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Making a two-color tint map from a tile texture file


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#1
rjshae

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A picture being worth a thousand words, here's my illustration of one method I use to build a tint map for a tile texture using Gimp (left-to-right, top-to-bottom):

  1. Open the original image
  2. Use the 'Color balance' tool to darken red (in this instance)--there's many variations here, but basically I want to highlight one aspect of the tile
  3. Exagerate the contrast using 'Brightness-contrast'
  4. Turn it into a black-white mask with 'Threshold', then use Colorize to convert white to red with lightness at -50 and hue at 0
  5. Paste into another window and do a Value invert
  6. Repeat step 5, converting white to green
  7. Select Layer > Transparency > Color to alpha, then select the color black.
  8. Paste as new layer in the original image then Merge down
  9. Blur as needed

tinting_steps_zpsc45a2a41.png

 

I went back and tweaked the threshold to get a better result:

 

better_tint_zps1bf7f870.png

 

I'm sure there are better techniques using Photoshop, but this works for me. :)

 

Later. Out.


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#2
PJ156

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Thanks for sharing that RJS,

 

I would be great to copy paste the above to the toolset tips sticky.

 

PJ



#3
Eguintir Eligard

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Need moderators to sticky stuff. There are things that should be unstickied from 2011 that aren't.

 

My generic method is

 

Choose your red, green or blue. With Gimp, fill the areas with the colour you want. If it fills too little, increase the threshold, and vice versa. Seems to get you an RGB pretty quickly, a few undos aren't so bad.


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#4
rjshae

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Another approach I've used when the graphic is suitable is to switch the image to 4-bit color, which limits the color map to 16 colors. I then repetitively use a fill operation to switch between two colors, which grabs neighboring blocks. Eventually I get it down to just red-green-blue areas, which are representative of the original color distribution. I then bump it back up to a full color map and apply blur.

 

It can be a bit tedious though, depending.



#5
IAmDeathComeForThee

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Great post, thanks for the tut!  *sticky please*  :lol: 



#6
Dann-J

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The tint map doesn't have to have exclusively red, green and blue areas. You can also combine the three separate channels to make the tinted colours blend together on the model (yellow, magenta, cyan, or white on the tint map).



#7
Tchos

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In Photoshop, I tend to work in each of the colour channels independently, rather than actually using colours in the blended RGB composite.  That way, I know exactly how much each channel will affect the map, and I can overlap or not overlap exact amounts as needed.

 

For the above example, another way to do it would be to get the image to a single greyscale such as a desaturated image #5 above, put it in the red channel, then put a copy of it into the green channel and invert the greyscale so that all of the areas not affected by the red are affected by the green.