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    PHOTOSHOP REVIEW

    ELEMENTS 12We find out if this version of Photoshophas anything to offer our professionals

    EXPERT TUTORIAL

    PRO COMPOSITINGExpert advice on blendingphotomanipulation, textures and stock

    CREATHIS

    COVE

    MASTELAYE

    MASKWork with liand layers to

    a vibrant

    ndustryleadersgivetheirtop

    tipsonhowtocreateyourbest-everima

    BLEND 3D& PHOTOS

    ow to create a-fi themedanipulation

    ISSUE 11

    The magazine for AdobePhotoshopprofessionals

    Tutorial files available blog.advancedphotoshop.co.uk/tutorial-

    6

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    thefoundry.co.uk/mari

    3Ddigital paintingNow available on Mac

    Justin HolImaginedby

    Createdwith

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    WELCOME

    ISSUE 116

    Welcome to the latestissue of AdvancedPhotoshop. This issue wedelve into the world ofexpert tools and techniquesand find out which areessential to a creative

    professionals workflow

    IN THIS ISSUE:

    GRAPHICSDIGITAL PAINTING

    PHOTOMANIPULATIONPHOTO EDITING

    ANNALISA SAYWELLEditor

    Industry leaders have given us their insight into

    the most valuable tools and techniques that they

    use on a daily basis when creating their work. This

    includes 15 top tips in our main cover feature, a look

    into layer masks in our surreal landscape tutorial,

    and how to use Photoshop as a post-production tool

    to blend 3D elements.

    Also inside, learn how to combine multiple

    assets to build a shatter-effect portrait in our pro

    compositing tutorial, or if digital painting is more

    your forte, set yourself a time limit and create a

    cityscape speed painting from scratch.

    Finally, turn to our Reviews section to discover

    what our thoughts are on Photoshop Elements 12and whether it has anything to offer the expert

    community, and dont forget about the free disc

    packed with pro resources and an exclusive video

    tutorial. See you next month!

    @advancedpshop /AdvancedPhotoshop

    .co.uk

    00

    ISSUE 116 CONTENTS

    COVER IMAGE

    Yvan Feusi is a 24-year-oldprofessional graphic

    designer and illustratorfrom Geneva. We chose

    this as our cover becausewe believe his work with

    3D and Photoshop issecond to none

    YVAN FEUSIhttp://aiven.net

    TYPOGRAPHYNEW MEDIA

    RESOURCES PROJECT:

    WOODBLOCK PRINTING88Discover how to create your own woodblocksand convert prints into digital resources

    48 EXPERT TUTORIAL:

    PRO COMPOSITINGLearn to build a complex photomanipulation usingmultiple assets in Photoshop

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    EYE ON DESIGNWhats hot, whos in and thelatest art & design happenings

    THIS ISSUES PRO PANELOur contributors share Photoshop secrets06PORTFOLIO INTERVIEWTurning fantasy into reality08

    14 PROJECT FOCUSStronger sports advertising

    CONTENTSISSUE 116

    14 SPORTS ADVERTISING

    58 CITYSCAPE SPEED PAINTING

    78 PHOTOSHOP ELEMENTS 12

    FOR BACK ISSUES, BOOKSAND MERCHANDISE VISIT:

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    TECHNIQUESProfessional artists reveal their high-end Photoshop skills inour easy-to-follow workshops

    Photoshop and the 3D pipeline18INDUSTRY FEATURE

    REVIEWSWe put the latest creative kit,books and apps to the test

    78 FEATURE:Photoshop Elements 1282 REVIEW:Pentax Q7

    Free withissue 116

    ofAdvanced Photoshop

    PREMIUM RESOURCES

    PLUS:

    TAILORMADECREATIVE CONTENT how to re-create a shatter effect

    94 ON YOUR DISC

    Aviator46 HOW I MADEBlend 3D and photos40 WORKSHOP

    Hello54 HOW I MADE

    The ultimate guide to tools & techniques30 INDUSTRY FEATURE

    Pro compositing48 WORKSHOP

    SEE PAGE 16, 45 OR 72FOR THE LATEST OFFERSSUBSCRIBE TODAY!

    58 Cityscape speed paintingWORKSHOP

    Hide and seek74HOW I MADE

    66 Master layer masksWORKSHOP64 NuntiusHOW I MADE

    08 TURNING FANTASYINTO REALITY

    Re-imagining Wonderland84 READER INTERVIEW

    46 HOW I MADE

    ISSUE 116 CONTENTS

    Woodblock printing88 RESOURCE PROJECT

    83 REVIEW:Extensis Suitcase Fusion 5

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    EYE ON DESIGN PRO PANEL

    PRO PANELMEET THIS ISSUES CONTRIBUTORS AND FOLLOW THEIR EXPERT ADVICE TO

    CREATE EVEN BETTER PHOTOSHOP ARTWORK

    EYE ON DESIGN

    FLORIAN DEGESINCOURTwww.degesart.com

    Using photo stock to build a

    concept is an easy way to

    quickly render textures and shapes. Import your

    photo and set the blending mode to Lighten or Soft

    Light, adjust the Levels to fit with your painting and

    erase any parts you dont want. However, its still

    important for you to know how to paint, otherwise

    you wont be able to control the photo.

    Turn to p58 to discover more digital paintingtips from De Gesincourt

    YVAN FEUSIwww.aiven.net

    Creating a highly detailed and high-resolution story-telling image can be complex, and your workflow may become a key factor. Using the right

    tools and shortcuts is essential. By doing this you will learn how to work dynamically to avoid any pixel destruction, using layer masks, clipping

    masks, dynamic objects, adjustments layers and more.

    See how Feusi combined 3D assets and photography to create a sci-fi scene over on p40

    aiven.net

    Bram Vanhaeren

    degesart.com

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    007

    Imagine Publishing Ltd 2013ISSN 1748-7277z

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    ContributorsAdam Smith, Chris McMahon, Amy Squibb, Julie Bassett,Kirk Nelson, Tobias Roetsch, Tomasz Kartasinki, Raul Taciu,David Delin, Archan Nair, James Sheppard, Cidalia Regadode Abrfu, Kirk Nelson and Radim Malinic

    AdvertisingDigital or printed media packs are available on request.

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    Cover discJunior Web DesignerSteve Dacombe

    [email protected]

    InternationalAdvanced Photoshopis available for licensing.Contact the International department to discusspartnership opportunities.

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    +44 (0) 1202 [email protected]

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    DisclaimerThe publisher cannot accept responsibility for any unsolicitedmaterial lost or damaged in the post. All text and layout is thecopyright of Imagine Publishing Ltd. Nothing in this magazinemay be reproduced in whole or part without the writtenpermission of the publisher. All copyrights are recognisedand used specifically for the purpose of criticism and review.

    Although the magazine has endeavoured to ensure allinformation is correct at time of print, prices and availabilitymay change. This magazine is fully independent and notaffiliated in any way with the companies mentioned herein.Photoshop is either a registered trademark or trademarkof Adobe Systems Incorporated in the United States and/or other countries and is used with express permission.All $ prices are US Dollars unless otherwise stated.

    If you submit material to Imagine Publishing via post,email, social network or any other means, you automaticallygrant Imagine Publishing an irrevocable, perpetual, royalty-free license to use the images across its entire portfolio,in print, online and digital, and to deliver the images toexisting and future clients, including but not limited tointernational licensees for reproduction in international,licensed editions of Imagine products. Any material yousubmit is sent at your risk and, although every care is taken,neither Imagine Publishing nor its employees, agents orsubcontractors shall be liable for the loss or damage.

    Imagine Publishing LtdRichmond House, 33 Richmond Hill,Bournemouth, Dorset, BH2 6EZ

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    www.greatdigitalmags.com

    The magazine for AdobePhotoshopprofessionals

    VALP MACIEJHAJNRICHwww.valpnow.com

    With every single project I work on,

    either personal or commercial, Ialways want to learn something new. If there is

    anything Ive done before, be it the concept or the

    colours, I always try to avoid that direction and create

    something fresh. This often leads me to an

    experimental vortex, which is time consuming, but

    being proud of the final artwork makes it worth it.

    Follow Valps tutorial on pro compositing on p48

    JON0 HISLOP AKA KIVEXwww.somethingfresh.co.nz

    I like to be as organic as possible the less computerised the better, for me personally.

    Throw together natural elements and cut up bits of photos from the least expected places.

    Use animals and plants that few people can visually identify. In the piece above, Ive used a

    sunflower for the eyes, the fins of tropical fish for the headdress and algae for the morphing texture.

