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	<title>Moo2u.com - Free Tutorials &#38; the latest VFX news. &#187; Photoshop</title>
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		<title>Using Adobe Kuler to Enhance Your Photoshop Color Workflow</title>
		<link>http://www.moo2u.com/2009/03/21/using-adobe-kuler-to-enhance-your-photoshop-color-workflow/</link>
		<comments>http://www.moo2u.com/2009/03/21/using-adobe-kuler-to-enhance-your-photoshop-color-workflow/#comments</comments>
		<pubDate>Sat, 21 Mar 2009 22:54:28 +0000</pubDate>
		<dc:creator>Digital4D</dc:creator>
				<category><![CDATA[Hot Picks]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[ase]]></category>
		<category><![CDATA[color workflow]]></category>
		<category><![CDATA[cs4]]></category>
		<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[kuler]]></category>
		<category><![CDATA[photoshop cs4]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=583</guid>
		<description><![CDATA[Let's look closely at a crucial and time-saving product for designers called Adobe Kuler. We’ll learn to explore, create and share color themes using the Kuler website and the built in extension of Kuler in Photoshop CS4. What’s Adobe Kuler? It’s a web-hosted application, providing free color themes that can be used by anybody, in any project you are working on. Let's jump into this article and learn more about Adobe Kuler and how to use it with Photoshop!]]></description>
			<content:encoded><![CDATA[<div id="post-2317" class="exerpt">
<div class="text">
<p><em>Let&#8217;s look closely at a crucial and time-saving product for designers called  Adobe Kuler. We’ll learn to explore, create and share color themes using the  Kuler website and the built in extension of Kuler in Photoshop CS4. What’s Adobe  Kuler? It’s a web-hosted application, providing free color themes that can be  used by anybody, in any project you are working on. Let&#8217;s jump into this article  and learn more about Adobe Kuler and how to use it with Photoshop!</em></div>
</div>
<h3>Introduction</h3>
<p>How does Adobe Kuler work? What do I need? The only requirements, for using  Kuler, are a Web browser with an enabled Flash Player 9 or higher, since it is  Flash based. Additionally, you can access the Kuler extension from any Creative  Suite 4 product or use the Desktop Air Kuler application.</p>
<h4>Flash Player required</h4>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_01.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_01.jpg" border="0" alt="" width="540" height="360" /></a></div>
<h4>Kuler Website (<a title="Kuler at Adobe.com" href="http://kuler.adobe.com" target="_blank">go there</a>)</h4>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_02.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_02.jpg" border="0" alt="" width="540" height="360" /></a></div>
<h4>Desktop Air Widget</h4>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_03.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_03.jpg" border="0" alt="" width="540" height="540" /></a></div>
<h4>Kuler Extension</h4>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_04.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_04.jpg" border="0" alt="" width="540" height="450" /></a></div>
<h3>Kuler &#8211; Creating, Sharing, and Using Color Themes!</h3>
<p>Whether you are a design professional or a beginner, there will always be a  situation, where it’s hard to find the right color theme for a project. This is  where Kuler comes in. Kuler not only provides a huge number of color themes,  it’s also build on an active community, which creates and publishes the color  palettes we are talking about. Let&#8217;s learn how to set up an Adobe ID, to log in  to the Adobe Kuler website, to browse, save, create and publish your own color  variations.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_05.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_05.jpg" border="0" alt="" width="540" height="270" /></a></div>
<h3>Setting up an Adobe ID account for access to Kuler</h3>
<p>Well, you can use Kuler to experiment with colors and copy &amp; paste the  color values, but after signing in, you&#8217;ll get access to download the Adobe  Swatch Exchange files, which contain the color themes. It&#8217;s always stressful  setting up all these different accounts on different websites and keeping  everything in mind, but Adobe did a good job on this one.</p>
<p>If you already have an Adobe ID, then you can easily login, using the Sign In  button located at the top-right corner. You can also click on Register. Adobe  will redirect you to their website and guide you through the registering  process. After creating an account, come back to continue and login to Adobe  Kuler.</p>
<h4>Login</h4>
<p>Go to the top-right-corner. Click on Sign In and insert your AdobeID and  password, then click Go.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_06.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_06.jpg" border="0" alt="" width="540" height="207" /></a></div>
<h4>Register</h4>
<p>Go to the top-right corner and click on Register. You&#8217;ll be redirected to the  Adobe.com website. Click on Create an Adobe account. Fill out the required  information and come back to Kuler to Sign In the way described above.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_07.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://psdtutsarticles.s3.amazonaws.com/article_adobe_kuler_basics/07.jpg" border="0" alt="" width="540" height="270" /></a></div>
<h3>Different Menus and Sections on kuler.adobe.com</h3>
<p>Adobe Kuler is split into different sections. These sections allow you to add  or retrieve certain information. Below you can see the single sections with  short descriptions, accompanied by images.</p>
<h4>Explore</h4>
<ul>
<li>Menu<br />
Explore color themes by either browsing or searching the Kuler database. You  can sort listed themes by Newest, Most Popular, Highest Rated or other random  options. By setting a time frame for your results, Kuler will only list themes,  uploaded in that time span.</li>
<li>Search<br />
You can narrow down your search results by using the Search bar. You can  search by tags, titles, creators or colors. To make it easier for everybody to  find the themes you create, you should always choose proper tags.</li>
</ul>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_08.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_08.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>Community</h4>
<ul>
<li>Details<br />
Color themes, found on Kuler, are submitted by the Community. By creating,  saving and publishing your themes on Kuler you make them accessible to  everybody. In this section other users can retrieve information about the  creator, title, different tags and more.</li>
<li>Comments<br />
To give or get some feedback for your themes, add comments. Like on many  other websites, you can read comments, but posting comments is only available  after Log-In.</li>
