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11 minute read
Photoshop Selecting & Changing Colors
by Hiba Dweib
Selecting and Changing Colors
BEFORE
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Another Example
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/3107d01a7ef4f49d5f4c9bd5b1dcb461.jpeg?width=720&quality=85%2C50)
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/fe6df33795f84ab12c7aa17f1bccffa9.jpeg?width=720&quality=85%2C50)
The Colour Range command provides a similar function to the Magic Wand tool in that it enables you to generate selections based upon ranges of colour within your images. It’s the ideal tool for altering the colour of a specific portion of your image while leaving other areas untouched, like changing hair colour without affecting skin colour or background colour but image must contain a reasonable amount of colour differentiation for Colour Range to work effectively. So here we will use a basic method of chaging colors.
Step One
Use the Lasso Tool or Magnetic Lasso Tool to draw a selection around the girl’s top and on lips.
Step Two
Tweak the selection in Quick Mask mode by pressing “Q”.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/85add783fb04ede42336370d83573718.jpeg?width=720&quality=85%2C50)
Step Three
When tweaking of selection is over then move out the Quick Mask mode by pressing “Q” again.
Step Four
Select your desired color as Foreground Color.
Step Five
Create Layer > New Adjustment Layer > Hue/Saturation... and Press Ok in the dialog Box
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/f7f467fdcaed477a94c8a8a411f69430.jpeg?width=720&quality=85%2C50)
Final Step
Select the checkbox “Colorize” and Voila...you successfully changes the color. Move the sliders if required. But in the case of Black color you have to adjust the brightness first to take it off the true black and then move other sliders, because there is no value in black.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/4380285ff97784d46a1b5ac7ed4130ce.jpeg?width=720&quality=85%2C50)
Three easy Steps to...
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/8f86140738a2a105ea12cb340263dccd.jpeg?width=720&quality=85%2C50)
Before
Dancing on Glass!
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/c434275ace4625c352bdd0371548d8bd.jpeg?width=720&quality=85%2C50)
After
1) Open your image of Apple. Pick the Magic Wand tool. Click anywhere in the white area of the image and delete the area. Make thee duplicate copy of the apple layer Layer > Duplicate Layer ) We need to create some space to accommodate the reflection. Select Image > Canvas Size and enter an amount roughly double that of the current height. Click the top center square in the anchor grid. 3) Make the lower layer active by clicking its thumbnail in the Layers Palette. Select Edit > Transform > Flip. From the move tool position it so there is a slight overlap at the bottom. Create Layer > Layer Mask > Reveal All. Fade the reflection, select the Gradient Tool, set its option to Linear Gradient. Holding down shift, click the top of the apple and drag the tool’s guide to the bottom. Apply little Gaussian Blur to soften the reflection.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/2e2822c247fd5228eab156c55e327e38.jpeg?width=720&quality=85%2C50)
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/82cc3c31bcaa0991530d70ea102fcba6.jpeg?width=720&quality=85%2C50)
Shatter
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/377dec8ef697afd948f899a5def2bd9a.jpeg?width=720&quality=85%2C50)
Step One
Create New Composition, size = 640 x 427, Frame Rate = 25fps or 30fps, Duration = 10 sec, name = final.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/8a88009ea00dbf8939f11783b354c143.jpeg?width=720&quality=85%2C50)
Step Two
Create another new composition with same parameters and named Ramp.
Create Layer > New Solid and Apply Effect > Render > Ramp
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/070560a58a030f81a123c51c61058a48.jpeg?width=720&quality=85%2C50)
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/ed1e97d781d0465b7e3fb8aab8b88402.jpeg?width=720&quality=85%2C50)
Step Three
Create New Composition, size = 640 x 427, Frame Rate = 25fps or 30fps, Duration = 10 sec. Drag the image in the composition. If you want then also desaturate the image.
Step Four
Drag the above two compositions in the first created composition “Final” and hide the visibility of Ramp layer.
Final Step
Apply Effect > Simulation > Shatter and change the following settings. This tutorial gives you the basic idea and as you know effects are endless. You can duplicate the image and apply mask/feather on image if the edge is sharp and can also used as a transition between scenes too. Dont forget to render with motion blur.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/6d8fca37693dbebcf3fb8ff40482596c.jpeg?width=720&quality=85%2C50)
UV Mapping
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/d3fd981d3c02b559217bc1b462daea7f.jpeg?width=720&quality=85%2C50)
-The Easy Way
In this tutorial, I will demonstrate how simple and precise UVmapping can be using DEEPUV.
I will try to simplify the steps of UV mapping as much as I can so that beginning users can benefit from this tutorial too. I will demonstrate all the steps on the hand I’v just recently modeled for my site. if you wanna have a go on a more complicated model (like a whole person), I suggest you scroll down and read the last step first.
Lets first begin with ‘what is UV mapping’?
UV mapping, is the process that takes your 3D model and “unwraps” it so that you can paint over it with a D program.
Before You start, the things you always need to keep in mind while UVmapping your models are as follows:
OVERLAPS - Overlap means the UV surface goes “ontop” of itself. Usually, you will want to have zero overlaps by the end of the process so that you can paint your texture over the entire surface of the model seperately.
STRETCHES - Streches happen when you map a certain part bigger or smaller than it’s relative size. To avoid having streches, it is allways recommended to work with a checkers map on your model and make sure the checkers stay square.