    Master layer masks to re-create Hislops surreal landscape on p66

    Using the right tools andshortcuts is essential. You will

    learn how to work dynamically to

    avoid any pixel destructionYVAN FEUSI /WWW.AIVEN.NET Valp Maciej Hajnrich

    Jono Hislop

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    EYE ON DESIGN PORTFOLIO INTERVIEW

    WE TALK TO THE EVERIMAGINATIVE ERIK JOHANSSON ABOUT HIS

    UNIQUE AND SURREAL APPROACH TO THE WORLD OF RETOUCHING

    PORTFOLIO INTERVIEW

    TURNING FANTASYINTO REALITY

    erikjohanssonphoto.com

    @tackochgodnatt

    The work of Swedish photographer and

    retouch artist Erik Johansson is a sight to

    behold. Not only does his work display a

    tremendous amount of technical ability

    the seams with which he stitches together his

    assorted photography all but invisible but creatively

    its the work of an artist with great imagination. From

    roads that peel upwards and outwards like the zip ona jacket to rowboats that tear through pastoral,

    sun-kissed fields, Johanssons work is like pulling

    back the curtain on a dream, revealing worlds that

    twenty years ago could only have existed within the

    minds eye.

    Ive always liked photography, but somehow I

    wanted to do something different with it. I wanted to

    capture the ideas I had in my mind, just like I did

    when I did drawings, says Johansson of his first

    steps into the world of retouching. In the past I

    would come up with an idea and use a pencil to

    create it, and somehow the process was the same

    when I discovered Photoshop. I could realise ideas

    and places that didnt actually exist, creating them

    using my photography. I wanted my images to look

    like they had truly been captured in real life, despite

    their surrealist quality.What started out as a hobby for Johansson

    placing family members in strange situations and

    taking hundreds of photographs, and then shifting

    and changing these images in Photoshop soon

    became something much more. I simply wanted to

    do something more with the pictures. I wanted it to

    be a process just like drawing. I started working on

    more complex images like the ones I do today, and

    thats how it all got started.

    HOW DID YOU START OUT IN THE WORLD

    OF RETOUCHING?

    I learned mostly by simply experimenting. I actually

    started in computer engineering, which I did for five

    years. I was doing photography and retouching as a

    hobby, but I never thought I could make a living from

    it. However, I found myself taking more and more

    pictures, so I decided to go into freelance full-time.Although I dont really have any use of my

    computer engineering studies, the problem solving

    part has certainly been helpful for me. I always break

    my pictures down into their smaller parts and try and

    figure out how to use the different parts to create

    something much larger. Any time I dont know

    something, I just look in magazines or at tutorials

    online to see how to achieve certain techniques.

    Learning is always a natural process.

    01

    01Fishy Island:Whether his work is subtleand understated or outright bizarre,Johanssons retouching work is neveranything less than visually arresting

    02Deep Cuts:Johanssons ideas tend tooriginate from something small andsimple. He then allows the idea t odevelop and grow organically as heworks on it

    03Go Your Own Road: Blending two imagestogether in Photoshop can be difficult,but Johanssons output proves thatcomplete integration between two verydifferent images is certainly possible

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    02

    ages Erik Johansson

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    EYE ON DESIGN PORTFOLIO INTERVIEW

    LAST YEAR YOU GAVE A TALK AT THE TED

    CONFERENCE. WHAT CONCEPTS DID YOU

    DISCUSS THERE?

    The conferences all have a specific theme, and when

    I did my talk the theme was Travels Through Space,Time and Imagination. They wanted a retoucher who

    could discuss creating a space that isnt really there.

    They found me, asked if I wanted to contribute, and

    discuss how imagination plays a part in creating

    something. I thought it was a great opportunity. I had

    six minutes to talk, so I discussed my work and the

    processes I use to create images, and how the only

    limitation is your imagination.

    HOW DO YOU GO ABOUT CREATING ONE OF

    YOUR IMAGES? WHERE DOES THE

    INSPIRATION COME FROM?

    Its difficult to define. It always starts with something

    really simple; something I see, like an object or

    something in a magazine. Ill then start to think abouthow I can make it different. I might try and combine

    two objects or two places somehow. So it always

    starts small and simple and then I just let the idea

    slowly grow and evolve.

    I usually try to work with several different ideas in

    parallel. I always have different ideas and Im always

    looking for inspiration. It mostly boils down to

    looking at the world through different eyes and

    coming up with something new and fresh.

    DOES THE FINAL PRODUCT USUALLY MATCH

    UP TO THE IDEA THAT YOU HAD INITIALLY

    ENVISIONED OR DOES IT DIVERGE?

    It changes. The idea is still there but the look will be

    different from the initial sketch. The sketch is usually

    just a simple way to capture the idea. Its when I take

    the first pictures that I know what the work is going

    to look like and how I want to define it. However, its

    tricky because you dont alwaysknow what it will

    end up looking like. Although that said, the base idea

    tends to remain the same throughout.

    YOUVE EMBARKED ON STREET ILLUSIONS

    AND PRANKS USING PHOTOSHOP. WHAT

    EXCITES YOU ABOUT THESE PROJECTS?

    Most of the time I just sit in front of my computer, so

    I always try to find ways to get away from the desk

    and use the technology that I know for something

    else. I want to try and make something different with

    it. Ive been doing perspective street illusions,

    because I wanted to see if I could create something

    in a real environment, and try and trick reality. I

    wanted to see if I could create something that felt

    truly real, despite its strange appearance. There are a

    lot of artists doing perspective paintings on the

    streets and things like that, but I wanted to see if I

    could do it with Photoshop, to make the illusion

    appear even more realistic.

    The other thing was the bus stop Photoshop

    prank (tinyurl.com/APStreetRetouch) . I was

    04

    05

    06

    06Arms Break, Vases Dont:Johanssonsgoal is to make surreal imagery thatlooks as if it could exist in real life. Evenhis most bizarre images have a photorealelement to them

    05End Of Line:Johansson tends to findthat the more personal work he creates,the more he can enjoy his professionalwork, as clients will tend to ask for moreof the same

    07Expecting Winter:Johansson remains aphotographer at heart, using his camerato capture real-world images and thenstitching the images together in analmost literal sense in Photoshop

    04Cut & Fold:For Johansson, Photoshop isalmost as much of a toy as it is a seriouswork tool. Just check out his streetpranks for evidence of that: tinyurl.com/APStreetRetouch

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    actually approached by an advertising agency in

    Stockholm that wanted to do something for an

    Adobe Creative Day, using Photoshop in a public

    space. We talked about how we could do it and we

    decided on live retouching. It was really fun to be a

    part of and it worked really well. It was really intense

    because I had to cut out people in just a couple of

    minutes before the next bus arrived!

    DO YOU BELIEVE SOME IDEAS OR CONCEPTS

    ARE UNATTAINABLE, OR IS ANYTHING

    POSSIBLE USING PHOTOSHOP?

    If you can imagine something, you can probably

    realise it in a piece of art, although there are some

    limitations. For instance, I have never learned how to

    use 3D software, so I have to shoot every element

    that I want to incorporate in my work. I cant create

    something on the computer, so thats one limitation

    in a way. That said, I think the more pictures you take

    and the more you create, the more you will start to

    think in a way that you know will work and you know

    will be possible to create.

    HOW IMPORTANT IS YOUR PERSONAL WORK?

    Personal work has always been what I love to do; its

    my creative outlet. I just have so many ideas I want

    to bring to life! Thats what I started doing in the

    beginning and thats how I started to get my

    commissioned work, because people saw my

    personal work and asked if I could do something for

    them. Its still that way, really, because if I do

    personal work then people will tend to ask for more

    like it, so I get commissioned work that I also like. Its

    a creative investment, in a way.

    If I could choose I would only do personal work,

    because it can be a challenge attempting to realise

    someone elses idea. However, the commissioned

    work is necessary to make a living out of this.

    WHAT ARE YOUR PLANS FOR THE FUTURE?

    DO YOU HAVE ANY PROJECTS LINED UP?

    Its hard to say. I would like to do a book at some

    point and I would like to do more behind the scenes

    stuff to showcase my process. Id also like to do

    more big perspective illusions and installations.

    Other than that Im just trying to work as hard as I

    can on my personal work. I still have a lot of ideas

    that I want to realise.

    LEARN BY TRYING

    This might sound like a simple tip but I think its the best wayto learn how the various tools work. Tutorials are great, butthe only way to truly understand what a tool does to apicture is to try it out, a lot.

    FIRST QUANTITY, THEN QUALITY

    In most cases, you will hear that quality is more importantthan quantity. However, I believe that you need quantity toachieve quality, otherwise there is a risk that you will just sitaround waiting for the perfect idea. You should always try torealise as many ideas as possible. You will keep improvingwith every picture.

    GET FEEDBACK

    Feedback is a great way of improving. When you work onsomething for a long time it can be really hard to de cidewhat works and what doesnt. Try to get feedback on onlineforums and communities, or ask friends. An honest opinioncan be very hard to find.

