Monday, September 29, 2014

Weird Secrets of The Avengers That You'd Never Have Guessed

Weird Secrets of The Avengers That You'd Never Have Guessed





You probably think you already know everything about The Avengers. After all, the Marvel superhero team-up movie had years of anticipation and build-up — which actually paid off, with a movie you probably saw more than once. But there are still secrets you'd never have guessed about Joss Whedon's massive aliens-vs-heroes spectacle.
With The Avengers coming to DVD and Blu-ray on Sept. 25, we sat down with three of the movie's VFX creators at Industrial Light and Magic, and learned some totally insane secrets of the film. We also got a sneak peek at the creation of some CG sequences, like the above behind-the-scenes video about the making of the Hulk.
Here are 24 strange, thrilling secrets about The Avengers.
Last month, we journeyed to ILM's headquarters at the Lucasfilm campus, and watched some behind-the-scenes videos from The Avengers (which we're now able to share here.) We spoke to Visual Effects Supervisor Jeff White, Associate Visual Effects Supervisor Jason Smith, and Animation Director Marc Chu. (We spoke to all of them in both group interviews and exclusive one-on-one interviews.)
Here's everything they told us about the Hulk, Iron Man, and the streets of New York:

The Hulk

1. The Hulk started out a bodybuilder wearing green body paint.
Well, sort of. "We actually had a muscley guy on set, shirtless and painted green," says Jeff White. This was so that they could see how the green skin worked with the actual physical sets, and look realistic in context. "The guy they had on set really got into being referenced. He was flexing constantly as he went around," says White — and it sounds like he was pretty popular with many of the crew.
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
2. There was also a professional athlete in Mark Ruffalo's mo-cap suit.
It wasn't just Mark Ruffalo in the motion-capture suit for the Hulk. At various points, "everybody" wore the Hulk's mo-cap suit, says Marc Chu — even Chu himself wore it. For the scene where Bruce turns into the Hulk and chases Black Widow on the Helicarrier, they did some mo-cap footage with an athlete in the mo-cap suit, and it looked too human for Joss Whedon. The end result looked too much like a real sprinter running, so they had to scrap it. Whedon wanted something more flexible and also more "out of control." For some action, they tried different actors in the mo-cap suit. And some cases, it's keyframe animation.
3. They studied the corners of Mark Ruffalo's eyeballs
They captured Ruffalo "right down to the pore level," says White. "We did a cast of his teeth." They shot the corners of his eyeballs, so they could spread his eyes. They took a ton of images of the inside of his gums, and the space between his fingers. They studied his fingerprints. They captured every aspect of Ruffalo's stubble, and even every little ingrown hair. And every mole. They recorded the inside of Ruffalo's armpits. "The Hulk has a couple of scars that are straight from the source," says Jason Smith.
They also did a ton of photoreference. According to Smith, they had days when they were just focusing on the Hulk's eyebrows, and a week where "everybody was just doing Google image searches on teeth — and don't do that." They were wondering, "What color would Hulk's tongue be: red or green?" And what are the Hulk's fingernails like?
4. A makeup artist added cheek and brow attachments to Mark Ruffalo
Before they captured Ruffalo's performance as the Hulk, they had a makeup artist put attachments onto Ruffalo's cheeks and brow to make them more Hulk-shaped. And then they added what they called a "digital prosthetic" to enhance those features.
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
5. They chose not to make the Hulk look super buff, on purpose.
Previous movie versions of the Hulk looked really cut, with really sharply defined muscles. Like, the Edward Norton Hulk was "always kind of flexed" whenever he appeared, says Chu. But for this version of the Hulk, Whedon wanted more of a "wrestler physique," says Smith. So when they were modeling his body, they made him softer around the shoulders and stomach — so when the Hulk really goes berserk, he's got someplace to go, physically. His veins can pop out and his muscles can flex more when he's jumping around smashing aliens, than the rest of the time.
6. Hulk's motions were partly based on apes.
According to Chu, they studied simian motions for the Hulk — and when Mark Ruffalo came to the studio to experiment with different motions in the mo-cap suit, he "started to tend to go towards more apish motions, giving him that animalistic quality that gives you a feeling that he's not quite in control."
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
7. They debated how high the Hulk can jump
In the comics, the Hulk can jump for miles — but the makers of The Avengers wanted to keep him realistic and create a feeling that he had real mass, says Chu. So they decided he can jump to the tops of buildings, but "miles and miles away, probably not."
8. The shot where he turns into the Hulk and punches the Leviathan had to be redone.
The first time Bruce Banner becomes the Hulk, on the Helicarrier, he's being attacked and it's sort of involuntary. But the second time, he decides to become the Hulk, and walks up and punches the Leviathan, and it's a huge hero shot. When they first did that sequence, the transformation was really fast — it was basically over in a second or two. Whedon decided to go back and redo it so the change happened slower, and you could watch Mark Ruffalo turn into the Hulk, and see his clothes explode off him. They couldn't use the real Mark Ruffalo for that sequence at all — so the hardest part was the first frame, trying to get the digital Mark to look like the real Mark.