</ul>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_09.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_09.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>MyKuler</h4>
<ul>
<li>MyKuler<br />
The MyKuler section in this image is empty, that&#8217;s because I&#8217;ve set up a new  account, but after creating the first themes, you&#8217;ll be able store, view, and  retrieve all your saved and favorite themes here. You can save themes as  favorites, while you are browsing through the database by clicking on the proper  button in the details section. You can later import your saved themes to  Photoshop.</li>
</ul>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_10.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_10.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>Extras</h4>
<ul>
<li>News and Features<br />
This section lists information about the current products using or featuring  Kuler.</li>
</ul>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_11.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_11.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h3>Kuler &#8211; Features</h3>
<h4>Download a color theme as an Adobe Swatch Exchange file</h4>
<p>After signing in, you can download the themes you like by clicking on the  download Adobe Swatch Exchange file in the details section.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_12.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_12.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>.ASE Files</h4>
<p>This is how the downloaded files will look like. All Creative Suite 4  products support the exchange of colors via ASE files. For example, you can  easily exchange single colors or themes you&#8217;ve created in Illustrator to a  Photoshop project. In our case we want to import the files we&#8217;ve downloaded from  Kuler.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_13.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_13.jpg" border="0" alt="" width="540" height="180" /></a></div>
<h4>Load Swatches</h4>
<p>Go to your Swatches Panel, click on the little triangle in the top-right  corner. Next Choose Load Swatches, then Select the proper File type and import  it. That&#8217;s it!</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_14.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_14.jpg" border="0" alt="" width="540" height="225" /></a></div>
<h4>Post Comments</h4>
<p>As mentioned above, being a member of the community not only gives you access  to the color themes, but also provides commenting and rating which will later  help Adobe organize the themes. To leave a comment, go to Add comment. Type in  your text, then click submit.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_15.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_15.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>Rate Themes</h4>
<p>The five-star rating system shows you what the community thinks about the  theme. High ranked themes will be listed and ordered when choosing Sort by  Highest rated/Most Popular and will be featured on the home page.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_16.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_16.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>Edit/Create Themes</h4>
<p>So far, we&#8217;ve learned how to browse and download themes, but now we want to  create our own color theme. Either click on the button you can see below to edit  the current theme or click on Create in the menu to create a theme from scratch.  Both will redirect you to the Create page. You can then choose between creating  a theme from colors or an image.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_17.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_17.jpg" border="0" alt="" width="540" height="180" /></a></div>
<h4>Create theme from a Color</h4>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_18.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_18.jpg" border="0" alt="" width="540" height="200" /></a></div>
<h4>Create theme from an Image</h4>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_19.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_19.jpg" border="0" alt="" width="540" height="360" /></a></div>
<h3>Creating Your Own Theme</h3>
<p>Kuler provides very efficient tools to quickly create new color themes. You  can choose different harmony rules, use the interactive color wheel and  different sliders for brightness and angle, extract colors from an image or  simply input color values.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_20.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_20.jpg" border="0" alt="" width="540" height="180" /></a></div>
<h4>Base Color and Related Colors</h4>
<p>Like the name says, you can choose a Base color and build the color theme  around it. After setting the Base color, four other colors are available to  choose. Harmony rules will apply to the base color and affect the colors around  it. By dragging and dropping on the color wheel, you can adjust the base color.  The other colors will then move simultaneously.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_21.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_21.jpg" border="0" alt="" width="540" height="585" /></a></div>
<h4>Color Rules</h4>
<p>The color rules are based on color theory. If you are interested in the  theory behind Kuler, check out the links provided below. After selecting the  base color, select one of the following rules to quickly create harmonious  themes. I think the best way to understand what any single rules does is to  experiment with each of them. By selecting Custom, Kuler gives you the freedom  to select colors individually.</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/Analogy">Analogous</a></li>
<li><a href="http://en.wikipedia.org/wiki/Monochrome">Monochromatic</a></li>
<li><a href="http://en.wikipedia.org/wiki/Triad_(computers)">Triad</a></li>
<li><a href="http://en.wikipedia.org/wiki/Complementary_color">Complementary</a></li>
<li><a href="http://www.johnlovett.com/compound.htm">Compound</a></li>
<li><a href="http://en.wikipedia.org/wiki/Tints_and_shades">Shades</a></li>
</ul>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_22.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_22.jpg" border="0" alt="" width="540" height="252" /></a></div>
<h4>Color Wheel</h4>
<p>Move the markers on the interactive color wheel to choose the colors in your  theme. Do this by either using a color rule or individually selecting colors.  Below the color wheel is another Slider, which adjusts the brightness of the  colors.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_23.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_23.jpg" border="0" alt="" width="540" height="225" /></a></div>
<h4>Color Values</h4>
