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Digital Desert Camo


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Here is a picture of an early stage of a digital desert camo mod. GRAW isn't exactly a "desert" environment, but we will be getting a map editor, after all. :)

I have a woodland digital camo skin started as well. I'm really not that good at this stuff though, and it takes me a long time.

Progress report, still seem to be having some "plastic" issues.

digi%20cam%20progress.jpg

Edited by Scubaman3D
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^ Thank you.

I have a question, though, for the more experienced skinners. I need to know if my methodology is a little, not smart.

This is what I am doing:

camo%20process.jpg

I make a big print of the digital camo in a seperate window, then using the "Clone Stamp" tool, I slowly fill in the pieces of the uniform that I want to change.

Is there an easier/smarter way of doing this?

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Im sure there is an even better way to do it...

But you could go into the main panel....erase the parts you want redone.

use the magic eraser tool to blank it out.

take your camo pattern and lay it on the main page....then send it to back.

That would probably be easier than what you are now doing...but I am guessing there might even be better ways.....

I love photoshop..but I just know the basics....it has so much more ability than I even know.

HACK

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Scuba - I would desaturate the original, and use your MARPAT as a second layer on top, change the properties of the camo layer to Soft Light so that the orignal pattern comes through, you may have to dupe that layer a couple time to get the colors right, but after that it's a matter of tweaks.

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Is there an easier/smarter way of doing this?

Easiest way would to be using layer masks, but it takes a long time to set the masks.BUT thenthe benfit is that you could save the mask file & have it to hand evertime you wanted to create a new skin, making things quicker the next time around :)

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Is there an easier/smarter way of doing this?

Easiest way would to be using layer masks, but it takes a long time to set the masks.BUT thenthe benfit is that you could save the mask file & have it to hand evertime you wanted to create a new skin, making things quicker the next time around :)

yep, this is exactly what I did for version 2.0 :thumbsup:

just thought of something...it seems like the pattern might be too small, so it loses the "digital" effect...

Edited by Scubaman3D
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Looks awesome. I assume you're skinning the helmet also.

Planning on doing it to the actual US Marines in the game? That'd be awesome.

I really really REALLY hope this is done by Saturday. If you have to rush the damn thing then do it please. I ship to Parris Island on the 19th.

Edited by Lipoff
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not sure if this was mentioned , but the clone stamping is a solid way of getting the image down on the skin , but any way you choose you still lose the shading that made the original look realistic .

if it w ere me , i would clone stamp the pattern onto a separate layer , then burn/dodge the highlights/shadows and other details ; you can adjust the opacity of the layer any time you need to see the base skin , and match up the details there .

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Looks awesome. I assume you're skinning the helmet also.

Planning on doing it to the actual US Marines in the game? That'd be awesome.

I really really REALLY hope this is done by Saturday. If you have to rush the damn thing then do it please. I ship to Parris Island on the 19th.

yes, I'm planning on doing the helmet...will try to finish this week. It seems like I spend more time modding than playing. :)

not sure if this was mentioned , but the clone stamping is a solid way of getting the image down on the skin , but any way you choose you still lose the shading that made the original look realistic .

if it w ere me , i would clone stamp the pattern onto a separate layer , then burn/dodge the highlights/shadows and other details ; you can adjust the opacity of the layer any time you need to see the base skin , and match up the details there .

yeah, this is closer to the way I am currently doing it.

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