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I just took the original (hence, the colors are unedited) and masked in that guys cut to the layer. That's why it looks choppy, but when you use it in a signature, it shouldn't matter as long as you brush in the dark spots to remove the white fuzz. That guy did pretty good for not a fully pentooled cut.
Sure you could work on depth of field blurring and sharpening, but that's not the main thing that creates depth. It only creates it by force. The best way to create depth is two things: Not to rely on a circle soft brush for lighting (use it more as a reflection of what you have that is the light source) and more importantly, composition. Anyway, post some of your c4d signatures that you think has good depth. I am unfamiliar with your works.
For the first, bring out the white in the BG so it's very close to matching the strongest white of the stock. The Pixel densites are different, so sharpen the metaballs close to her to correct that depth.
The second, try manually sharpening by using the sharp brush. Just open a blank layer and tick "Sample all layers." This way, you avoid sharping the blue and orange stuff because from the 'non-sharpened' image, they are already sharp as it is. Once it feels like you have a uniform sharpness, try a soft-light highpass. But the main thing that bugs me is not the over-sharpening of unnecessary spots, but that hand. IMO, I'd dupe the stock, mask the hand away, and place a smaller hand in. It fixed more things than anything else I could mention. Also, maybe add a light white brush over the open BG spot to give it more color depth.
(Mainly to show the hand, I didn't really care how the sharpen came out) I guess I should have warped the wrist inwards slightly, too.
Oh, that kind of group. I don't use Facebook enough to differentiate things like that. Still, I don't see the point. They made the Steam, FB, <whatever else there was> mainly as a placeholder. I don't see why the point of making more places dedicated to OC serves a distinct purpose when you can do it on OC itself (general sense). Because as you saw from the FB, it shows little interest on that front--both in the people and Baka himself. In addition, the lazy level is high among the echelons to bother managing anything more as they do things mainly 'under the hood' (as noted by the RotM).
If the white is inconsistent by various margins, there is no traditional way of fixing it because if you use the cheap contract trick, where it is off by 1px will not mix with where it off by 6px. It depends also on how it was cut. Pentooled cuts have the most cleaning cuts when set at the vanilla setting (no feathering). But some people do it by hard-erasing which feathers more than pentooled cuts, but is much faster. There is a way with Selective Color with masking multiple layers that makes it really fast if the background is a solid color, but it leaves a lot of feathering error.
It really depends on the image as well. I'd create a vector mask and pen-tool away parts that are bigger than 1px (Granted, if it isn't the same as doing the entire thing). From there, the fastest way would be then to use a 1px contract.
-the green color doesnt match with the render and blue, seek on google: color harmony
+further no coplaints
Not exactly. The green color is too localized. The red and blues are balanced because of the lines on the stock itself. The green could work if you tweaked 'Selective Color' so it would be less vibrant and also to spread the color out for color balance. Color harmony isn't as important as color balance unless you are specifically going for that route, which it doesn't look like you were.
Mmm.. also, the negative space left of the head is awkward. And the smudging looks boxed because it doesn't have proper flow.
The orange is the perceived flow. IMO, it looks too linear.
The dark magenta is the perceived negative space. The right side is vertical which makes it look weird. The left is alright, but following the thirds is different:
For comparison, in that tutorial, his stock has similar flow to the smudge and better placement which is the main difference.
The Displacement filter takes a PSD, Uses Black and white values to superimpose, via distortion (which is why is is under distort), the psd into the layer. Distortion for GFX is a bit different then its original intended use, for manipulation.
For GFX, same idea. It depends on the PSD you use to distort. It needs to be a PSD because it relies on image channels to get the grey-scale. So you'll want to use more 'filled' PSDs that have a lot of detail on the grey scale for optimal effect.
The vertical and horizontal scale is about where you want it to displace. Play around with it. Also, you can use negative values.
Yup, what Saifart said, though, I prefer the corner lighting where it is (I'd make it less spherical, however), and the light next to the tiger could be less because it seems there for no reason. If you make lines, it'll be optimized if with reduced darkness, too. It's a bit bright.
Personally, I don't like the glow to the lines. It looks too artificial (especially when combined with topaz). If you use non-glow, you can make more lines haphazardly and thus, detail goes up with low loss of flow/concept. Again, my preference, I have seen tags that have glow lines that I found great, but the number is very, very small. Also, the lighting got in the way and I had trouble determining the shape and line placements. So I skipped the spot. :o
Of course, you needed more blue spots and the lines should be under some adjustments which I didn't add. So the lines have a raw look because they aren't the right color. It was looking good until I decided to put in the blue, haha. I rushed and did all of it on 1 layer. >>