<p>If the color wheel is imprecise, you can additionally adjust the colors in  your theme by inputting numeric values for the <a href="http://en.wikipedia.org/wiki/HSL_color_space">HSB</a>, <a href="http://en.wikipedia.org/wiki/RGB">RGB</a>, <a href="http://en.wikipedia.org/wiki/CMYK">CMYK</a>, <a href="http://en.wikipedia.org/wiki/Lab_color_space">LAB</a>, or <a href="http://en.wikipedia.org/wiki/Hex_color">HEX</a> color models. If you only  want to change a single color, make sure Custom is selected, since entering a  new value will adjust all the other colors in the theme. If you want to  experiment with the theme, use the color sliders under each color swatch. For  those of you who are not logged in, you can easily create themes and copy &amp;  paste the values to Photoshop or any other Software.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_24.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_24.jpg" border="0" alt="" width="540" height="405" /></a></div>
<h4>Color from an Image</h4>
<p>A very neat feature of Kuler is the extraction tool which generates themes  from an image. You can upload images from your desktop or use images from  Flickr. Just as the harmony rules, Kuler provides different Moods: Colorful,  Bright, Muted, Deep, Dark, and Custom. The moods you can choose from, will  automatically generate appropriate colors. By moving the markers around, Kuler  picks the color of the current position and displays it, below the image, in the  color theme preview. Kuler supports TIFF, JPEG, GIF, PNG, and BMP image  formats.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_25.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_25.jpg" border="0" alt="" width="540" height="360" /></a></div>
<h4>Saving and Publishing</h4>
<p>Before saving your themes, you should always give it a proper title and tags  to make it easier for other users to find. You can choose to save your themes in  private mode to your MyKuler section or share them with other members, who can  rate them and add comments. Tags and comments are displayed in the details  section. Popular tags are displayed in a certain text size. The larger the size,  the more popular the tag word. Creator&#8217;s can set an avatar or personal color  swatch as their default picture. Other members can click on avatars to view all  the themes created by that member.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_26.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_26.jpg" border="0" alt="" width="540" height="360" /></a></div>
<h3>Using the Kuler Extension in Photoshop</h3>
<p>Downloaded Adobe Swatch Exchange files can be used as color swatches in all  Adobe CS4, CS3 and CS2 products. We&#8217;ll take a look at Photoshop CS4.</p>
<h4>Find and Open the Kuler Extension</h4>
<p>With the new CS4 version, Adobe integrated Kuler right into Photoshop. You  can find it by going to Window &gt; Extensions &gt; Kuler. The Kuler Panel will  appear. In case you still don&#8217;t know what Kuler is or how it works you can read  the information, by clicking on the About tab. You can additionally read the  Terms of Use and Privacy Policy if you are interested.</p>
<p>This extension provides access to Kuler via RSS feed&#8217;s. The extension loads  the themes directly from the online database. You can also log in to your Adobe  account by clicking Window &gt; Extensions &gt; Connections, which will create a  connection to Adobe services, while you are using Photoshop or any other  Creative Suite 4 product.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_27.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_27.jpg" border="0" alt="" width="540" height="270" /></a></div>
<h4>Features: Browse and Create</h4>
<h4>Browse</h4>
<p>The Browse tab reveals a list of currently uploaded and available color  themes. To use this feature an Internet connection is required, since the  extension uses a RSS Feed to read and list the color themes in Photoshop. You  can browse, search and sort themes the way we did on the Kuler website. At the  bottom of this section, you can see the arrows pointing up and down. These help  you to view the previous or next sets of themes.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_28.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_28.jpg" border="0" alt="" width="540" height="450" /></a></div>
<h4>Create</h4>
<p>The create tab reveals a smaller version of the Create Page on  kuler.adobe.com. As you can see, these are the same functions like choosing a  harmony rule, adjusting the single colors or brightness, setting the base and  related colors and retrieving the values. At the bottom of this section there  are additional buttons, which let you upload your theme directly to your account  or download/save the current theme.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_29.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_29.jpg" border="0" alt="" width="540" height="450" /></a></div>
<h4>Swatch Panel</h4>
<p>This is how the standard Swatch Panel looks like in Photoshop. You can open  it via Window &gt; Swatches. In a previous step we&#8217;ve learned how to import ASE  files to our Swatch Panel. The extension makes it a lot easier for us. We can  easily browse and directly add themes to our Swatch Panel though without  downloading and importing ASE files from the Kuler website.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_30.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_30.jpg" border="0" alt="" width="540" height="225" /></a></div>
<h4>Directly Add Themes to Swatches</h4>
<p>The button on the bottom-right-corner, adds the theme directly into your  Swatches Panel. You can now select single colors as your Foreground or  Background color and apply them to your project. You can reset or delete the  colors by clicking on the little triangle in the top-left corner.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_31.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_31.jpg" border="0" alt="" width="540" height="270" /></a></div>
<h3>Using the Adobe Air Kuler Application</h3>
<h4>Download and Installation</h4>
<p>So far, we&#8217;ve used the website and extension in Photoshop CS4, but as I  mentioned before, there&#8217;s a cool Air application which runs on your desktop. The  only requirements for using it is having Adobe Air installed on your  computer.</p>
<ul>
<li><a href="http://www.adobe.com/go/kuler_air">Download Kuler Desktop here  (PC).</a></li>
<li><a href="http://kuler.adobe.com/links/download.cfm?linkURL=http://download.macromedia.com/pub/labs/kuler/kulerWidget.zip&amp;linkFile=kulerWidget.zip">Download  Kuler Desktop here (Mac)</a></li>
<li><a href="http://www.adobe.com/products/air/">Download Adobe Air here.</a></li>
</ul>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_32.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_32.jpg" border="0" alt="" width="540" height="180" /></a></div>
<p>You can start the installation by double-clicking the Installer. The setup  will guide you through the single steps. After you&#8217;ve successfully installed the  widget, open it. You should see something similar to the widget in the following  image. This Air application works exactly the same way the extension does,  providing some extra features. Themes downloaded via the application will be  directly added to your Swatch Panel.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_33.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_33.jpg" border="0" alt="" width="540" height="540" /></a></div>