SEAMS - Seams are where your choose to “cut” your 3d model so that it can be unwrapped into d. You will always wanna have as few seams as possible in your end result because it will make it easier for you to texture your model.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/fd4c3a2e6e83052d2d37d930660e2ed6.jpeg?width=720&quality=85%2C50)
Getting the model to DeepUV
The first step will be to take the model you want to map into DeepUV. Basicly, the program comes with plugins that will directly export your model from your 3d program (Max,Maya,Xsi and lightwave) to DUV and back, but sometimes it doesn’t work.
When direct exporting doesnt work, you will have to export the model yourself. After some research, I’ve discovered that .OBJ is the best format to keep your model’s geometry unchanged. When you export your model, make sure you keep the faces as polygons. I’d also recommend you check the exported model yourself, to make sure the geometry didn’t change. Note that in DUV, you can always save your progress into an .OBJ file.
Getting Started
OK, so you’ve got your model into DUV. lets first make some settings so we can see the stretches later on: Rightclick on the right viewport, wireframe/ uncheck the “show wireframe” and also check “material override” and uncheck “texture smoothing”.
Now you are set to begin. The first step you need to take is to apply a plannar map to the model:
Click “select / all” and then try “plannar 1” or “plannar ”, one of them ususally finds the perfect planar map to start with, but if you wanna do it yourself, open the “Interactive” tab and use the interactive plane.
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/2c29924facb36174a4f49ff5543ed420.jpeg?width=720&quality=85%2C50)
Getting rid of the overlaps and seams
Unless you have an open mesh, you will always get overlaps from starting with plannar mapping. To get rid of the overlaps, we will use one of the more powerfull tools of DUV - “LIFT”. Lift will take all of the backfacing (the overlapping UV’s), flip them and place them to the right of the UV’s. Before you use it, make sure you rotate your UV’s using the “free transform” tools (under edit), so that you can determine where you want to place the seam you will get rid of (which will always be the right side of your UV’s, before clicking Lift).
By now, you allready got something that is good enough to texture, but why stop here if we can get rid of more seams and have better results?
The next step would be to select the “shared UV points” and “Join” them to get rid of more of the seams for easier texturing.
I’d reccomend bringing the (show) wireframes back for this step. Using the select tool, select all the shared points on one side (i’d recommend using the zoom and pan tools here to be precise), the selected shared points will turn pink on the other side. Now select the pink points on the other side (this will require much less precision because points join only when the shared sides are selected). Make sure u do not select shared points that are not between the chunks because that will cause unfixable problems later on.
Now hit “join” the seam is now gone be you end up with a very stretched part in the middle. It will be fixed next.
Relaxing and final adjustments
When you first applied the planar map and then lifted, it seemed like there are allmost no stretches but there are! Becuase anything that isnt exactly infront of the plane will have a little streching. This part will show you why DUV is such a powerfull tool. the next step will be to select all the points again, and hit “Relax”. look at the magic! you now suddenly see the checkers become
even squares and the stretching allmost completly dissapears.
Note that you got some control over how the relaxing works, and its often good to try it with different area grid values until u are satisfied with the result.
By now your model should be left with very minor SEAMS, STRETCHES and OVERLAPS, and this process should have taken you less than 5 minutes!
You are now 80% done, this is the part where you fix by hand local problams and cut and rejoin points according to how you plan on texturing your model. This is the part that i recommend doing back in your 3d program. Note that, DUV offers some more powerfull features such as soft selecting points and relaxing local areas.
UV snapshot and texturing
Thats it. you are done! Now it’s time for the much more fun part of texturing your model. But how can you tell which part of your texture goes to which part on the model ?
For this you need to take a UV snapshot. I’d recommend making the wires white and the backround black, that way you can always use it as the top layer in photoshop (or any other d prog)
![](https://assets.isu.pub/document-structure/211012100549-f19d7b20e242dde9afb750c840c315a7/v1/bd5311f9a1aa4e81fdc4307f78383471.jpeg?width=720&quality=85%2C50)
with Screen blending mode. for MAX users, i also recommend a freeware plugin called TEXPORTER. It can take a uv snapshot in a more graphical way which sometimes can help when painting your texture.
Thats it! in this tutorial I’ve demonstrated how simple and fast UVmapping can be. You might say: “Of course its easy! you just mapped a hand ... not a complex model”. Mapping a complex model requires one more step before starting and its to break your model into several parts.
This process is a bit different in every 3D program so i won’t go into details. But just note that this is the step that let you determine where the seams will be. After this process, you will need to map each part seperately pretty much the same way as explained above. I hope this tutorial was helpfull for you.
Author - Ziv Qual, Israel Email - ziv@zivcg.com
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Web- http://www.zivcg.com
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Somewhere Near the Docks
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Backside
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Druid
Mistle, Czech Republic mistle3d@mistle3d.com 3dsmax 7, Maxwell render
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Liebana
Alejandro Ruano, Spain drakexxi@gmail.com 3dsmax, VRay
Robot
Luis Ramos, Brazil luishrs@gmail.com 3dsmax, VRay, Photoshop
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Dream Way
Michal Kotek, Czech mkotek@allworld.cz 3ds Max, Photoshop
Elivion
Antje Darling, USA antje@antjesgraphics.com Poser 5 , Photoshop CS
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Babylon
Ziv Qual, Israel ziv@zivcg.com 3ds Max , Mental Ray, Photoshop
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CasadelaPlaya
The Last One & Gone
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Carnicero
Pablo, Spain b_lon_81@hotmail.com Maya, mentalray, Photoshop, Zbrush
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