Iron Man

1. They totally changed how Iron Man flies
Joss Whedon "wanted to take off the training wheels" that Iron Man had in his first two movies, says Marc Chu, who had worked on both Iron Man films. In other words, Iron Man needed to be able to fly without using the thrusters in his hands and feet this time around. They added a "backpack thruster," and that enabled Iron Man "to make some comic book poses" instead of using his limbs to hover.

2. Robert Downey Jr. basically never wears the full Iron Man suit any more.
That suit is really, really uncomfortable and pinchy, says Chu. And whenever you see Iron Man in his armor, that's a CG rendering of Iron Man, or a stunt man named Clay. After the first Iron Man movie, says Chu, Downey Jr. saw what they could do with CG versions of the suit. "He knew he did not have to wear as much of the suit, and that would make him a lot more comfortable." There's a partial version called the "football suit" that he wears in a couple scenes, like at the end when he's laying on the ground.
3. They worked really hard to keep the Mark 7 armor from feeling like a "magical tortoise shell."
When all the pieces fly onto him, "the volume of pieces" had to feel real and not like they were coming from nowhere, says Chu.

The Other Avengers

Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
1. When Hulk punches Thor, that was one of the hardest shots to get right.
That sequence took from the first day of the process until the very end, says White. It's one long continuous shot of the two of them working together, ending with Hulk punching Thor. For the actual punch, they put Chris Hemsworth in front of a bluescreen standing on top of a real section of a downed Leviathan that they built. And they attached Hemsworth to a cable pull that they retimed, so he could look like he was knocked sidewise. They cut a few frames out of the footage, so it looks like Hulk's punch has "instant impact," says White.
2. Every single Avenger had a digital copy.
Check out the Hulk video up top — they were able to substitute a CG version of Black Widow in some scenes where she's involved in a mostly CG action scene. Black Widow was the hardest to do, because a beautiful person is harder to model than an ugly person — her eyelashes had to be perfect, or it wouldn't look like the real Scarlett Johansson. Typically, you only get a limited amount of time to capture images of each actor, but in this movie, they got tons of high-quality scans of every actor, so they could create really high-quality digital versions. They captured every possible facial expression from these actors, using the Nova camera system.
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
3. Cap is digital in that big "hero shot".
The big scene where all the Avengers are fighting and the camera pans through, showing each of them in turn fighting different aliens, required some last-minute tweaks. Whedon decided that instead of fighting alone, Captain America should be helping Iron Man — so they cut Captain America out of his original location and put a digital Cap next to Tony. (They could also make Cap jump higher and spin-kick better than the real stunt guy.) Likewise, in the shot at left from the trailer, where they're all in a circle facing outwards, they cut Hawkeye and put him someplace else. (It was tough to get the Hulk in a shot with everyone else, because he's a big guy.)
4. When Thor uses Mjolnir to create a storm cloud, that's stock footage.
They were going to create a huge simulation of a storm over Thor's head, but in the end they just wound up buying a stock clip of storm clouds forming in a circle. It's a super-brief shot, so it wasn't worth creating CG clouds for.

Virtual New York

1. They only had three days to film in the real New York.
They originally thought they'd have a few weeks or a month of filming in Manhattan. But in the end, they only had three days, says Jason Smith. They got a few shots of all the Avengers standing on the real Park Avenue viaduct, that they intercut with the shots of the 300-foot viaduct replica that they built in New Mexico. It's really difficult to film in New York — you can't get clearance for a helicopter below 500 feet, you can't close the viaduct for days, and so on. New Yorkers keep saying that it's amazing that they were able to film so much in New York, not realizing it's mostly digital shots. (Plus Cleveland.)