<h4>Features</h4>
<p>You can now browse, search, and save themes directly from your desktop. You  can drag individual themes to your desktop, where you can scale them to any size  you want, copy swatch values directly from the application or visit the selected  theme at kuler.adobe.com to retrieve additional information or comments. I  recommend playing with it to get to know the application. It&#8217;s a really helpful  tool to have on your desktop when working with any Adobe Product.</p>
<div class="tutorial_image"><a href="http://www.moo2u.com/blog-images/ku_34.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/ku_34.jpg" border="0" alt="" width="540" height="675" /></a></div>
<h3>Additional information</h3>
<h4>Kuler Links</h4>
<ul>
<li><a href="http://kuler.adobe.com/links/kuler_help.html">Kuler Help</a></li>
<li><a href="http://www.adobe.com/cfusion/webforums/forum/index.cfm?forumid=81">Kuler  Forum</a></li>
<li><a href="http://learn.adobe.com/wiki/display/kulerdev/Home">Kuler Developer  Resources</a></li>
</ul>
<h4>Other websites which provide color themes and palettes</h4>
<ul>
<li><a href="http://www.colourlovers.com/">Colourlovers.com</a></li>
<li><a href="http://colorschemedesigner.com/">Colorschemedesigner.com</a></li>
<li><a href="http://www.colorcombos.com/combolibrary.html">Colorcombos.com</a></li>
</ul>
<p><em><span style="color: #c0c0c0;">source: tutplus author: kajik</span></em></p>
]]></content:encoded>
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		<title>Freebie: Downloads: Palm Tree Texture Set</title>
		<link>http://www.moo2u.com/2009/03/01/freebie-downloads-palm-tree-texture-set/</link>
		<comments>http://www.moo2u.com/2009/03/01/freebie-downloads-palm-tree-texture-set/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 09:59:46 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[Freebies]]></category>
		<category><![CDATA[active worlds]]></category>
		<category><![CDATA[free textures]]></category>
		<category><![CDATA[freebie]]></category>
		<category><![CDATA[leaf texture]]></category>
		<category><![CDATA[object path]]></category>
		<category><![CDATA[op]]></category>
		<category><![CDATA[palm]]></category>
		<category><![CDATA[palm tree]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=470</guid>
		<description><![CDATA[Free Download of pre masked palm tree leaves in .png file format. You may use/modify how you like, textures and masks are royalty free. Originally developed for use within the Active Worlds universe and related moo2u projects/photoshop and/or 3ds max training tutorials. ]]></description>
			<content:encoded><![CDATA[<p>Free Download of pre masked palm tree leaves in .png file format. You may use/modify how you like, textures and masks are royalty free. Originally developed for use within the Active Worlds universe and related moo2u projects/<a href="http://www.moo2u.com/?s=tutorial">photoshop and/or 3ds max training tutorials</a>.</p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/palmtree.png"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palmtree.png" border="0" alt="" width="298" height="428" /></a></p>
<p>Click each image for full size PNG or you can save/use the resized versions shown here.</p>
<p><a href="http://www.moo2u.com/blog-uploads/palm_leaf_full_01.png"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palm_leaf_small_01.png" border="0" alt="" width="512" height="256" /></a> </p>
<p><a href="http://www.moo2u.com/blog-uploads/palm_leaf_full_02.png"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palm_leaf_small_02.png" border="0" alt="" width="512" height="256" /></a></p>
<p><a href="http://www.moo2u.com/blog-uploads/palm_leaf_full_03.png"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palm_leaf_small_03.png" border="0" alt="" width="512" height="256" /></a> </p>
<p><a href="http://www.moo2u.com/blog-uploads/palm_leaf_full_04.png"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palm_leaf_small_04.png" border="0" alt="" width="512" height="256" /></a> </p>
<p><a href="http://www.moo2u.com/blog-uploads/palm_leaf_full_05.png"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palm_leaf_small_05.png" border="0" alt="" width="512" height="256" /></a> <br />
Finally the Mask:</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/palm_leaf_full_00.gif"><img class="aligncenter" style="border: 0px;" src="http://www.moo2u.com/blog-uploads/palm_leaf_small_00.gif" border="0" alt="" width="512" height="256" /></a></p>
]]></content:encoded>
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		<title>Freestyle Create Open for Fusion Fall</title>
		<link>http://www.moo2u.com/2008/12/17/freestyle-create-open-for-fusion-fall/</link>
		<comments>http://www.moo2u.com/2008/12/17/freestyle-create-open-for-fusion-fall/#comments</comments>
		<pubDate>Wed, 17 Dec 2008 12:00:54 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[VFX News]]></category>
		<category><![CDATA[Aaron Baxter]]></category>
		<category><![CDATA[Ben 10]]></category>
		<category><![CDATA[Billy and Mandy]]></category>
		<category><![CDATA[cartoon netork new media]]></category>
		<category><![CDATA[cartoon network]]></category>
		<category><![CDATA[CN]]></category>
		<category><![CDATA[Entae Kim]]></category>
		<category><![CDATA[Freestyle Collective]]></category>
		<category><![CDATA[fusion fall]]></category>
		<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[Javier Gonzalez]]></category>
		<category><![CDATA[Linda Powledge]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Nicholas Weigel]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Victor Newman]]></category>
		<category><![CDATA[Z Brush]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=129</guid>
		<description><![CDATA[An unstoppable force has travelled the Galaxy for millennia, consuming countless planets and civilisations. It’s next target is Earth - and you are the last line of defence! Freestyle Collective recently created a dramatic opening sequence for a new Cartoon Network online game. Fusion Fall is Cartoon Network’s first massive multiplayer online game. From futuristic skyscrapers to mystical ruins, enter an enormous, action-packed universe unlike anything you’ve seen. Mix it up with stars of Cartoon Network like Ben 10, and Billy and Mandy - but expect a surprise when you do! The Freestyle Collective used a combination of Photoshop, Illustrator, Maya and Z Brush to create the Fusion Fall game open.]]></description>
			<content:encoded><![CDATA[<p>An unstoppable force has travelled the Galaxy for millennia, consuming countless planets and civilisations. It’s next target is Earth &#8211; and you are the last line of defence! Freestyle Collective recently created a dramatic opening sequence for a new Cartoon Network online game. Fusion Fall is Cartoon Network’s first massive multiplayer online game. From futuristic skyscrapers to mystical ruins, enter an enormous, action-packed universe unlike anything you’ve seen. Mix it up with stars of Cartoon Network like Ben 10, and Billy and Mandy &#8211; but expect a surprise when you do! The Freestyle Collective used a combination of Photoshop, Illustrator, Maya and Z Brush to create the Fusion Fall game open.</p>
