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![]() Again, adjusting the individual sliders will help you find the right amount of smoothing without making things look too plastic, and the Touch Up Brush will allow you to remove strong blemishes without affecting the overall skin texture. You do need to be careful when you have a subject with freckles or beauty marks that you want to retain. This set of sliders does a nice job of minimizing wrinkles and removing blemishes. The next slider group is the Skin Smoothing Control. I do try and keep the digital plastic surgery to a minimum. For instance, I will often set all the sliders to zero but then use the Eye Widening slider if the subject happens to have a sleepy eye. You can minimize the amount of adjustment using the Master Fade slider to amend the overall look, or the individual sliders to only affect certain features. ![]() There are times it can get too aggressive and will really alter the look of the subject’s face. I will say that I’m not a huge fan of this adjustment so normally I just turn it off. The first slider I adjust is the Face Sculpt Controls. From here, you are free to choose a different preset or start moving the sliders to better retouch your portrait. Once the selection is made, PortraitPro will automatically adjust your image using the Standard settings. The main screen of PortraitPro 15 First editing steps PortraitPro will then find the top of the head and the jawline. You’ll continue until the eyes, nose, and mouth are selected. Hit next again, and you’ll be prompted to click the tip of the nose. You’ll click the outer corner of the left eye, hit next, then click the outer corner of the right eye. ![]() If it is unable to detect the gender and age, or any facial features, you will be prompted to do this. PortraitPro 15 will try to automatically detect the age and gender of your subject and try to select their eyes, nose, and mouth. If using the standalone version, simply go to File > Open. From Photoshop you’ll select Portrait Professional from the Filters menu, and from Lightroom, you’ll select “Edit In”, which will open the current image in PortraitPro 15. Whether you choose to use the plugin version or the standalone version, the workflow is the same. When you open an image using PortraitPro 15, the application will ask you to confirm the gender and age of your subject. These sliders include Įach of these groups of sliders affects different aspects of the image and provide an incredible amount of control over the retouching process. Beneath the presets is a group of “Portrait Improving Sliders”. Beneath that is a list of presets so you can easily apply a particular look to your subject. On the far right, you will see a navigator window that allows you to move around the image easily. On the right is a preview of what the subject will look like after the retouching is applied. These outlines can be adjusted to provide better accuracy, but the software does a pretty good job of selecting facial features on its own. You will then be shown a side-by-side comparison, with the image on the left showing the outlines of the face that the software will use for its retouching. It will sometimes detect gender and age, or it may ask if the subject is male or female or a young girl or boy under 12. Once your image is open, PortraitPro 15 will detect the facial outline of the subject. From Photoshop (if you’re using the Studio or Studio Max version), go to the Filters menu and Select Anthropics > Portrait Professional. If you’re using the standalone application, simply open the file you wish to work on. Getting started in PortraitPro 15 is simple. Before and after using Portrait Professional 15 Getting started with PortraitPro 15 ![]() I'm shooting for at least one new video with weapon or game mechanic or enemy reveals a month, if not more depending on how hard it is to contain my excitement. ![]() The Companion Art Book we plan to coincide with our game release it's a good while down the road, though we'll continue to post up process sketches and screen shots and videos throughout the entire dev process. The Drifter plushy is in deep development by Rita, and should be ready soon! Secret stitching. T-shirts will likely come out first, then the printed boxes - plus we will have a small run of these on our site soon. We'll get everyone's orders sorted through that process. This projects deserves some attention, as I played the hell out of the original Dino Run, and the team behind it is supremely enthusiastic:Īlso congratulations to Scale for getting funded! I'm looking forward to this fresh and clever game.įor our backers: surveys will be sent in the coming month(s), as we want to allow people time to figure out what system they'll be grabbing for the next (it's here!) gen. Like our protagonist, I'm ripping out technology from old systems, to be used to make the world a better place. ![]() As we prepare the game to blossom into a shiny, finished experience, a lot of the old prototype code has to be cleaned up and made more flexible, to support the new enemies, weapons, and world systems we're adding. Hey Drifters! I have been paddling through the great ocean known as Game Architecture. They probably won't be answered directly for a while, but it will help inform the process. I look forward to breaking out more little bits to show off to you all! Bear with us! And if anyone has any questions, we'd be happy to hear them. That's right, we've been designing maps! Its part geographical survey, part anthropological study, part history lesson. Right now, the world building and narrative development has focused around discovering the landscape itself. The interesting and slightly frustrating thing about my part in the process at this point is that most of what I've been doing I wont be sharing with any of you! 'Cause you know, spoiler alert! We aren't about to give away the rich narrative experience we're crafting before the game is even playable!!! I'll let Casey and Teddy fill you in on their progress below: We had a good few weeks of team building behind the scenes, paperworking for trademarks/press/platforms/employment/permits and all that incredibly fun stuff (which takes far more time then anyone wants to think about), and intense discussions about mechanics and story and the world we've been building. Hello Drifters. It's been a bit of time since our last update, and I wanted to keep everyone in the loop on happenings with development and the process we've been going through. |
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