2. They basically made their own Google street view of Manhattan, so they could model it.
The VFX crew had a team of still photographers, who went around taking "a massive collection of images," says Jeff White. In the video at left, the little chrome spheres raining down "represent all the photography we shot in New York City." Each sphere represents 72 high-res images that they shot, in all direction, so they could be sure of capturing every surface. They projected those images onto the buildings they created virtually, so they could render their camera moving through there.
But when you have a moving image, things like the reflections in windows need to move too — so they added their own actual office windows, in San Francisco, to the office buildings. If you look carefully, you might be able to see inside the ILM offices during the big battle scene. Some buildings, they rendered from scratch, like the Chrysler Building. They also drove around in a car with an Ultima arm rig, filming the streets for reference. So they could see what a particular building looks like at any particular time of day.
3. They spent a lot of time trying to keep New York's geography consistent.
So when someone is running or flying through the city, they tried to make this person's path logical — if they turned onto sixth avenue, they couldn't suddenly be in Alphabet City. After a jumbo jet crashes into a building, they made sure that building had damage when we saw it later.
4. They added some in-jokes to the storefronts in the city.
Like, of course, there's a shawarma restaurant in the background during the battle. There's also a store that sells something wacky like "books and sandwiches." And there's a law firm called Kirby & Lee, Attorneys at Law. (Note that it's Kirby and Lee, not the other way around.)

The Aliens and Loki

1. The Chitauri were originally way too glam. Like, Vegas glam.
Their armor was original a lot more golden. In the early designs, they looked really cool, with the gold armor looking menacing against their pale skin. But once you see it rendered in CG, it looked way, way too Las Vegas. "It started to look decorative," says Smith. So they pushed it more in the direction of looking bronze rather than gold. Ditto with the Leviathan, which the designers called "Jumbo" internally— he was originally a lot more blinged-out, and this made him look a lot more fake. So they ended up dirtying up the aliens a lot more, to take the super-bright gold look off them.
2. They were fishy.
The Marvel art department did some concept art where the Chitauri invaders have translucent skin that looks "almost fishy," says Jason Smith. So the ILM crew looked at lots of fish, especially "those angler fish that live at the bottom of the ocean," and manta rays. Also, the Chitauri's armor looked mechanical and "bolted into them" in the concept art, so they went with armor that looked kind of uncomfortable, and also weathered.
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
3. When the Hulk is smashing Loki up and down, they inserted Tom Hiddleston's real agonized face.
This took a lot of shooting of Hiddleston looking pained, so they could paste it into the digital Loki. "We're not inventing how he looks when he's in pain," says Chu. "I had to get behind [Tom Hiddleston] and shake him violently," so they could capture his real expressions. (He mimes violent shaking.) "I did it so long, he started laughing. So we didn't use that portion." And for one brief shot where Loki is just hanging upside down, they still had to cut Loki's face from somewhere else and stick it in, flipped the opposite direction.
Weird Secrets of The Avengers That You'd Never Have GuessedEXPAND
"When we first heard about the thing where Hulk slams Loki up and down," says Smith, "it's like that's a bold thing to do. It's very cartoony. It's almost Hanna-Barbera." But when you watch it in the theater, it totally works, and it's the way we've always wanted to see the Hulk. And that's all down to Joss Whedon getting why these characters work, says Smith. In that shot, Whedon really wanted the Hulk's face to be totally deadpan, rather than making a lot of grimaces or weird facial expressions — and that's a huge part of why it works. "Because Hulk is just like, 'Yeah, I'm going to smash you into the ground, and it's not a big deal to me.'"

Sunday, September 28, 2014

Jupiter Ascending - HD Trailer - Official Warner Bros.

Jupiter Ascending - HD Trailer - Official Warner Bros.



Channing Tatum and Mila Kunis star in "Jupiter Ascending," an original science fiction epic adventure from filmmakers Lana and Andy Wachowski (The Matrix). 

Jupiter Jones (Kunis) was born under a night sky, with signs predicting that she was destined for great things. Now grown, Jupiter dreams of the stars but wakes up to the cold reality of a job cleaning other people's houses and an endless run of bad breaks. Only when Caine (Tatum), a genetically engineered ex-military hunter, arrives on Earth to track her down does Jupiter begin to glimpse the fate that has been waiting for her all along—her genetic signature marks her as next in line for an extraordinary inheritance that could alter the balance of the cosmos.


RoboCop - VFX Breakdown

RoboCop - VFX Breakdown





Framestore, Mr. X, Method Studios, Modus FX, Soho VFX, Perception NYC, Cinesite & Peanut VFX has completed visual effects for RoboCop, released in the U.K. February 7, and in the U.S. February 12.

