Simply use a thick stroke as opposed to a shape, and apply a gradient to the stroke.
You can expand the gradient stroke afterwards, resulting in a gradient mesh object.
You can also stack multiple strokes via the Appearance Panel to add additional gradients. Here I've added a second stroke with a gradient to indicate shadowing on the lower portion...
In your initial image you have 38 values. All the color adjustments are going to stretch this range between 256 values. But all the pixels with a given value are going to be mapped to the same new value, so you have 38 values spread in the 0..255 range, which means that assuming a strictly linear stretch, pixels with near values are now separated by 7 values,...
You can simply overlay a texture and then reduce the fill of the texture to get the image to show through. First I create a mask around my image, then I place the texture and reduce its fill.
I encourage you to play around with the blending modes to get different results. Here's an example with the texture desaturated and the mode set to Hard Light.
I am naming these chapters starting with V as the second part of this post.
Chapter V. Illustration
One thing that I was considering on my other answer on this same question is the premise that Illustration has an artistic interpretation that can or can not correspond to reality. That is a strong point of using an illustration over a real photo, or in this ...
That looks like rust or dirt to me. And the style is grunge. I think what you're after. I'm pretty sure there're lots of video tuts how to make it. I'd search a b&w background pict and change to desired colour.
Look at images of real gold! I mean sure you can try to solve this issue with plain thinking. But truth is, gold has a very special reflective behavior.
The trick to gold is that its reflection is actually red in color, especially apparent in inter gold reflections (see above and this stock image). But be careful, not very many people can afford to have a ...
I was able to come pretty close pretty quickly in Affinity Photo - I could only take a couple minutes for this as I'm on a production rush right now I'm afraid.
I made a simple gradient fill, took that into the liquify persona and did some serious liquifying...
Liquify round 01
Liquify round 02
Dropped onto image of CC with appropriate ...
This is not exactly the same as your examples... Especially the first one, but maybe it's close enough.
Start with a white rectangle
Effect > Artistic > Sponge...
Definition and smoothness should be quite high.
Object Expand Appearance so that you can trace it.
Object > Image Trace > Make...
Use black & white preset as the starting point.
Displacement map creates pushes and pulls only to a certain direction which is defined by horizontal and vertical displacement amplitudes in the displace dialog. So, do not expect it to make those criss-cross wrinkles which your black fabric seems to have.
If you still want to use your image as a displacement map for an image, that image must not have many ...
For some reason this question has popped up after 5 years it was posted. Then obviously web designers hadn't blending modes such as hard light, multiply etc... They had only transparency for blending layers.
That has not prevented attempts to get something altough partially transparent greyshade texture made the colors dull as we see in older answers and ...
One, simple, option is to copy an image layer and then use Filter > Filter Gallery > Texturizer and set it to Burlap (which matches the texture in your sample):
You can then mask away portions, alter the blending mode and opacity, to further control the appearance of the filter.
Then, you alter tones and coloring via other adjustments or adjustment ...
You can simply paint the shapes. Fill the image at first with light grey. That presents aluminium. Here is used grey = 90% of full white.
Paint a series of rainbow colors ie. red, orange, yellow, green, cyan, blue and magenta. Use equal lightnesses and at least nearly equal colorfullnesses.
Here the lightnesses are about 80% of max ie. a little darker ...
You have used something like "gold gradient" It's especially unrealistic if it's used on several surfaces. You should notice that polished gold is like a mirror, only a colored one and generally so non-planar that the image is extremely distorted.If there's bright lights, they should be seen at least on some rounded edges.
Color of gold:
That depends on ...
Hard times? No wonder because exact replica is complex. But one can tug together something resembling quite easily. Here's my test field:
In the bottom there's 50% grey background. It's not white, because 50% grey is the shade which is considered neutral (no lightening, no darkening) in many blending modes.
Above the background there's a photo, partially ...
For me.. Gold has always been about using the proper palette for colors and then layering gradients on top of each other.
Too often people see "gold" as being strictly yellow when in reality the ore has a range of colors from yellows to browns and oranges. The more contaminated the ore is, the more brown it can get. Then throw in shadows and tonal changes ...
Better I think to use images that have been photographed perpendicular to the textured surface being photographed. By perpendicular I mean at right angles to the textured surface.
Here's how to set up a camera like that:
Also you will need to use a camera with a lens that doesn't distort the image, specifically not a phone camera which has a wide angle ...
At first: I do not have your 3D programs, only some simple to use freebies and low cost entry level stuff.
Check, if you can get acceptable result with simple non-photorealistic shading, select a grey color and define it be matt, not glossy:
Adjust rendering settings for good contrast.
You can add coarseness by placing a thin noisy image on the surface:
Import the SVG paths into JOSM to create a geocoded file format as follows:
Download JOSM (Java OpenStreetMap Editor)
Run JOSM: java -jar josm-latest.jar
Click Edit > Preferences
Click Plugins icon (socket and plug)
Search for importvec
Click Restart when prompted
Click File > New Layer
I believe the result you're looking for can be achieved with Lighting effects.
Following your steps up to the RGB noise, and then navigating to
Filters > Light and Shadow > Lighting effects
Within that menu turn on the Bump Map, then edit the material settings to your liking.
This quick mockup was made with Bump Mapping set to a Linear curve and Maximum ...
If the things to move are each on their own layer (use the selection to copy/paste them to a new layer if not), then you can chain-link the layers, and move one of them, which will make the other ones move the same way.
ABOUT THE PROBLEM: The problem is mathematically exact, but visually it is not as well defined. That's because the subjective colorfulness depend in a complex way on RGB hue, saturation and brightness. Photoshop's HSB system set B=the highest one of the RGB components/255, so the apparent brightness of full white is much bigger than say max bright red. Still ...
As already mentioned by user287001 The fix for existing shots is to attempt some guesswork with either Transform > Perspective, or Perspective Crop.
For this type of texture it's not vital to get the image exactly perpendicular to the ground, but when you come to doing more exacting surfaces, there are a couple of things you can try.
Bricks or paving ...
Correction so that it begins to seem to be photographed straight downwards - that does not exist except shooting a new photo. That's because nobody knows what's hidden behind the objects. If the pieces seem to be a little smaller on the top than in the bottom due the distance difference, that can be corrected by selecting all and applying Edit > Transform > ...
There is an entire category of software dedicated to this idea.
There are programs like Substance Bitmap to Material, Substance Alchemist, Quixel Mixer etc. all of which are dedicated to deriving valid tileable textures from initial photographic references. This software ecosystem is overall well developed and mature, with a bunch of very good solutions and ...
I guess you want to deform the existing eyebrow image so that it fits inside your other image that you call UV layout.
Put one eyebrow to another layer of the same image as your UV layout. Scale and rotate the eyebrow as near as possible with the Transform tool:
Use Cage Transformation or Warping (=submodes of the Transform tool) to stretch and bend the ...
Of course you can add textures by merging images. There probably are tutorials, but it's not really difficult to imagine how it could be done.
A fairly simple method:
Find or take a photo of real lips
Create a texture by using the high pass filter
Erase everything except the lips
Scale and position the texture over the lips
Set the layer blending mode to ...