<div><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/fusion_fall_05-650x365.jpg" border="0" alt="" width="520" height="292" /></div>
<p>The work was finished in Flame by Freestyle Collective sister visual effects company, Guava.This open is Freestyle’s most artistically and technically complex work to date, and plunges the player directly into the centre of an epic battle between good and evil. A handheld-camera-feel gives the open drama, immediacy and a sweeping finish that introduces many of the game’s main characters.</p>
<div style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://sputnik7.com/v/4573" /><embed type="application/x-shockwave-flash" width="500" height="350" src="http://sputnik7.com/v/4573"></embed></object></div>
<p><strong>ABOUT FREESTYLE COLLECTIVE</strong><br />
Freestyle Collective is a collaborative design and production studio recognized for its distinctive artistic sensibility. Specializing in exploratory and innovative design, Freestyle Collective delivers creative advertising, and branding solutions to a broad range of commercial, broadcast and corporate clients.</p>
<div><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/fusion_fall_02-650x365.jpg" border="0" alt="" width="520" height="292" /></div>
<p><strong>CREDITS</strong><br />
Client: Cartoon Network New Media<br />
Production Company: Freestyle Collective<br />
Creative Director: Victor Newman<br />
Director: Nicholas Weigel<br />
CG Director: Entae Kim<br />
Storyboard Artist: Ben Chan<br />
Matte Painters: Andres Rivera, Erik Fokkens, Sookyoung Choi<br />
3D Animators: Nicholas Weigel, Entae Kim, Cedrick Gousse, Dylan Maxwell, Ian Brauner, Richardo Vicens, Stanislav Ilin, Jedidiah Mitchell, Christina Sidoti<br />
3D Artists: Roger An, Russell Paul, Steven Kellam, Andres Rivera, Jim Collins, Patricia Heard-Greene, Steve Dahler, Zeth Willie, David Lobser<br />
Lighting/Compositing: Joshua Harvey, Eric Concepcion, Ylli Orana<br />
Flame Artist (Guava Visual Effects): Aaron Baxter<br />
Executive Producer: Linda Powledge<br />
Producer: Javier Gonzalez</p>
<p><strong>RELATED LINKS</strong><br />
<a href="http://www.fusionfall.com/" target="_blank">www.fusionfall.com</a><br />
<a href="http://www.freestylecollective.com/home.php" target="_blank">www.freestylecollective.com</a></p>
]]></content:encoded>
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		<title>New Tutorial: Photoshop: Seamless Texture Tiling</title>
		<link>http://www.moo2u.com/2008/11/11/make-seamless-tiling-textures/</link>
		<comments>http://www.moo2u.com/2008/11/11/make-seamless-tiling-textures/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 00:17:23 +0000</pubDate>
		<dc:creator>Digital4D</dc:creator>
				<category><![CDATA[Hot Picks]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[active worlds]]></category>
		<category><![CDATA[CS3]]></category>
		<category><![CDATA[free textures]]></category>
		<category><![CDATA[game textures]]></category>
		<category><![CDATA[Photoshop CS3 Extended]]></category>
		<category><![CDATA[seamless texture]]></category>
		<category><![CDATA[textures]]></category>
		<category><![CDATA[tiling texture]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=3</guid>
		<description><![CDATA[Learn to create seamless tiling textures using this tutorial. Great for game development, modeling, level design and more. Detailed with screenshots and task descriptions to guide you through the process. Photoshop CS3 Extended.]]></description>
			<content:encoded><![CDATA[<p>In this Photoshop tutorial you will learn how to properly create seamless tiling textures for use in your own projects. This tutorial was created in Photoshop CS3 Extended but can be used in earlier versions. Menu plaement in earlier versions may be differently located then shown in this tutorial.</p>
<p>Files you will need:</p>
<p>Original Source File: <a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless-textures-source-file.jpg" target="_blank">http://www.moo2u.com/blog-uploads/seamless-set/seamless-textures-source-file.jpg</a></p>
<p>Project File Completed: <a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless-textures-project-file.jpg" target="_blank">http://www.moo2u.com/blog-uploads/seamless-set/seamless-textures-project-file.jpg</a></p>
<p>OK! Lets start out by opening photoshop. Now open your source file and save your new project in .psd file format. You should note that in this tutorial we will be working on making a 512&#215;512 seamless tiling texture. The image size of your current project should be 1000&#215;625.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_01.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 01" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_01_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>We will need to adjust the canvas to 512&#215;512. You can do this by locating &#8220;Image&#8221; under the menu bar and choosing &#8220;Canvas Size.&#8221; Now lets adjust our width and height to 512 for both. Now click OK. You will get a message popup asking to proceed or to cancel since the new canvas size will be smaller then the original. You may choose proceed.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_02.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 02" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_02_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Now we have our canvas size set to 512&#215;512. Now we will need to get our underlying image to crop at 512&#215;512 from 1000&#215;625. We can do this by doubling the layer simply by dragging the grass layer to the &#8220;Create NEw Layer&#8221; icon just next to the trashcan icon in the layers tab. This will double the layer. Now we will choose &#8220;Flatten Image&#8221; from the &#8220;Layer&#8221; menu.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_04.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 04" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_04_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_05.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 05" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_05_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Ok now we can start working on the texture edges. To get to them we will now need to offset our project by half. You can find &#8220;offset&#8221; under the &#8220;Filter&#8221; menu and choosing &#8220;other.&#8221;</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_06.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 06" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_06_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Since our project is 512&#215;512 we will want to make the offset +256 for horizontal and vertical. The Undefined Area should be set to &#8220;Wrap Around.&#8221; Press OK. Next, from your tool bar, choose the &#8220;Clone Stamp&#8221; tool (Highlighted in red below).</p>
