually find this option to be good to add just a bit more saturation to an image so that it appears more vibrant. For my texture, I'm going to add an Orange filter at 25% density. (The density controls how strong the filter is) It will show you a preview of what the filter will do, although it is very subtle so you might not notice it instantly. You can click the color swatch to change to a custom color if you want, as well as changing the density to make it more noticeable. When it looks the way you want, click “OK”. The last tool that I will show is called Variations, and is used to make slight (or drastic) changes to the basic tint of the layer. Found under Image > Adjustments > Variations, it is a large dialog but its simple to use. At the top if the window it shows the original document and next to it, how it looks now. Next to that are options for Shadows, Midtones, Highlights, and Saturation. Shadows will affect the darker parts of the images, Midtones will affect it overall, highlights will affect the lighter parts, and saturation will affect the saturation of the image. Below that is a “Fine vs. Coarse” slider, which affects how strong the variation is. Fine is barely visible and coarse is a very strong, bright variation. Feel free to adjust to suite what you want to do. Page - 10 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 For my image, I'm going to set the slider to one notch above Fine for a very slight adjustment on “Midtones”. Then I am going to apply “More Red” from the main box, and “Darker” from the options on the far right. Once it looks how you want, click “OK”. Depending on how drastic of a change you want, this can be a very useful tool for slight, as well as major adjustments. Now, as I said earlier, you don’t have to use all of these changes to make your new texture. Most of the time just one or two of them will be enough to get the result that you want. It’s always good to know the options available though ☺ Page - 11 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Go ahead and save your texture as something you can recognize, in a place that you can easily find it, in JPEG format with highest quality. Depending on what you are making, there are two ways to go from here. If you are making a recolor of an object that only has one state you can skip this and jump ahead to importing the texture into SimPE. If you are recoloring a multi-state object, now it’s time to make the texture for the second state. Making a Dirty texture (Click here if don’t need to do this step) Since I’m recoloring a counter, I now have to make a “dirty” version as the second state. I could go back and export the second texture and redo everything I did to the first again, but this time to the second one, however that would result in the food and other “dirt” becoming odd colors and not really looking like it should. Therefore, I think it’s going to work best if I just draw new dirt. Drawing dirt by hand is somewhat difficult, so I recommend using “grunge” brushes. My personal favorites can be found here: http://darkvortexx.deviantart.com/art/DVX-Grunge26763643 . (You can also find lots of brushes on Google) The .abr brush files get extracted into Program Files\Adobe\Adobe Photoshop *Version Number*\Presets\Brushes. After you install them, go into Photoshop and get the brush tool. Right click somewhere on the canvas (actually on the image itself) and you should get a small brush dialog. In the top right, there is a round button with a small black arrow in it, click it. From the menu that comes up, choose “Load Brushes” and browse to Program Files\Adobe\Adobe Photoshop *Version Number*\Presets\Brushes and select the DVX_Grunge.abr file you extracted. The small window at the bottom of the brush dialog should expand, and if you scroll down you should find the brushes. Page - 12 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Add a new layer to your document, and select one of the grunge brushes. (In the bottom two rows) Change your foreground color to a mucky brown/yellow/green nasty looking color, and “stamp” dirt onto the texture. (Just click once where you want to the dirt to go, no clicking/dragging). You can change colors, I usually do some of green and brown, and you might also need to make the brushes smaller by making the “master diameter” a lower number (around 300 works pretty good). My final “dirty” texture: I’ve used various brushes to stamp different shades of green and brown around the texture, for an effect that looks “dirty”. Save this image as the dirty version of your original, again in JPEG with the highest quality. Page - 13 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Importing the Texture into SimPE Go back to SimPE and open your recolor file, if it isn’t already still open. Go to the normal state texture image, or the regular texture if there is only one. Right click on the image itself, and choose “build DXT”. (You need to have the DDS Utilities installed. See beginning of tutorial if you don’t have the option enabled) In the dialog that comes up, click the link for “open image” and browse to your texture and click “open”. You should be taken back to the DDS Utilities window. Make sure that format is “DXT3” and sharpen is set to “none”. Do not check any of the boxes. Click “Build” and your texture should be imported. In the top right of the plug-in view tab, click the “Commit” button. Then from the File menu, choose “Save” to save the new texture into the file. If you’re recolor has a dirty state, select the other texture image resource in the package and using the same steps mentioned above, import your dirty version of the texture. (Or lit/unlit if you’re recoloring a lamp). Click commit again, and save the file. That’s it, you’re done! If you open your game and find the object you recolored, you should now see your new color option listed. Page - 14 - Recoloring with Image Adjustments By Sim_man123, 18 May 2008 Troubleshooting If you think that you successfully made a recolor and it doesn’t show up in the game like it should, there are only a few things that could have gone wrong. 1) You imported the wrong texture. If you’re really in a hurry when you’re making your recolor, you might actually imported the original texture, rather than new one you made. 2) You imported the correct texture, however you either forgot to “Commit” after importing the new texture, or you forgot to save your file. 3) You’ve saved the file to the wrong location. Some people would rather save files to their desktop, or another folder, and then move it to Downloads after they are completely finished with it. If you prefer to do it that way, just make sure you remember to move it. If the file is sitting on your Desktop, don’t panic when it’s not showing up in the game Page - 15 -