    PORTFOLIO TIPSFOR JOHANSSON ITS ALL ABOUT EXPERIMENTING,WORKING HARD AND ACCEPTING CRITICISM

    Drifting Away:Its odd to hear an artist emphasisequantity over quality, but for Johansson, producinglarge amounts of work gives you the scope toexperiment and improve

    012

    EYE ON DESIGN PORTFOLIO INTERVIEW

    I want my all images tolook like they have truly

    been captured in real life, despite

    their surrealist quality

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    EYE ON DESIGN STRONGER SPORTS ADVERTISING

    WE SPEAK TO NIKOLAY KVARTNIKOV FROM FIERO ANIMALS ABOUT HOW HE

    CRAFTED THIS HIGHPOWERED, STRIKING SPORTSWEAR CAMPAIGN FOR ADIDAS

    PROJECT FOCUS

    STRONGER SPORTSADVERTISING

    Nike, Adidas, Puma, Rebok, Umbro these

    are all massive brands in a highly-saturated

    market, trying to compete with each other

    for prominence. Their ad campaigns play a

    big part in what makes them stand out from the

    crowd, so the importance of originality while

    maintaining brand values within them is paramountto their success. In the saturated sportswear sector,

    then, coming up with a creative and original idea for

    a massive client like Adidas is no mean feat, but its

    one that Nikolay Kvartnikov and his team managed

    to pull off with aplomb.

    The Become Stronger series of print adverts was

    created by a wider team, with Kvartnikovs

    retouching studio, Fiero Animals, in charge of art

    direction and the post-production side of things. A

    concept intending to show the sheer power proper

    sportswear can bring athletes, Become Stronger

    consisted of three adverts Dumbbells, Treadmill

    and Training Machine with each one connected to

    each other by the same minimalist style and look.

    We caught up with Kvartnikov to find out more about

    how he created this series and what concepts

    brought it about.

    THE BECOME STRONGER ADIDAS CAMPAIGN

    IS A VERY ORIGINAL CONCEPT. CAN YOU TELL

    US A BIT ABOUT THE PROJECT?

    Adidas released a new sportswear collection and

    approached advertising agency TBWA\Moscow to

    create an ad campaign for it. They developed the

    Become Stronger concept, the

    basic idea of which was that

    your sports and exercise

    equipment will not be able to

    sustain your power and force if

    you are wearing Adidas

    clothing. For the role of the

    main character of the

    campaign, the agency invited

    along the famous Russian

    football goalkeeper Igor

    Akinfeev. Ball-Park Production

    organised the work on TV

    commercials and photo

    shooting with photographer

    Vlad Loktev, and our studio

    (Fiero Animals) were invited to do post-production

    and art direction for the prints. All the work we did

    took about three weeks.

    WAS THE MINIMALIST AND STRIKING LOOK OF

    THE SHOT SOMETHING THE CLIENT HAD

    SPECIFIC IDEAS ABOUT?

    The brief provided us with a lot of freedom in our

    work, as the agency had just described a basic idea

    different sports equipment melts and breaks down

    under the pressure of the main character and thats

    it, so we had to find the interesting visual style and

    the main look by ourselves. We started with very

    rough sketches made in 3ds Max, in which we built a

    low-poly 3D model to understand the perspective

    and angles of the composition before shooting.

    At the shooting stage we tried many composition

    and light options and various sports equipment like

    weights, skipping ropes and an exercise bike. We

    tried putting them into two different environments

    one with a white background and another with a

    black background. We had to figure out how we

    could put focus on the athlete, his sportswear and

    fitness equipment at the same time. In the end, it

    was decided to use a black, minimalist background

    with lighting accents on the athlete and equipment.

    DID YOU ONLY USE PHOTOSHOP IN THE

    POSTPRODUCTION STAGES?

    Photoshop is the main tool in our work; almost

    everything has been done in it. The prints Dumbbells

    and Treadmillwere made entirely in Photoshop. For

    Training Machinewe used 3ds Max for modelling

    and V-Ray for rendering, as it was clear from the

    beginning that this scene would not be easy to

    recreate just through photography, so we did all the

    objects and effects entirely in post-production. But a

    huge part of the work was done in Photoshop. We

    did a lot of retouching and colour correction work, as

    well as lots of compositing work on the

    photographed elements.

    WHAT PHOTOSHOP TOOLS AND OPTIONS DID

    YOU USE THE MOST WHEN CREATING THIS?

    The Clone Stamp was used to retouch and create the

    background. It was very useful to remove lighting

    equipment and different, unnecessary objects from

    Nikolay Kvartnikov startedworking as a freelance illustratorand retoucher in 2006. In 2008 hefounded creative retouching and

    CGI studio Fiero Animals,specialising in the production of

    commercial CG and photo-basedimagery for the advertising andentertainment industries. Fiero

    Animals has built up an impressiveclient list, including well-known

    brands like Nissan, Audi, Pepsi,McDonalds and Schwarzkopf.

    NIKOLAY KVARTNIKOV

    ABOUT THE STUDIO

    www.fieroanimals.com@fieroanimals

    ADIDAS. BECOME

    STRONGER

    NAME OF PROJECT

    Another image from the series

    040014

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    015

    the frame. We always used the Pen tool for keying

    and to create masks for compositing. Curves and

    Levels adjustment layers were applied for colour and

    atmosphere, and various brushes in blending modes

    like Overlay and Soft Light were used to create

    reflections, shadows and the overall atmosphere of

    the image.

    DID YOU FACE ANY CHALLENGES DURING THE

    ARTISTIC PROCESS?

    Considering the dark atmosphere of the images and

    despite our wish to put more accent on the sports

    equipment, we had to keep all the shapes and the

    details of the Adidas sportswear. Also, we had to

    correctly display relief and lights on the athletes body

    via retouching and brush painting. Another

    requirement was to perform an interesting colour

    correction, and we added cold and warm reflections

    in order to give more volume to the image.

    DO YOU HAVE ANY ADVICE FOR SOMEONE

    WANTING TO CREATE A PIECE LIKE THIS?

    The main idea is to make a plan of every stage of

    your work. You should know from the very beginning

    which elements of your artwork you can take

    photographs of and what elements you have to

    create in post-production. Also, its important to

    research the theme of the project and spend time

    studying different references. In our Adidas project,

    even though we knew that the training machine

    would be done in 3D, we had a huge amount of

    photo reference of it, including its different parts in

    different perspectives.

    WHAT IS THE MOST IMPORTANT FACTOR

    WHEN CREATING THIS KIND OF ADVERTISING

    CAMPAIGN FOR A MAJOR BRAND?

    First of all, its teamwork that is essential to a major

    project like this. It consists of so many important

    components, beginning with a good idea from the

    creative agency, excellent organisation of the photo

    shoot by the post-production house, and finally the

    work of a photographer and the model. Luckily for

    us, we were given great material to work with. And

    for us as a post-production studio, it was important

    not to overdo the designs with effects and instead

    pay more attention to things like composition,

    lighting and colour correction.

    All images Nikolay Kvartnikov

    I really like the created atmosphere andminimalism, Kvartnikov says. We couldhave enhanced all the effects of thedestruction, we could have shown it biggerand more complexly, added sparks, smoke,debris and so on, but I like the balance thathad been achieved here

    Along with lighting key areas in thephotography, Kvartnikov used a brush andBrightness/Contrast to set accents in theimage and to bring out the details in theathletes shirt

    The heat of the dumbbells was created byusing Photoshop brushes in differentblending modes, as well as extra stockimages of hot metal to help create thedesired texture

    Original photography

    Original photography

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    TECHNIQUES PHOTOSHOP AND THE 3D PIPELINE

    PHOTOSHOP

    AND THE3D PIPELINE

    WE TAKE AN INDEPTH LOOK AT HOW PHOTOSHOP FITS INTO THE

    3D WORKFLOW, FROM ITS OWN TOOLS TO THOSE IT ENHANCES

    ASH JOSEPHWWW.THEFOUNDRY.CO.UK

    Joseph is TheFoundrysin-housedesigner andoversees thecompanystrademarkbranding andvisual design.

    BRAD PEEBLERWWW.THEFOUNDRY.CO.UK

    Peebler hasworked insoftwareproductmanagementfor 20 years andco-foundedLuxology, partof The Foundry.

    COLIE WERTZWWW.COLIEWERTZ.COM

    Wertz is aconceptdesigner and 3Dartist. He iscurrentlyworking with3D Systems, a3D printingcompany.

    DANIELE ORSETTIWWW.DAYNO.IT

    Orsetti startedhis career inItaly. Two yearsago he movedto MPC London,where he is a3D modeller,texture artistand groom TD.

    DAVID MUNOZ VELAZQUEZWWW.MUNOZVELAZQUEZ.COM

    Velazquezstudied graphicdesign inBarcelona. Heis currentlyworking in thevideogame andanimationindustries.

    CONTRIBUTORS

    018

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    S

    ince its creation, Photoshop has made a

    household name for itself as the worlds

    premier graphics editing program.

    Renowned for its incredible 2D

    capabilities, its capable of producing some of the

    worlds most impressive design and illustration

    projects, and has little in the way of competition.

    However, less well known or discussed are

    Photoshops 3D asset creation capabilities.