<p style="text-align: center;"><img class="aligncenter" title="Toolbar Cone Stamp Tool" src="http://www.moo2u.com/blog-uploads/seamless-set/toolbar-clone-stamp.png" alt="" width="500" height="432" /></p>
<p>Next, right click inside of the project area to show the Master Diameter and Hardness settings. A good size for this project is around 50px and 0% for Hardness. Also for a better look in this project I changed my Opacity and Flow settings. You don&#8217;t have to do this step but doing so can give you a more realistic look with this project and future projects. My settings are 72% Opacity and 42% Flow.</p>
<p>The Opacity controls the intensity/blending of the clone tool and Flow controls the pressure applied.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_07.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 07" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_07_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Now press your Alt or command key and left click on an area in your project you wish to start the cloning from. Now once you release the Alt or Command key you will be able to left click over an area and &#8220;stroke&#8221; the area with the a clone from the area you chose. Doing this repeatedly over hard edges will make your texture tile seamlessly. You may at this time want to cover up dark or light spots in your texture with cloned areas to help reduce any pattern effects which may be seen later on in your project. Below is what I got after a few strokes with the clone tool. Remember to keep changing your clone start point to keep it realistic and to help reduce patterns from forming during the cloning.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_08.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 08" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_08_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Now we will want to change the offset back to the original (you may skip this process if you like your result).</p>
<p>We do this by choosing from the &#8220;Filter&#8221; menu, &#8220;Other&#8221; and then &#8220;Offset.&#8221; Change the Horizontal and Vertical to -256 and click OK.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_09.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 09" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_09_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Now we should have a perfect seamless tiling texture.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_10.jpg" target="_blank"><img class="aligncenter" style="border: 0pt none;" title="Project Image 10" src="http://www.moo2u.com/blog-uploads/seamless-set/seamless_textures_tutorial_10_thumbnail.jpg" alt="" width="448" height="337" /></a></p>
<p>Make sure to save your project and then you may export as your favorite image type and quality. See what it looks like:  <a href="http://www.moo2u.com/blog-uploads/seamless-set/seamless-textures-project-file.jpg" target="_blank">http://www.moo2u.com/blog-uploads/seamless-set/seamless-textures-project-file.jpg</a></p>
<p>I Hope you&#8217;ve enjoyed this tutorial. More to come!</p>
<p><em><span style="color: #c0c0c0;">Written by Digital4D</span></em></p>
]]></content:encoded>
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		<title>The Evolving VFX of Underworld</title>
		<link>http://www.moo2u.com/2006/01/20/the-evolving-vfx-of-underworld/</link>
		<comments>http://www.moo2u.com/2006/01/20/the-evolving-vfx-of-underworld/#comments</comments>
		<pubDate>Fri, 20 Jan 2006 22:48:33 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[Movies]]></category>
		<category><![CDATA[Alain Bielik]]></category>
		<category><![CDATA[Cameron Gray]]></category>
		<category><![CDATA[Christopher Sage]]></category>
		<category><![CDATA[Evolution]]></category>
		<category><![CDATA[Luma]]></category>
		<category><![CDATA[Luma Pictures]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[McQuaide]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Shohadai]]></category>
		<category><![CDATA[Underworld]]></category>
		<category><![CDATA[Vince Cirelli]]></category>
		<category><![CDATA[ZBrush]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=709</guid>
		<description><![CDATA[Alain Bielik reports on the more ambitious vfx utilized in Underworld: Evolution, resulting in a pipeline shift by Luma Pictures and further reliance on ZBrush. In 2003, Underworld made a strong impression on horror fans around the world with a fancy cast (Kate Beckinsale and&#8230;]]></description>
			<content:encoded><![CDATA[<p><span class="desc" style="font-size: small; font-family: verdana; color: #999999;">Alain Bielik reports on the  more ambitious vfx utilized in <em>Underworld: Evolution</em>, resulting in a  pipeline shift by Luma Pictures and further reliance on  ZBrush.</span></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/uw201_Underworld2-FRT_Under.jpg"><img class="aligncenter" style="border: 0pt none;" src="http://www.moo2u.com/blog-images/uw201_Underworld2-FRT_Under.jpg" border="0" alt="" width="496" height="210" /></a></p>
<p>In 2003, <em>Underworld</em> made a strong impression on horror fans around the world with a fancy cast (Kate  Beckinsale and Scott Speedman), an intriguing storyline (<em>Romeo and Juliet</em> among vampires and werewolves), brilliant direction by Len Wiseman and  innovative creature work by Patrick Tatopoulos. Three years later, the same team  brings us <em>Underworld: Evolution</em>, a sequel for which Tatopoulos served as  creature designer/fabricator <em>and</em> production designer. Also returning was  overall visual effects supervisor James McQuaide, who recently oversaw the  effects work on <em>The  Cave</em>.</p>
<p><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw202_Underworld2-WWF_257_2.jpg" border="0" alt="" width="309" height="206" /><span>As always with sequels, <em>Underworld: Evolution</em> was far  more ambitious than the original movie, especially when it came to vfx. “Going  into production, we were budgeted for roughly 225 visual effects shots,”  McQuaide recounts. “However, this is a fraction of the total number in the final  cut of the picture. The cost of the extra shots was covered, to a large degree,  by Lakeshore and Screen Gems allocating more money once the picture was in  post.” It also helped that, as an exec producer, McQuaide had access to all of  the lines in the budget. This provided for some very important financial  flexibility. For example, when it became clear that the picture was going to be  shorter than the 120 minutes that had originally been budgeted for, McQuaide was  able to save money on digital intermediate, IPs, INs, etc., and invest it into  new visual effects shots. “It may not sound like a very large savings but, on a  picture as tightly budgeted as this one was, it really made a world of  difference. In the end, there are 553 digital effects shots in the picture, plus  about 800 ‘opticals’ [speed ramps, re-pos, camera shakes, fades and dissolves].” </span></p>