Method Design, a creative group that is part of Method Studios, set about organizing the data and graphics to display as Novak talks and gesticulates. “It was actually quite a challenging project as there wasn’t a lot of time to pull it together,” says Method Studios visual effects supervisor Nordin Rahhali. “There were also sometimes multiple vendors working on shots, so we’d get some of the military content, then we were doing all the panels, and then other shots. So we had to find the screen content and make the interactions make sense.”

A location in Toronto served for plate photography, with set extensions and digital ED-208, ED-209s and flying drones created by Framestore under visual effects supervisor Rob Duncan

“We built just the lower two stories of each building on a backlot set in Toronto,” recounts Price. “So Framestore had to extend the buildings and added most of the tops except where the insurgents appear. They also extended streets and created the landscape beyond.”



The ED-208s - human-looking robots - were completely digital creations. On set, production utilized a full-size photo-ready ED-208 created by Legacy for reference, while performers in gray suits stood in and would later be replaced. “We didn’t do any motion capture for the 208s per se,” notes Price, “but we did set up witness cameras and we did photograph them in the plate. They also worked with a motion coach to perform in a robotic way. But part of the reason we didn’t do live mocap, was that the 208s are robots and all manufactured the exact same way. And we knew that our stunt people weren’t going to do that, although they gave a great approximation.”

The bi-pedal 209s were not built for on-set use, although a full-sized aluminum bar frame on wheels served as reference. “We could drag it through the frame and had people operating it in the shots,” says Price. “It gave the camera operators, the directors and the actors something to focus on. We did create a sixth or quarter of the head of the ED 209 which had two different angled surfaces. We nicknamed it the ‘car door’ and then we pulled that through the scenes for lighting reference also.

Framestore utilized a cyberscan of Legacy’s ED-208 as well as extensive photogrammetry to model the digital equivalent. As it did for other sequences in the filming involving a CG RoboCop, the studio then employed its physically plausible lighting and rendering pipeline built around Arnold to complete the robots for the Tehran sequence. “It really allowed us to push the envelope because the renders gave us such a great start,” states Duncan.



Legacy Effects used art department designs to construct several suits and suit pieces, with an early decision made for various digital effects vendors to augment or render RoboCop completely in CG.


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Thursday, September 25, 2014

The Amazing Spider Man 2 VFx Breakdown Full

VFX Breakdown of The Amazing Spider-Man 2



MPC Vancouver teamed up with Director Marc Webb and Sony Pictures Imageworks VFX Supervisor Jerome Chen to complete more than 300 shots for The Amazing Spider-Man 2.

Led by MPC’s VFX Supervisor Erik Nordby and Producer Doug Oddy, the team’s main areas of work included three electrifying sequences: Max Dillon falling into a tank of mutant electric eels and beginning his transformation into Electro; Harry Osborn’s vein bulging transformation into the Green Goblin; and an explosive aircraft collision.  MPC was also responsible for building several New York City environments and various Oscorp building environments and set extensions.


The first sequence undertaken by the MPC team was the Oscorp building elevator sequence, in which Spider-Man’s true love, Gwen Stacy, first meets Max Dillon, the Oscorp engineer who is later transformed into Electro. The scene was shot in a glass elevator, set against a green screen, with the outside environment and background activity created by MPC’s team. They created 90 unique floors at 6k resolution, including offices, labs, and lobbies utilizing MPC’s in-house crowd software to create the employees walking around the building.

A key turning point in the movie is Max’s transformation into Electro after he falls into a tank of electric eels. For this scene, MPC used footage of a stuntman falling into the tank for the impact, and close-up references of Jamie Foxx’s face, and then roto animated a digital double of Foxx in the tank. CG electric eels were created and blended with electricity effects, bubbles and froth.

The team created 30 different eels from reference footage collected at the Vancouver Aquarium, adding extra facial and personality features to make them appear more aggressive and enforce the feeling that they are not typical eels. The animation team animated the creatures biting and wrapping around Max, transferring their energy into him.

The build up of electricity shatters the glass of the tank, which was filmed on set, and MPC added CG water effects to enhance the sequence, as well as adding the eels that pour out of the tank with Max. For the last few shots of the scene, Max is a full CG model.

For Harry Osborn’s transformation into the Green Goblin, the actor’s body was roto animated and pulsing veins were added, along with animated growing nail and teeth.