    Introduced to Photoshop CS3 in the spring of 2007,

    users were initially able to create 3D layers, or

    import 3D models and manipulate, light and render

    them. CS4 allowed for editing of these materials,

    and even some limited 3D painting applications,

    begins Kirk Nelson, a graphics artist with over 15

    years of experience in the industry. Following that,

    CS5 introduced us to Repouss, which was a method

    of extruding a 2D layer into 3D space. CS6 revampedthe 3D system with tighter tools and on-screen

    editing widgets, and now CC has expanded all the 3D

    features to be more robust and reliable.

    Richard Curtis is a principal solutions consultant at

    Adobe, and has a deep knowledge of Photoshops 3D

    tools and capabilities. Currently, Photoshop CC

    provides users with the ability to create 3D text and

    objects, assemble them together with other 3D

    objects imported from external sources (Photoshop

    can read OBJ, KMZ, STL COLLADA and 3DS files)

    and then change the aesthetic of the assembled

    scene using all of the texturing tools within

    Photoshop CC, he tells us. The 3D capabilities in

    Photoshop CC are most often used to produce 3D

    effects that are output in two-dimensional form forprint or online consumption.

    Although 3D can often seem like a difficult and

    challenging subject to tackle, the 3D capabilities

    within Photoshop CC have been designed to work in

    tandem with the rest of the application. Any

    reasonably experienced Photoshop users should be

    able to quickly learn how to work with and design in

    3D using Photoshop CC, says Curtis.

    Nevertheless, both Curtis and Nelson assert that

    Photoshops 3D tools are supplementary, rather than

    intended as any kind of competition to the thriving

    CGI market that has existed in some form since the

    late Seventies. Photoshop CC is not intended to be a

    complete or robust 3D modelling tool, asserts

    Curtis. There are plenty of other tools on the market,each with unique capabilities depending on the type

    of content that needs to be produced.

    THE 3D CAPABILITIES OF PHOTOSHOPA NEW DIMENSION

    JAHIRUL AMINWWW.JAHIRULAMIN.COM

    Jahirul Amin is ageneralist with aparticularpassion for 3Drigging andanimation. Helectures incomputeranimation.

    JESSE SANDIFERWWW.CHICKWALKER.COM

    Sandifer is a CGIcharacter artistat Blue Studio.His work hasbeen featured infilms, games,toys, tradeshows, booksand magazines.

    KIRK NELSONWWW.THEPIXELPRO.COM

    Adobe CertifiedExpert KirkNelson is anaward-winninggraphics artistwith over 15years experience,appearing in 200publications.

    MARTIN MAYERWWW.MARTINMAYER.CA

    Mayer is a CGIgeneralist. Hisrecent worksinclude severaldocumentariesfor DiscoveryWorld, HistoryUS/Canada andthe BBC.

    MAURICIO RUIZWWW.MAURICIORUIZDESIGN.COM

    Specialising asa conceptualdesigner in theentertainmentindustry, Ruizhas worked forfilms includingStar Trek andRobocop.

    RICHARD CURTIS

    A principalsolutionsconsultant atAdobe with afocus on digitalimaging, Curtisis the UKcontact for

    Photoshop.

    SRGIO MERCESWWW.SERGIOMERECES.COM

    Merces hasbeen working inthe 3Dvisualisationbusiness for thepast ten years,working onprojects around

    the world.

    YASIN HASANIANWWW.SUPERHERO.CGSOCIETY.ORG

    Hasanian is afreelance CGIartist with apassion for artand science,and has workedfor many majorclients over the

    last five years.

    CONTRIBUTORS

    019

    Sergio Mereces

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    TECHNIQUES PHOTOSHOP AND THE 3D PIPELINE

    020

    Although Photoshop offers many capable 3D tools in

    order to quickly and easily create three-dimensional

    imagery inside the software itself, its never going to

    quite match up to the utterly exhaustive feature sets

    offered by the likes of Maya, 3ds Max, CINEMA 4D,

    LightWave, ZBrush and the many other modelling

    products currently available.

    Nevertheless, as mentioned, Adobe doesnt intend

    for Photoshop to be positioned as a competitor to

    these products. In fact, it sits rather capably

    alongside them, Photoshop being an incredibly vital

    and complementary part of the 3D artists workflow.

    I simply couldnt work without it. The legs on

    Photoshop are unreal, begins concept designer and

    3D artist Colie Wertz. I had the pleasure of working

    with co-creator John Knoll at ILM, and hes nothing

    short of a genius. He doesnt add a lot of frivolous

    stuff to anything Ive ever seen him do, and that

    shows itself in Photoshop.

    Wertz uses Photoshop for a number of processes

    in his workflow, from touching up his final 3D

    renders to compositing various render layers in 2D. I

    send out renders, composite them, and Im well on

    my way, he tells us. Marrying all the stuff in your

    image together so it looks like one image instead of

    20 different elements is so rewarding. I also use it for

    texture mapping. In my world of hard-surface

    modelling, its irreplaceable.

    Texturing, and specifically texture mapping, plays

    a huge part in the 3D process, with many artists

    using Photoshop to create realistic UV textures that

    can then be wrapped around a 3D objects X, Y and

    Z planes. Once a 3D asset has been created and is

    ready to be textured, it will first need to go through a

    stage of UV mapping, says Jahirul Amin, computer Colie Wertz

    Render passes:In this example I have several passes that Iwish to compose in Photoshop. One has some variety in thetextures, one is the ambient occlusion map to enhance the softshadows, and finally theres a sort of fog map to add depth.

    Compose, overpaint and adjust:Here I have startedoverpainting on the image, creating a vignette effect, ad dingdust and fog and painting in areas w here the corners are toosharp or clean. I still need to add details, effects and so on.

    Final image:Here is the final image. It is eas y to see whatPhotoshop has brought to this 3D render. The details a dded byoverpainting are quite visible and bring the image together,making it feel more cohesive.

    ENHANCING 3D IMAGERY IN PHOTOSHOPDAVID MUNOZ VELAZQUEZ REVEALS THE MAJOR STEPS FOR MIXING 3D RENDER LAYERS USING OVERPAINTING IN PHOTOSHOP

    TOP ARTISTS DISCUSS HOW PHOTOSHOPS 2DELEMENTS FIT INTO THEIR 3D WORKFLOW

    AIDING 3D CREATION

    Colie Wertz

    Colie Wertz

    All images David Munoz Velazquez

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    animation lecturer at Bournemouth University. This

    is the process of mapping coordinates for each

    vertex and laying them flat onto a 2D plane. If you

    imagine taking a cardboard cube and then unfolding

    all of the sides and laying it flat, you have a kind ofcross. Thats UV mapping. The resulting UVs would

    be exported out as an image into a 2D package, such

    as Photoshop.

    Photoshops excellent illustrative capabilities

    mean that any texture imaginable can be painted

    onto the UV of an asset. You can paint the desired

    texture onto the UVs using all of the many glorious

    tools available, continues Amin. Once you are

    happy with the painted textures, you can then apply

    the image onto a shader in your 3D package and

    apply that shader to the 3D asset.

    Another important feature in the 3D creation

    process is that of compositing render layers. Instead

    of affecting the entire image at once, as a 3D artist

    might do when retouching elements of their finalimage, they can work with specific components that

    make up the image. For example, an artist may

    want to reduce the amount of specularity on an

    object, or increase the amount of reflection. Havingthese passes rendered out separately will allow

    them to make these changes with ease.

    Think of render layers as pieces of a puzzle.

    When theyre put together they result in a completed

    image, explains freelance 3D artist Yasin Hasanian.

    They are components of the render that, when

    added together, form the beauty (final) render. The

    advantage of them is that if you wanted to increase

    or decrease the reflection amount on the materials

    or shaders, you wouldnt need to do so in a 3D

    program. You can do it directly in Photoshop by

    adjusting the levels of opacity.

    The most common render passes are Diffuse

    and Reflection. To composite them, they are usually

    layered over each with different layer blend modes tocombine the passes together.

    Some common render passes include Diffuse,

    Specular, Reflection, Shadow, Ambient Occlusion and

    Z Depth. For instance, you may want to multiply the

    Ambient Occlusion pass with the Diffuse pass and

    you can screen the Reflection and Specular pass

    over the Diffuse, adds Amin. Its worth

    experimenting with the blend modes in Photoshop,

    as you can get some unexpectedly good results with

    trial and error.

    021

    Mauricio Ruiz

    Yasin Hasanian

    I use Photoshop for anumber of things in my

    work. I finish all of my 2D conceptwork in it, and for compositing in2D it is unparalleledColie Wertz, www.coliewertz.com

    AS A 3D ARTIST, HOW DOES PHOTOSHOP USUALLY FIT

    INTO YOUR WORKFLOW?

    I rely on Photoshop for all of my final 3D composites, includingtexture touch-ups, creating the backgrounds and details likesaliva for creatures.COULD YOU WORK WITHOUT PHOTOSHOP?