<p><span>In the end, McQuaide had to tackle the intimidating challenge of having to  produce more than 500 highly complex digital effects shots for less than $7  million. “We were fortunate enough to collaborate with a group of smaller visual  effects houses who could work within our budgetary limitations, and still  deliver shots on a quality level equal to anything out there. Also, because  there was a great deal of wire work and simple compositing required for the  picture, vfx co-supervisor Gary Beach and I set-up a small vfx company in my  office — Sub/Par Pix — that ended-up delivering 122 shots. While it did increase  the day-to-day workload a bit, the net savings was very significant: it probably  paid for most of the shots featuring CG William, the picture’s main werewolf.  Most importantly, Len Wiseman was both pragmatic and decisive: everything we had  to work with ended up on the screen. There were only three vfx shots that didn’t  make it into the final cut.” </span></p>
<p><span>The shots that couldn’t be done at Sub/Par Pix were spread among eight  vendors, with Luma Pictures leading the pack. In some cases, multiple houses  worked on a single shot, which was especially true with the miniature work  (ship, helicopter, dungeon): </span></p>
<ul><span>
<li>Luma Pictures: 195 shots</li>
<li>Ntropic: 79 shots</li>
<li>Furious FX: 78 shots</li>
<li>Company 3: 42 shots</li>
<li>Cafe FX: 23 shots</li>
<li>Krypton: 15 shots</li>
<li>Framestore CFC: 12 shots</li>
<li>Fantasy II Film Effects: 73 miniature effects shots, plus insert  elements</li>
<p></span></ul>
<p><span><strong>Defining CG Creatures in ZBrush</strong><br />
Almost all of the shots  involving 3D work were done by Luma Pictures, and supervised by co-founder Payam  Shohadai. With almost 200 CG-heavy shots on its workload, <em>Underworld:  Evolution</em> was the largest project that the company had ever tackled.  Shohadai took this opportunity to implement a pipeline shift that he had  initiated on <em>The Cave</em>: “We use Maya for animation and creation of our  base cages/low res models. But our modeling pipeline is more and more heavily  relying on ZBrush for etching out the definition of the models, including the  creatures <em>and</em> the CG environments. As a matter of fact, for this movie,  we had characters that needed to be able to transform into multiple different  characters. So our base character mesh was shared across many of them. Then, all  of the detail that was painted into the creature with ZBrush was applied as  displacement at render time.” </span></p>
<p><a href="http://www.moo2u.com/blog-images/uw203_Underworld2-markus_8-.jpg"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw203_Underworld2-markus_8-.jpg" border="0" alt="" width="309" height="273" /></a><span>Luma’s CG supervisor, Vince Cirelli, oversaw this innovative use of ZBrush:  “At the beginning of production, we experimented with different techniques that  would allow us to push the characters range of motion and skin deformation  beyond most CG creatures,” Cirelli says. “Using ZBrush, we painted displacements  to simulate muscle flexing, tendon bulging and skin wrinkling for each muscle  group. These maps were separated into color and displacement. Once this was  done, we needed a way to trigger and blend between specific displacements and  surface textures based on how the creature was animated. For this, we developed  a system of animating and blending localized displacement maps using a custom  shader. The shader evaluates where and what has translated or rotated on the  rig. It then sends this information to the blender which determines how much of  each displacement to use and where to use it. So when the werewolf rolls his  shoulders, muscles flex, tendons bulge and veins become visible on the surface  of the skin.”</span></p>
<p><a href="http://www.moo2u.com/blog-images/uw204_Underworld2-wing.gif"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw204_Underworld2-wing.gif" border="0" alt="" width="309" height="206" /></a><span>While CG elements were mainly rendered with mental ray,  proprietary tools generated all of the separate passes and created a default  script, which pre-composited all of the passes into a “beauty” composite in  Shake. The compositor had the option to use templates as a starting point of the  comp, or to use a completely different approach. </span></p>
<p><span>As expected, the director wanted the transformations to be more spectacular  and detailed than in <em>Underworld</em>. To this purpose, the crew went back to  many of the ideas that had been developed for the first movie, but never  realized because of a lack of resources. The concepts were based on making the  transformations seem as “real” as possible. For example, as the bones began to  pop and shift into place, blood vessels beneath the skin burst, and the  resulting bruising caused the skin to change to the blue/black color of the  werewolf. In the first movie, this change had been handled as a color wash; for  the sequel, the effect would be much more developed. </span></p>
<p><span><strong>Crafting Foldable CG Wings</strong><br />
All of the creature transformations were  handled by Luma Pictures. Every humanoid character that underwent transformation  had to have a CG double for the so-called “digital handshake,” the moment where  effects artists swap out the live actor for his CG counterpart. After modeling  and texturing the character based on the provided reference, Luma’s artists  chose a “match frame,” the frame at which the CG actor had to look identical to  the live actor. “The CG character was then hand animated to match the motion  around the frames of the ‘digital handshake,’ and to be in an identical pose at  the ‘match frame.’“ Shohadai explains. “We would add any additional details from  this frame, such as blood and dirt to the texture maps of the CG actor. Then, we  would light the 3D scene to match the actor as closely as possible and render  with buffer frames to allow a bit of wiggle room in the comp. In the end, the  audience shouldn’t be able to see where we transitioned from live actor to CG.  The creatures were then created using two techniques. For shots that didn’t  require any significant action from the creatures, the production used  performers in animatronic suits. But every time a shot necessitated rapid  movement or dynamic action, such as a werewolf running or tackling a guy on a  horse, the characters were created in CG at Luma. There’s also a transformation  shot in which Marcus’ face is coming right into the camera and it’s all CG. The  level of textural and model detail painted into the character is amazing: you  can see the fine wrinkles and pores of his face…” </span></p>