MPC also created the sequence in which a Boeing 747 and an Airbus collide after Electro drains the power supply, leaving the city in darkness. This included developing special day-for-night techniques to light the planes and surrounding city shots. The environment team spent over two months creating a highly detailed matte painting of New York, referencing real photos of the city at different times of the day, and then projecting the city’s buildings onto geometry.

The Amazing Spider-Man 2 breakdown by Sony Pictures Imageworks



Behind the Scenes at Weta Workshop


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Monday, September 22, 2014

World War Z VFX breakdown

World War Z VFX breakdown



Creating Zombie Crowds and environments


Lead by MPC VFX Supervisor Jessica Norman, the team completed more than 450 shots, under the guidance of Scott Farrar, the Production VFX Supervisor. MPC’s main areas of work were creating the Zombie hordes in Jerusalem, the plane crash sequence, the Wales Sequence and the Epilogue.

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Sunday, September 21, 2014

Free Photoshop Brushes and Patterns and Many More, Give Away for The Day!

Free Photoshop Brushes and Patterns and Many More, Give Away for The Day!


Photoshop brushes have evolved over the years and designers now use them as a fast and easy way to place clipart and shapes into their artwork. There are thousands of free Photoshop brush sets you can download and more every day! Watch this video and learn how to install Photoshop brushes, use advance colorizing techniques to get the best results, and blend them into your artwork using several techniques.



Friday, September 19, 2014

Create Unique Rust and Distress Effects in Adobe Photoshop


Create Unique Rust and Distress Effects in Adobe Photoshop



This tutorial will deal with one aspect of that larger project, creating custom rust and distress effects. Because when you are stomping around a city in your giant robot suit beating up enormous alien creatures. You can expect to take a few hits. Your mechsuit isn't going to be pristine!  
This tutorial falls under the umbrella of photo manipulation, so we will use photos as our reference to create the custom wear and tear on our metal giant. So download the source Photoshop file and project photos, and follow along as we add grime, grunge, rust and scratches to our massive metal man.
This tutorial uses photos provided by the author and freely available for your own private use. In the sidebar, look for the Download Attachments link, then save the zip file to your system extract the source RustEffects-Starter.psd file along with six texture photos we will be using along the way.

Open the RustEffects-starter.psd file. Notice that the file contains only three layers: a background, an accessories layer, and a layer for a very clean metal robot. This figure was constructed using various parts of photographs from metal objects. The assembly looks good, but it lacks realism due to the almost sterile appearance of the metal pieces. By adding in rust, scratches, grime, etc. The figure will appear more believable.

Open the texture file DSC_0195.jpg  and use the Polygonal Lasso Tool (L) to create a very rough selection around the metal area to include plenty of the rust and other damage. Then go to Edit > Copy.

Return to the main project file and go to Edit > Paste to deposit the copied texture onto a new layer. Make sure the texture layer is above the Base Robot layer. 

Duplicate the texture layer with Layer > New > Layer Via Copy (Control-J) and reposition the copy below the original. Then hide the original texture layer by clicking the eyeball icon next to the thumbnail in the Layers panel. Change the Blend Mode of the duplicate layer to allow the texture to blend with the pixels behind it. The texture and background will determine which mode to use. In this case, Overlay is a good choice.

Transform the texture layer with Edit > Free Transform (Control-T) to roughly fit over one of the chest plates of the robot. It doesn't need to be an exact fit, but the scale of the texture should be small enough to portray the large scale of the robot.

Before committing the transformation, right-click the texture and choose Warp from the context menu. Use the warp handles to shape the texture into a curve that matches the topography of the metal piece. When you are satisfied with the shape commit the transform by pressing Enter or clicking the checkmark icon in the options bar.

Clip the texture layer to the robot layer by holding down the Alt key while clicking the line between the layers. When done correctly the texture layer's thumbnail will indent and a small down pointing arrow icon will appear next to it. This clipping ensures the texture is only visible over the robot pixels, and not the background.



Clipping the texture to the robot layer

Use the Eraser (E) to further refine where the texture appears. Use a soft edged brush tip on the eraser to lightly remove obvious seams and areas where the texture shouldn't be visible over other metal pieces.



Erase unwnated areas of the texture

Continue the same process of texturing different elements of the robot. Create duplicates of the original layer as many times as needed, using different portions of the texture. Copy in additional texture areas from the other stock photos so there is a good variety to the overall appearance. In our project we used nearly two dozen texture layers. It can be tedious work, but the final effect is worthwhile



Over 20 texture layers to provide a well textured effect

Use the texture shots of small mechanical elements to help add scale and realism to the robot figure. The tighter the detail, the larger the robot will appear.