    Photoshop is the cornerstone of my design process. With over

    eighteen years of Photoshop experience, I find it critical intaking my 3D work to a level where its ready for presentation.I recommend exporting out renders from 3D software such asZBrush and creating composites in Photoshop. With only ahandful of layered render passes, a background image inproper perspective and some general atmosphere to unify thecomposition, you can convey a strong 2D-assisted 3D modelwithin the speed of a production environment.WHAT KIND OF TASKS IS PHOTOSHOP BEST SUITED TO

    IN 3D WORK?

    Photoshop is very proficient in its ability to churn out colourvariations and final layouts. All of my 3D concepts requirebackground, colour/texture comprehensives and generaltouch-ups, which under the clock of a film production are bestaddressed in Photoshop.

    IN THE 3D PIPELINE3D DESIGNER MAURICIO RUIZ DISCUSSES THE USE OF

    PHOTOSHOP IN HIS DAILY WORKFLOW

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    022

    Jahirul Amin

    Jahirul Amin

    Adam Kuczek

    Although Photoshop continues to play a hugepart in the 3D artists workflow, its not the only

    software available to get the job done. Indeed,

    there are a number of tools that allow artists to

    approach their texturing work without once

    needing to open Photoshop.

    For instance, theres Pixologics sculpting tool

    ZBrush. Approaching 3D modelling as if the artist

    were working with digital clay, ZBrush enables

    users to push, pull, prod and play with pixels in

    order to find the desired look. Furthermore, it

    allows artists to paint directly onto the models

    surface without first needing to assign a texture

    map. Polypainting may not be as precise an

    approach as the detail offered via Photoshop and

    UV maps, but it does allow for instantaneousfeedback on textures. I mostly use polypainting

    for quick stuff, says Jesse Sandifer, character

    artist at Blur Studio. Since Im usually in a

    production setting where UVs are king, I use

    polypainting for blocking and conceptual painting

    of my characters, then I commit those strokes,

    colours and suggestions to the UV map later on

    and start building texture maps from there. The

    main benefit of this approach is to paint without

    worrying about connecting the seams of your

    textures, or getting into tough areas that would

    be difficult to line up just using Photoshop, such

    as the spaces between a characters fingers.

    There are other tools too, such as Autodesks

    Mudbox, which supports PSD layers and blend

    modes. However, the main player in the digital

    painting field is currently MARI, developed by The

    Foundry. MARI was originally developed at Weta

    Digital in New Zealand during the feature film

    production of Avatar, says The Foundrys creative

    WE TAKE A LOOK AT TWO ALTERNATIVES TO

    PHOTOSHOPS 2D TEXTURING APPROACH

    3D DIGITAL PAINTING

    TECHNIQUES PHOTOSHOP AND THE 3D PIPELINE

    ORIGINAL RENDER WORK IN PROGRESS

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    023

    Yasin Hasanian

    Jahirul Amin

    specialist Martin Mayer. The software simplifies

    the process of painting textures for digital assets

    by allowing artists to paint directly onto their 3D

    models. From the artists point of view, texturing

    in 3D simply makes more sense, as there is no

    visual disconnect between the model and the

    texture work. This allows you to develop the

    perfect texture much faster, more accurately and

    decrease the number of required iterations.

    MARI 2.0 was recently released, boasting a

    new and much requested layers system. The

    functionality should be immediately familiar to

    anyone who has used Photoshop, with options to

    create masks, adjustment layers and set blending

    modes. MARI also integrates with Photoshop

    itself. MARI can actually work well with PSD

    files, explains Mayer. You can even input your

    Photoshop brushes right into MARI. It makes the

    production of large resolution image data quite a

    pleasant experience, since it is fully GPU

    optimised and supports bigger, faster brushes

    comparatively to Photoshop.

    MPC artist Daniele Orsetti believes that a

    workflow that incorporates both MARI and

    Photoshop is the best way forward. MARI has

    become my main software for texturing props

    and characters, particularly when I have to deal

    with multiple UV tiles per channel, he begins. It

    lets me work directly on the 3D model, and as

    such has replaced Photoshop for most of my

    everyday texturing tasks. However, Photoshop is

    quicker in performing filtering operations such as

    Gaussian Blur or High Pass, he continues. MARI

    doesnt have a vector path creation tool at the

    moment, so I have to use Photoshop every time I

    want to use Bezier curves to trace my strokes. As

    such, I generally still use Photoshop when I need

    to do very detailed artwork in my textures.

    MARTIN MAYER SHOWS YOU HOW

    TEXTURING IN MARI

    Prepare the UV space :For an efficient workflow inside ofMARI, you need to lay out your UVs in a specific way. MARIutilises a UDIM workflow where ea ch UDIM patch can haveindependent texture resolution. In this case its 4k.

    Start a MARI project :Once youre in MARI, go to File>New.You will be presented with a New Project window where you canimport your models and create the initial channels you wouldlike to paint. Additional channels can be added later.

    Apply base image layers :Open up the colour channel anduse MARIs triplanar texture to quickly cover the model with abase paint texture. Once done, repeat the process and bring in arust tileable texture into another layer inside the colour channel.

    Paint the rust in :Now, you can go ahead and ad d a simplemask to your rust la yer. Since the mask contains black colour,the image will disappear. Use the brush tools with a white colourto reveal rusty areas.

    Quickly create the bump :Thanks to MARIs layers, you canshare data between multiple channels, layers and stacks. Linkthe colour channels into the bump channel to use all possiblecombinations of layers and stacks and create a unique texture.

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    024

    Create the basic shape:For an efficient

    workflow inside of MARI, you need to lay out your

    UVs in a specific way. MARI utilises a UDIM

    workflow where each UDIM patch can have

    independent texture resolution. In this case its 4k.

    Create layers and groups:You can do this inside

    the Rotopaint panel, so if you want to use multiple

    paths, you can add as many layers as you like. You

    can use blending modes on every path or feather

    each path individually, like masks in Photoshop.

    Per point feathering:Once you have completed

    your path, you can use per point feathering to clean

    up the mask, which can be manipulated separately.

    The feather path initially follows the same curve as

    our bezier. Its a really intuitive way to work.

    Its not only in the digital painting domain that

    there exist Photoshop alternatives. When itcomes to image composition, both NUKE and

    Adobes After Effects offer viable alternatives.

    Although more commonly used for the

    creation of 2D animation, After Effects can also be

    utilised for visual effects compositing, image

    adjustment, colour correction and more.

    Photoshop represents an important and

    indispensable tool in my workflow, and I use it for

    60 per cent of my post-production work, says

    architectural visualisation artist Srgio Merces.

    However, After Effects stands as a nice

    complement to Photoshop. Its a powerful

    program for post-production for still images. I will

    do all initial post-production tasks in Photoshop,

    such as texture fixes and adding 2D elements,and then finally I take the image into After Effects

    where I do the colour correction, lighting effects

    and filters. I tend to use both programs, although

    for me After Effects is more powerful when it

    comes to colour grading and effects.

    Another powerful compositing program and

    more or less the industry standard when it comes

    to visual effects is NUKE, also maintained and

    sold by MARI owners The Foundry. NUKE was

    developed by VFX studio Digital Domain in the

    Nineties, originally for use on their feature films

    A WORLD BEYOND PHOTOSHOPIMAGE COMPOSITING

    ROTOPAINT IN NUKEASH JOSEPH REVEALS HOW TO COMPOSITE TWO IMAGES IN NUKE USING THE ROTOPAINT NODE

    TECHNIQUES PHOTOSHOP AND THE 3D PIPELINE

    Srgio Merces 2013

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    026

    TECHNIQUES PHOTOSHOP AND THE 3D PIPELINE

    WHEN IT COMES TO TEXTURING, WHAT TOOLSDOES MODO 701 OFFER ARTISTS?

    Being an end-to-end 3D content creation package,

    MODO allows an artist to paint directly onto 3D

    models. The paint system, like the rest of MODOs

    architecture, is extremely flexible. In the example of

    painting, MODO allows users to utilise a combination

    of tools, brushes and inks to achieve many different

    paint effects and styles. Good examples of the paint

    tools in MODO are Airbrush, Clone, Smudge and Blur.

    These tools are paired with your choice of brush,

    such as soft or hard edge, or procedural. You can

    also, for example, add an image link where you paint

    an existing image onto a 3D model. The results of

    painting are also stored in a bitmap, and that map

    can be driving anything in MODOs shader tree. Thus,you can paint into a map that is acting as a bump

    map and see the bumps in real-time in the viewport.

    HOW DOES PHOTOSHOP COMPLEMENT MODO?

    Photoshop and MODO work very nicely side by side.

    While an artist could choose to make a fully realised

    image inside of MODO from start to finish,

    Photoshops filters and effects can greatly enhance

    the process whether during the production or to

    composite and colour correct the final image.