<p><a href="http://www.moo2u.com/blog-images/uw205_Underworld2-WNG-022-0.jpg"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw205_Underworld2-WNG-022-0.jpg" border="0" alt="" width="309" height="206" /></a><span>The lead antagonist in the  movie is Marcus, an impressive character whose wings turned out to be one of the  most complicated effects. Early on, it was decided that Marcus would always be  portrayed by the real actor, with the wings always being added in CG. Not  <em>that</em> much of a deal, apparently, except that the character was designed  with the ability to fully retract his wings into his back — a typical product of  Tatopoulos’ fertile imagination. The designer had based his concept on  butterflies emerging from their cocoon, and pumping blood into their wings to  deploy them into full span. Easy to design, much tougher to realize! </span></p>
<p><span>“Since his wings had to be large enough to convincingly carry his weight  while flying, the major challenge was the simple logistical matter of where to  put all that wing when it did retract, while keeping it real and believable —  let alone the typical challenges that come along with a prominent winged  character, such as membrane dynamics and geometry penetration,” Shohadai  observes. “During the wing transformations, we had to pull a lot of tricks to  reduce the overall volume of the wings to a size that could believably fit into  Marcus’ back, without giving an obvious appearance of scaling geometry. For  this, we had to custom create a volume deformer for Maya, which allowed us to  trigger a series of animated displacement maps and targets controlled by a  complex rig. Animation supervisor Cameron Gray and his team of animators could  then move the deformer through the wing and watch the membrane retract and  wrinkle, which helped in creatively reducing the wing volume, without getting  the look of linear scaling.” The fully rendered wings were then integrated into  the shots under compositing supervisor Justin Johnson’s guidance. </span></p>
<p><span><strong>Last-Minute Headaches</strong><br />
Although the creature work logically ended up  being the most “visible” effects work in the movie, it was not the most  demanding for the effects team. Indeed, the most challenging sequence in the  entire picture didn’t include any creature at all. It featured a helicopter  approaching an island and circling the decrepit fortress located at the top of  it. Approved very late in post-production, the shots involved a full-on 3D  approach and were rushed through Luma’s pipeline. “The construction of the  all-CG fortress, island, water, mountains, fog and helicopter was an enormous  task,” McQuaide acknowledges. “The team at Luma did a tremendous job of  catching-up, getting elements like the textures of the stone walls and water to  look photoreal in a remarkably short period of time.” </span></p>
<p><a href="http://www.moo2u.com/blog-images/uw206_Underworld2.gif"><img class="alignleft" style="border: 0pt none; margin: 5px;" src="http://www.moo2u.com/blog-images/uw206_Underworld2.gif" border="0" alt="" width="309" height="206" /></a><span>For Shohadai, the  sequence was the film’s most challenging in terms of photorealistic visual  effects: “While the CG creatures and transformations were very creatively and  technically challenging, they were ultimately fantasy and, in some ways, simpler  than making the CG fortress a believable setting for the ending of the film.  Part of the reason the fortress was so challenging was the fact that it was a  complete CG fabrication, with no reference and very minimal design guidance to  go off of. It is much harder to create something photoreal when you don’t have a  specific reference (as we did for the creatures). And our primary guide for  right or wrong had to be derived from a mix of dissimilar castle photos we found  online, none of which looked anything like what we were supposed to create. Just  achieving the base scale and realism of this dilapidated fortress, compounded by  the additional environmental elements, made this one of the most challenging and  satisfying undertakings in my career.” </span></p>
<p><span>The fortress was created using Maya, ZBrush and Photoshop. All the effects  for the sequence, including the fog and the water, were created using Maya.  Texture/matte painting supervisor Christopher Sage oversaw the process of  creating the fortress, which involved modeling of a low resolution mesh of the  fortress in Maya, and painting all the texture maps — except the bump and  displacement — with Photoshop. Surface relief details were then created in  ZBrush, down to the individual stones of the walls. “Using ZBrush, we were able  to achieve an incredible amount of detail, so rendering those scene files proved  to be a monumental task in itself,” Shohadai notes. “We created the fortress in  self contained chunks, which allowed the individual structures to go through  refinement without waiting for massive renders to see progress. As different  areas progressed, they would automatically be updated in the master scene. Since  certain shots required the fortress to displace at a per brick level, there was  no way to render the fortress traditionally. So we created a tool that allowed  us to render the fortress in sections, and then merge those sections together  while maintaining the integrity of reflections, shadows and holdouts.” </span></p>
<p><span>As  post-production was nearing completion, Luma and McQuaide ran into an unexpected  scale problem with a small portion of the fortress sequence. Once fully  rendered, the approach toward the compound didn’t look as large as it was  supposed to be, simply because the helicopter appeared to circle it way too  fast. “While the block animations looked good enough for us to sign off on the  speed of a particular shot, when all the elements were rendered, textured and  lit, there were a few shots involving the fortress that suddenly felt as if we  were traveling much too fast in relation to the size of the fortress we had  imagined,” McQuaide recalls. “Because this realization occurred just <em>days</em> before delivery, there was only time to re-animate a couple of the shots; the  rest were run thru Furnace, a series of plug-ins for Shake — the specific  plug-in we used was Kronos. It did a remarkable job of saving those shots in a  pinch. As last-second icing on the cake, Luma was able to add CG crows circling  the fortress towers and, at Len’s suggestion, to increase the spec on the water,  so there would be some visual clues in the frame for the audience to reference  for scale. We were re-working those shots literally until a few days before the  premiere, and we’ll probably keep on refining those shots for the DVD release.  While there will always be room for improvement on visual effects as demanding  as these, in the end the shots truly look epic.” </span></p>
<p><span><em>Alain Bielik is the founder and editor of renowned effects magazine </em>S.F.X<em>, published in France since 1991. He also contributes to various  French publications and occasionally to </em>Cinéfex<em>. Last year, he organized  a major special effects exhibition at the Musée International de la Miniature in  Lyon, France.</em> </span></p>
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