Layering in textures is an excellent tool for adding wear and details to a surface. Adding in rust and scratch effects take the overall piece to another level. This section of the tutorial details how to create custom rust and scratch brushes from the texture photos and use them to add realistic damage to the metal of our hero robot.
Open the file DSC_0195.JPG and make a rough selection of the scratches near the top of the file. Copy the selection with Edit > Copy (Control-C)



Selecting scratch damage from the texture photo

Create a new document with File > New (Control-N) Photoshop automatically fills in the size of the new file with the dimensions of the copied pixels. Click OK in the New dialogue box. Then paste into the new file with Edit > Paste (Control-V).



New file dialogue box autofills the correct pixel dimensions
Copied scratches pasted into the new file

remove the color information with Image > Adjustments > Desaturate (Shift-Control-U). Then open the Levels adjustment with Image > Adjustments > Levels (Control-L). Pull both outside adjustment handles in towards the center to create intense contrast in the texture. The goal is to get the scratches as a bright white against the darker pixels.



Using Levels to increase the contrast in the Scratches texture

Photoshop's brush tips define black areas as positive, and the texture here has them as negative so go to Image > Adjustments > Invert (Control-I) to change the textures so the scratches are black and the metal is light grey.



Inverted texture

Use the Eraser (E) with a soft edges brush tip to remove the hard edges and make a more feathered transition.



Use the Eraser to soften the edges

Go to Select > Color Range and choose the Shadows option from the Select menu. Adjust the Fuzziness and Range sliders until the preview show a good selection of the scratch areas. In our example, we used 38% and 54 respectively. Hit OK to generate the selection.



Use Color Range to isolate the scratches

Copy the select to a new layer with Layer > New > Layer Via Copy (Control-J) then the original layer can be deleted.



A good clean file to create a custom scratch brush

Make any further touch-ups with the Eraser Tool ?( to remove and remaining hard edges. Then define a new brush tip by going to Edit > Define Brush Preset and giving the new brush a name.




Return to the main project file. Create a new layer on top of the rest of the texture layers for the scratches. Clip the scratch layer in with the rest. Use the Brush Tool (B) and select the newly created, custom scratch brush. Select a bright gray color and reduce the brush size as needed. Create the scratch effect by single clicks, don't drag the brush as you would a normal brush, this technique works more like a stamp.



Adding scrath effects with the new custom brush

Continue adding scratch effects using a variety of color and sizing of the brush. Right-click to get the Brush Context menu to make use of the rotation widget so all the scratches are not going the same direction.



Adjust the brush rotation with the right click menu

Adding custom rust into the composition uses a very similar process as adding the scratches. Use a source texture photo to create a custom brush, then apply directly to the robot!
Open the file DSC_0782.JPG  and notice the delicious rust coloring and texture along the metal. Especially on the right side.



Source texture photo for rust

The screws along the right are interrupting the texture and need to be removed. Use theElliptical Marquee Tool (M) to create a selection around each screw and go to Edit > Fill. Choose Content Aware from the Fill menu and hit OK to let Photoshop fill in the selection with non-screw texture! 



Use Content Aware Fill to remove the screws

Use the Select > Color Range again. Change the Select option to Sampled Colorsand sample some of the reddish rust area from the photo. The Fuzziness slider will control how sharp the selection edge ends up. When satisfied with the selection, hit OK.



Use Color Range to select the rust

Go to Layer > New > Layer Via Copy (Control-J) to copy the rust selection to a new layer. Hide the background layer and use the Eraser (E) to remove any hard edges from the rust texture.



Copy to a new layer and touch up with the eraser

Create the rust brush by going to Edit > Define Brush Preset.



Define the Rust Brush

Return to the project file and add a new layer for the rust texture. Remember to clip the layer in with the others. Use the new rust brush to add subtle rust effects to the robot. Enhance the effect by using a rusty-red colors and adjusting the layer's Blend Mode. In our example we used #c69d5c and Color Burn.



Adding in the rust texture

The texturing process frequently has a tendency to make the subject darker than intended. This is simply a result of laying so many pixels together, especially when they are primarily dark hued. 
Correct this issue by adding a Curves Adjustment Layer and clipping it to the top of the texture layers. Add two control points to the center area of the curve and pull them upwards slightly to brighten up the robot.



A brighter textured robot




Custom Textured Robot Finished


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Create Unique Rust and Distress Effects in Adobe Photoshop