    THE FOUNDRYS BRAD PEEBLER DISCUSSES3D SOFTWARE PACKAGE MODO

    MODO 701

    WHATS MISSINGKIRK NELSON SAYS WHATS LACKING

    FROM THE PHOTOSHOP CC 3D TOOLS

    The modelling aspect is the most apparent

    shortcoming. There are clever tricks you can

    perform with the Extrude function, but those only

    go so far. The same goes for the simple shapes

    how many situations do you really need a soda

    can model for? However, to try and build a full

    modelling system would really be biting off more

    than Photoshop could chew. I think adding

    simple Boolean operations to models would be a

    great compromise. Being able to carve out

    shapes by intersecting simple geometric shapes

    would open up huge possibilities for the

    modelling generation.

    Yasin Hasanian

    Srgio Merces 2013

    Colie Wertz

    Kirk Nelson

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    027

    Srgio Merces 2013

    Colie Wertz Colie Wertz

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    028

    TECHNIQUES PHOTOSHOP AND THE 3D PIPELINE

    EASY 3D TEXT IN PHOTOSHOP CCCREATING AND EDITING TEXT AS ACTUAL 3D LETTER BLOCKS HAS NEVER BEEN EASIER OR FASTER, REVEALS KIRK NELSON

    Regular text:Add in

    some regular text using

    the Type tool. Choose a

    font face that is big and

    bold. Letters that are too

    thin or intricate do not

    translate well into 3D

    objects. In this example

    we used Bauhaus 93.

    Instant 3D:Go to 3D>

    New 3D Extrusion from

    Selected Layer. Photoshop

    switches to the 3D

    workspace. Change the

    appearance of the letters by

    selecting a different Shape

    Preset. The preset for Bevel

    Frame is shown here. Click

    on the Current View in the

    3D panel and use the Move

    tool to adjust the camera

    angle and position.

    Render it out:The letters can be split into separate 3D objects by

    3D>Split Extrusion. Then each letter can be positioned using the 3D

    Move tools. The Materials tab lets you assign materials to the letters.

    We used Ruby. After positioning the light, you can render the image.

    Srgio Merces 2013

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    030

    Richard Roberts 2013

    RICHARD ROBERTSwww.richardbroberts.com

    Richard Roberts built this

    piece using brushes ofdiffering hardnesses: The hard brush was used

    to add rim lighting to different parts of the

    illustration; the soft brush was used to add light

    gradients coming from different light sources. A

    combination of the soft and hard brush is key to

    blending a rim light into the edge of an object.

    Using the hard brush on the edge of an object to

    add a coloured glow works great, but for the

    lighting to be correct, it needs to be softly blended

    into the rest of the object.

    USE SOFT ANDHARD BRUSHES

    Lighting on the chin

    I used an 8px hard brush with

    Pen Pressure turned on to paint

    the rim light on the edge of the

    bottom of her chin. I then used a

    large soft brush at around 30px

    with Pen Pressure activated, and

    lightly painted in blue tones

    Oil leak

    I used a hard brush to paint the

    base of the oil dripping down

    from the broken pipe. I then

    lightly painted in different shades

    of black and grey to give the leak

    more dimension. Finally, I

    brought in a light grey-white and

    added in the highlights

    Exhaust smoke

    This effect can be achieved with

    brush. Choose different grey tone

    lightly start brushing in a base fo

    smoke. Apply a Scatter setting in

    Brush Settings and play around u

    get an effect that looks like smok

    sure to lower the opacity when w

    on this, as it can be very delicate

    Spark effects

    Paint the spark using one shade

    of orange, then pick a brighter

    colour and paint a smaller

    highlight in the middle. You can

    set these sparks to Linear

    Dodge, Screen or Color Dodge

    for extra intensity

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    PROFESSIONAL PHOTOSHOP ARTISTS SHARE WITH US THEIR FAVOURITE TOOLS, HOW THEY

    USE THEM IN THEIR OWN WORK AND THEIR TOP TIPS FOR GETTING THE MOST OUT OF THEM

    PHILIP DUNNEwww.lovetherobot.com

    BENJAMIN MOUNSEYwww.benjaminmounsey.com

    For the past six years, Philip Dunne has

    been working on a variety of commercial,

    published and personal art projects. He finds the Lasso tool

    essential for all his work: It helps to single out sections of an

    illustration and to build up depth and detail within a particular

    area and on a particular layer. I used the Lasso tool in this piece

    to create the background around the robot. I highlighted

    sections of the clouds and, by using the Shift key, I then created

    multiple areas for which to draw on using the Brush tool. I also

    placed scans of acrylic and watercolour paintings and used the

    Lasso tool to cut around them. Then I combined each layer to

    create the cloud/energy effect.

    Mounsey has been working as a freelance illustrator for two years. He is a

    fan of using custom brushes to create his designs, thanks to their

    versatility and adaptability, and believes that they are critical to creating a

    convincing level of detail. He has this advice for other artists: The quickest way to create

    custom brushes is to sample a section of a stock texture. Anything like rock or metal with a

    really visible texture will work perfectly. Use the Levels menu to ramp up the contrast until its

    just a black and white pattern. These brushes are very versatile, and can be tailored to many

    different purposes easily with the Brush Presets. In this particular piece, Mounsey used a

    variety of brushes to create the different effects, such as the steam, mist and grime on the

    surfaces of the structures.

    MASTER THE LASSO TOOL

    TO BUILD UP DEPTH

    GET TO GRIPS WITH CUSTOM BRUSHES

    Benjamin Mounsey 2012

    Philip Dunne 2013

    031

    THE ULTIMATE GUIDE TO

    TOOLS AND

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    ANTHONY GIACOMINOwww.agiaco.net

    The Puppet Warp tool was introduced in Photoshop CS5, yet many of us are still unsure of

    its uses. One artist who makes the most of the feature is Anthony Giacomino, whoexplains: Puppet Warp allows for versatile manipulation of an image to execute something

    in a way many other tools, such as Warp or Liquify, cannot do. He tells us how he created this particular image

    with the Puppet Warp: The base was from a stock photo of braided hair, but it was straight and I wanted it to be

    curving and appear to be swirling toward the viewer. Once I had extracted the hair from the background, I had a

    piece that could be puppet warped. After placing a few to start, I scaled the next one up slightly and played with

    rotations and warping to match the part before it. I generally used about five points on the Puppet Warp mesh.

    Turn the mesh on and off regularly so you can see what is being warped without the mesh blocking your view.

    MASTER PUPPET WARP

    This image shows the second piece of the braid

    being warped using a number of points. Dont force it

    too much or it will generate polygonal edges.

    Similar to the previous image, you can see that

    the scale of this piece of hair has enlarged and also

    taken on a new shape as a result of puppet warping.

    This image shows the completed swirling with

    additional colours, blending and blurring. This is not

    the final piece, but the technique worked out.

    This shows the rough plan without any depth of

    field blurring or blending between each plait.

    TECHNIQUES THE ULTIMATE GUIDE TO TOOLS AND TECHNIQUES

    All images Anthony Giacomino

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    Use layer masks

    I used this technique combined

    with a layer mask to paint on

    coloured highlights to the outer

    edges of the alien, which help to

    balance the image

    Neon glow

    Coloured radial gradients were

    used to create the glows on the

    fluorescent light bulbs

    Create texture

    Several differently warped glow

    shapes were used to help give the

    blue pyramid a shiny, futuristic look Add depth

    This technique was applied onto the arms of the

    alien to help give the structure form

    DEAN FALSIFY

    COOK

    behance.net/FalsifyCook explains the

    best way to add glows to your art: If

    you create your glow shape on a

    normal layer, then group that

    layer and change its blending

    mode to Color Dodge, you will

    notice that the glow acts kind

    of like a digital torch. I often

    start out by drawing a white

    alpha radial and use the

    Warp/Liquify tool to bend

    the radial into the shape I

    need. This is usually made

    to fit the image and hug the

    contours of the elements Iwish to give a little glow to.

    MAKE MOREVIBRANT GLOWS

    Dea

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    FOUR DIFFERENT WAYS WITH BRUSHESVALP MACIEJ HAJNRICHwww.valpnow.com

    Here, Valp (Maciej Hajnrich) talks us through his top tips for making

    the most of the key brushes used in this artwork.

    Standard Brush tool

    Change the brush size by holding Cmd/

    Ctrl+Opt/Alt, and click and hold the

    mouse/pen, sliding it from left to right. The

    same shortcut but sliding up and down

    changes the hardness of the brush. I use itconstantly when painting roots like this

    History Brush tool

    I applied the Minimum filter to the mask,

    but I wanted to use it on just some parts.

    Go to the History panel and click on the

    icon to the left of the filter. Then go back

    and press Y for the History Brush tool and

    paint in areas to bring that filter back

    Eraser tool

    I use the Eraser in a similar way to the

    Brush tool by changing opacity andbrush size with the same shortcuts. It

    helped to give the roots more custom

    and random shapes. In some cases, its

    better to fill a layer with one colour and

    paint and erase on the layer mask

    Smudge tool

    This works great with bristle brushes.

    Change the Strength (tap 1-0 keys for quick

    access) to make it change your layer more

    or less. Its great to mix up the colour

    palette or just smudge textures on your

    creatures face, for example

    Valp Maciej Hajnrich

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    EMERIC TAKESHITRAHANDwww.stillontherun.com

    Takeshi (Emeric Trahand)

    designed this cover for Fores

    debut album, Going Back Is Not The Same AsStaying. He explains how grids and rulers help out:

    When it comes to geometrical work involving a

    large amount of elements and a focus on

    symmetry, I use rulers and the grid to help align,

    size and position the objects precisely. It also keeps

    from creating gaps between objects; these small

    imperfections very often remain invisible when

    working on the file at 25 per cent or less of the

    high-resolution size, but get revealed once the work

    is flattened for export or print.

    Lundberg breaks down thestages of this self-portrait in his

    own style for &Reach, a boutique artist

    management and creative services curatorium. He

    says: [Here we will be] focusing on the Brush tool,

    and how you can use it to paint highlights and

    shadows. Lundberg uses a Wacom graphics tablet

    with the Brush tool to create these effects.

    GRID & RULER 2013 Emeric Trahand

    035

    NIKLAS LUNDBERGwww.diftype.com

    PAINT LIGHT WITH

    THE BRUSH TOOL

    All works Niklas Lundberg 2006-2013

    I start off with putting all the original, unedited 3D

    elements and stock images in place. Its now a

    matter of making all these elements work together,

    both colour and lighting-wise.

    Apply different adjustment layers, such as

    Brightness/Contrast, Curves and Selective Color. Set

    these as clipping masks and play around with the

    settings, painting on the masks using the Brush.

    I created a backlight using the same techniques as before, and also by painting with a white brush on top

    of the most lit areas. I usually go over my pieces multiple times and polish the lighting.

    THE ULTIMATE GUIDE TO TOOLS AND TECHNIQUES TECHNIQUES

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    TECHNIQUES THE ULTIMATE GUIDE TO TOOLS AND TECHNIQUES

    LIRAN SZEIMANwww.liransz.com

    The basic round brush is one of Photoshops staple tools, but that

    doesnt mean that its not powerful. Szeiman does almost 95 per centof her work with this essential tool. She walks us through how she

    used the brush in this painting: I start by making a sketch in greyscale, then paint the

    forms of all elements before starting to add volume to each part. Once it is almost ready, I

    start to add colour using layer blending modes and finally I add the detail.

    The brushes that I use most are the basic round brush with pressure for detailing, and

    without pressure and I use a soft tip for the volume. When it comes to Brush settings, I use

    the following: In terms of Brush Tip Shape, you can choose between the brushes you have

    loaded and change the size, hardness or spacing. I activate Shape Dynamics and set it to

    Pen Pressure with a Minimum Diameter of 0% to activate Wacoms points of pressure. I

    also activate Transfer, with Pen Pressure set to Control to manage the flow of paint from

    the pen pressure.

    Szeiman also has some practical advice on using the brushes alongside a graphics

    tablet. She tells us: Use the buttons on the Wacom pen; one of them has a predefined

    letter X, in order to switch between the background and front colour; the other acts as a

    Ctrl/right-click equivalent, which opens the mini brush control panel to quickly change thesize and hardness. You can also configure the tablet buttons to alter the opacity, among

    other parameters.

    GET MORE FROM BASIC BRUSHES

    Liran Szeiman - OC by Jonathan Forrest

    PAWEL NOLBERTwww.nolbert.com

    Pawel Nolbert explains how he used the Pen

    tool in this self-portrait: I first sketched

    everything roughly with a brush (I based the shape of my head on a

    photo reference), then used the Pen tool to draw more detailed

    shapes of pretty much all the objects within the scene, so every

    object has its own Shape layer. After that, I started to apply textures

    to the vector elements. I used different types of textures, from a set

    of colourful abstract smears that I generated in Photoshop, to stock

    textures like leaves and paint textures that imitated tree bark and

    ground. Then I added brushing and adjustment layers to every

    element to get the right lighting and colours. Layer blending modes

    played an important role, too.

    I use a huge magnification when working on details, and use the

    keyboard arrow keys to nudge the points of the vector shapes. The

    amount of nudge is different according to the zoom level you set. If

    you zoom to 100%, it will nudge by 1px, then with 200% it will be

    0.5px, and so on, so the more zoomed the view, the smaller and

    more detailed the nudge is.

    CREATE WITH THE

    PEN TOOL

    Pawel Nolbert 2013

    Work to a huge magnification to ensure that the vector shapes are in the ri ght position

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    ENHANCEBRUSHWORK WITH

    LAYER STYLESMIKE CORRIEROwww.mikecorriero.com

    Concept artist and illustrator Mike Corriero uses layer

    styles to help enhance his brushwork in digital

    paintings. He regularly uses the Outer Glow and

    Inner Glow styles, which help when painting floating

    embers, stars and other elements or objects that

    would give off any form of light or energy. His top tip

    for using styles in this way is: If you duplicate the

    same layer, lower the opacity and add a Motion Blur

    to it, you can give glows a more dynamic and unique

    effect. In addition, if you erase any portions or

    enlarge any of the areas on that specific layer, it will

    help to push the glowing embers, particles or stars

    closer or further back in space. Mike Corriero 2013

    SUSANNE

    RADERMACHERwww.surama.net

    Susanne Radermacher, aka

    Surama, is a self-taught digital art hobbyist who creates

    fantasy wonderlands with her painting skills. Her work

    is always rich in colour and detail and very well thought

    out. The main character in this image was created in 3D

    modelling software Poser, and the rest was painted in

    Photoshop using the Brush tool. She explains the key

    way in which she uses this basic tool and why: I mostly

    use the Brush tool to refine the many layer masks that I

    use when I want to merge in stock images. That

    happens very often, because there are so many ideas in

    my mind. As I change my mind, I need to go back and

    change the image to suit, so layer masks being

    non-destructive are incredibly helpful with this.

    USE BRUSHES TO

    EXPERIMENT

    Susanne Radermacher

    037

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    TECHNIQUES THE ULTIMATE GUIDE TO TOOLS AND TECHNIQUES

    JEFF HUANGwww.thefihorder.net

    Jeff Huang is a huge fan of

    the different brush tools

    within Photoshop, including some of the more

    recent additions, such as the Mixer Brush tool.

    He combined this tool with the basic brush tool

    for this digital painting, but he also uses it for

    his photo retouching and illustration projects.

    This piece was done strictly with a brush

    tool as a digital painting experiment that I

    wanted to challenge myself with. I used a small

    pencil brush preset to draw the initial line art,

    then used a hard round brush to block in the

    initial colours. Afterwards, the shading and

    painting was done with a combination of

    brushes: I used a painterly bristled brush, as

    well as the Mixer Brush tool to smooth certain

    parts out.

    When painting with the default brush tools,

    it can be hard sometimes to achieve a smooth,

    blended look. Try using the Mixer Brush tool on

    Very Wet, Heavy Mix at 50% Load. Those are

    the settings that I use with my Mixer Brush tool

    when I want to blend certain colours together. It

    creates an almost smooth gradient effect when

    used, and it will allow you to achieve the evenly

    blended look instead of harsh brush strokes.

    SMOOTH WITH A

    MIXER BRUSHUse the MixerBrush tool on

    Very Wet, HeavyMix at 50% Loadto blend colours

    JEFF HUANG /

    THEFIFTHORDER.NET

    Ain Soph 2013

    JOSH THOMASwww.ainsoph.net

    Josh Thomas is an illustrator,and another of our artists

    with a passion for the Brush tool. He uses it to add

    extra detail to his work: I like to use a lot of thin

    lines in my works to imply speed and motion.

    With complete control over line strength and

    density, the Brush tool makes creating depth

    much more natural. A great way to add extra

    detail to a piece is to paint in some subtle dust or

    specks. Playing around with Scattering, Opacity

    Jitter and Size Jitter, you can control how sparkly

    or dusty you want your image to look in the end.

    This also adds some sharpness to your final

    image when zoomed out. Applying this technique

    with a pressure-sensitive tablet will allow for even

    more control and accuracy.

    ADD PRECISE DETAIL

    TO YOUR ARTWORK

    Jeff Huang @ The Fifth Order

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    ADAM SPIZAKwww.spizak.comThe Oil Paint option provides a great base

    for both digital painting and 3D post-

    production for unifying colours and textures, says artist Adam

    Spizak. He shares this top tip for making the most of it: The Oil

    Paint filters use is not just limited to reproducing a paint effect;

    on a relatively low setting, the Oil Paint filter can behave as a

    Smooth filter and effectively remove noise and imperfections. On

    high settings, with Stylization and Cleanliness set to 7 and 7

    respectively, the filter works as a Smudge tool, impacting the

    contact between the lines.

    USE OIL PAINT FOR

    DIGITAL PAINTINGS

    Adam Spizak

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    TECHNIQUES BLEND 3D AND PHOTOS

    YVAN FEUSIhttp://aiven.net

    OUR EXPERT

    Yvan Feusi is a 24-year-oldprofessional graphic designer andillustrator from Geneva, Switzerland.After working at an agency for acouple years, he left to work as afreelancer. He is part of the digitalart collective Slashthree.

    PHOTOMANIPULATION

    BLEND 3D ANDPHOTOSBUILD A COMPLEX SCIFI PHOTOMANIPULATION BY

    WORKING ACROSS MULTIPLE PLATFORMS

    Creating a piece of art that is as detailed and

    complex as this one may seem like a

    mammoth task, but with the right stock

    imagery and software, photomanipulation

    can be a breeze!

    In this tutorial, we show you how to go about

    building a futuristic museum scene, starting with 3D

    modelling in CINEMA 4D and creating vectors in

    Illustrator, which you will then learn to piece together

    in Photoshop. Details are important, so have fun

    rendering less obvious elements like the floating

    holographic displays and dust particles in the space

    scene. A big focus has been put on how to handle

    large Photoshop files within a dynamic workflow,

    so we give you some top tips for dealing even with

    hundreds of layers.

    If you can, take your own stock photographs in

    order to get the most convincing results, but many

    of the textures and images for elements like the

    holograms can be found through a simple web

    search. Not every step is explained in detail here, so

    you will have to use your own initiative and

    imagination for some aspects of the image. But

    remember; the more unique the better!

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    04PREPARE YOUR PSDCreate your main Photoshop document inhigh resolution (A3 at 300dpi) and set the

    Colorimetric Profile to RGB this helps to make it

    universally accessible. Now import your renders into

    Photoshop and keep the document clean, create

    groups and name layers. When you import external

    files into your main PSD, import them in HD and

    convert the layer to a Smart Object. This way, you

    can always double-click on that layer and change its

    content without any loss.

    01SEEKING INSPIRATIONUnless your aim is to create something completely random, never start a project like this if you dont know exactlywhat you are looking to achieve. Going out without a plan can often lead to problems later down the line. Set aside some

    preparation time to search for creative and technical inspiration, develop an original idea, draw some sketches on paper for

    the composition and set yourself a quick task list. Dont block yourself with technical limits during the creative stage. Every

    challenge surpassed is knowledge for later.

    033D RENDERINGAs you are going to work mainly inPhotoshop, you dont want a flat render of the whole

    scene. It is more interesting to render each important

    element individually with their alpha masks and

    recompose the whole scene in Photoshop. You will

    then be able to work on each element in a separate

    layer. You can also render in multi-passes if you

    want to adjust the lighting, shadows and reflections

    later. You can render the scene with various shaders,

    and alter their opacity in Photoshop.

    023D MODELLINGCINEMA 4D software was used to createthe base of the scene. You only need basic

    knowledge of any 3D program to create something

    similar. However, you could also work your scene

    from a photo of a room, street, landscape or

    whatever fits your concept. Use imagery from stock

    websites or take your own photos to fit your ideas.

    Its just about having a base for the perspective. You

    will be able to modify everything during the process

    in Photoshop anyway.

    COMBINING ASSETS

    WORK IN

    PROGRESS

    Progress 1:3D sketch

    Progress 2:3D render

    Progress 3:Fix in Photoshop

    Dont block yourself with technical limits during the creative

    stage. Every challenge surpassed is knowledge for later

    TECHNIQUES BLEND 3D AND PHOTOS

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    QUICK TIP

    Learn as many Photoshop shortcuts as possible and later you can create your own by going to

    Edit>Keyboard Shortcuts. Using the menus and searching for an option slows down your workflow

    massively. You have to become a shortcut pianist to be able to work fast enough and do more. It makes

    a lot of difference.

    08INTEGRATE THE WINDOW

    Once you have finished creating the space scene, Select All (Cmd/Ctrl+A), Copy Merged (Cmd/

    Ctrl+Shift+C) and paste it (Cmd/Ctrl+V) into your main PSD file. Convert the layer to a Smart Object before

    modification and then adapt the perspective. Add some layers on a clipping mask where you will import the

    vector sci-fi textures to bring some more details to the window. Then use layer styles to add an orange Inner

    Glow to the window.

    09DESIGN AND INTEGRATE THE DOOR

    Create a new PSD file again (square size)

    and start to design a futuristic-looking door. You can

    do this in Illustrator or directly in Photoshop using

    vector shapes. Add some volume via Layer

    Styles>Bevel & Emboss. You are not looking to add

    textures or complexity here, as you can do that in the

    main file with clipping masks later. When you are

    happy with the design, import it into the main file as

    a Smart Object, then adjust the perspective and

    finish the integration.

    07CREATE A SPACE SCENE

    In a separate PSD, import image 9115887

    from Dreamstime.com and duplicate it to create a

    bigger texture, then rasterise it. Once you have yourtexture on a single layer, make a round selection and

    use Filter>Distort>Spherize to create the planets

    volume. Then add lighting and shadows using

    clipping masks or layer styles. Use the same method

    to add more details like lava, clouds and lakes. For

    the nebula, you can paint it or use pictures of smoke.

    Mix them using layer styles and play with colours.

    06TEXTURE THE SCENE

    Import your vector patterns into Photoshop

    and adjust their perspective to fit on the wall. Apply a

    soft Inner and Outer Glow layer style so they look abit like a hologram. You can also apply Filter>

    Render>Clouds with black and white on the layer

    mask. It will make the texture look less vector-like

    but more transparent in some parts. Remember to

    work the reflections, lighting and shadows but dont

    spend too much time on the colours, as you will

    re-work them in the final step.

    05

    Now using Illustrator, prepare a few sci-fi

    themed vector forms that will be incorporated into

    the main file later to create holograms or textures.For example, you can use the font Bank Gothic to

    make lines of the digits 010101 and some technical

    circles and lines. You dont need to worry too much

    about texture and colour here, as you can apply

    them later in Photoshop. You will also need to

    import the vectors as Smart Objects, so you can

    modify your forms further down the line if needed.

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    TECHNIQUES BLEND 3D AND PHOTOS

    12CREATE HOLOGRAMSCreating a hologram in Photoshop is simple. Here is one method you can use if you are starting froma photograph; create an 85% Opacity layer with Inner and Outer Diffuse Glow. Then add your photograph on a

    clipping mask and apply Filter>Render>Clouds (grey and white) on a layer mask. Change the layers blending

    mode to Linear Dodge (Add). Add a layer of black horizontal lines with an Overlay blending mode at 50%.

    10PHOTOGRAPHY AND ISOLATIONYou dont need a professional camera or to work in a studio to take these kind of photos. The goal isjust to have a base. There are various methods that you can use to isolate the models from their

    backgrounds; it all depends on the original image you use. Quickly cut out the model using the Polygonal

    Lasso tool or the Pen, but not the head. Apply your selection on a layer mask. Then its best to use a tablet to

    re-paint the hair of the model, unless with a flat background, when its better to use Select>Color Range.

    11INTEGRATE AND ADAPT THE MODELSImport the isolated models into your mainfile as Smart Objects, then resize them and fix their

    perspective. Directly add a Dynamic Smart Sharpen

    filter with Amount at 100% and Radius at 0.6px.

    Superpose adjustment layers on a clipping mask to

    fix colours. On a new layer, you can paint the

    shadows. On a second layer, paint the lighting. When

    you are done with the integration, improve the

    models by painting in some more details like floating

    holograms as well as reflections and shadows on

    the ground.

    QUICK TIP

    Using Smart Objects, dynamic filters, adjustment

    layers, clipping masks and layer masks all help

    you to avoid having to directly manipulate the

    original layer. In huge photomanipulation projects

    with 100+ layers, you can always edit what you

    have done even days after without any loss.

    14QUICK 3D LOGO

    If you want to create a quick logo in 3D, use

    Illustrator to make a type logo and vectorise it.

    Modify the font to look futuristic and import it into

    CINEMA 4D to generate a render with a transparent

    and reflective shader. Import the result into

    Photoshop with an alpha mask and complete the

    integration by changing the layer styles and blending

    mode to Screen, for example. Bring in more details

    around the logo, like the holograms made in the

    previous step.

    13MORE HOLOGRAMS

    At the centre of the scene, you can see a

    storm of floating data. You can use the textures you

    made in Step 5, including the series of digits, to

    make your own. Flip the texture vertically and

    colourise it in yellow/orange. Change the blending

    mode to Linear Dodge (Add), set the Opacity to 80%

    and add a layer mask, then paint the edge with a

    smooth black brush. You can then duplicate the layer

    any time you want. Resize it so that its small enough

    to not be readable.

    15FINAL LIGHTING FIX

    When you are done with everything, its time

    to fix the global ambiance of the scene with a group

    of adjustment layers on the top of your document.

    Remember that you can add a layer mask to

    adjustment layers, and benefit from more control by

    painting directly in black and white on the mask with

    a smooth round brush at 50% Opacity. Make sure

    that you bring enough contrast into the highlights

    this is especially important due to the holograms.

    Your scene is now complete!

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    TECHNIQUES HOW I MADE

    DISCOVER HOW DODGE