I started with this cap cause Derek looks sad and thats how I roll
I brightened the cap with a Curves Layer. I don’t get creative with curves often, so this is literally just a brightening arch on the RGB mode (a point @ input: 182, output: 234 if you wanna get specific).
I wanted to add contrast while warming up the colours of the image, so I added a Gradient Map layer (Layer —> New Adjustment Layer —> Gradient Map) & when the setting box pops up I selected Mode: Soft Light. I then picked the colours above after mucking around with different colour combos (gradient maps on blend modes are super fun ok) since they did what I was after.
I wanted to add a bit of ~grit to the cap (cause manpain alone is never enough) so I stamped a new layer (ctrl + alt + shift +e) & when to the Filter Gallery (Filter —> Filter Gallery) Handy dandy tip: film grain is an a+ grain adder obviously but is also handy if you need to hide how LQ a cap is. In this case I chose the settings above & then lowered the opacity of the film grained layer to 40%.
Note: in other graphics, more recently, I tend to sharpen immediately after this layer (Stamp a new layer, Filter —> Sharpen —> Sharpen), lower the opacity of the sharpened layer to around 30-50% & then turn the film grained layer off. I think it nicely sharpens the gritty texture but also doesn’t make it toooo gritty. IDK, it’s a thing I do, try it if you wanna test something out!
For some reason I have no idea why, probably in an effort to channel spuzz I decided, fuck it, I’m going to monochrome this bad boy. So new Gradient Map, just on normal this time, with the tones above. It’s darker than I want but rather than trying to use the highlights of the map to make it brighter, I know I can get better results brightening the whole graphic later down the road with textures & adjustment layers.
Texture! I wanted this graphic to continue down the gritty path but I’m also addicted to light textures so, I slapped this texture (from here) & set it to Screen Mode 40%. The light texture has a grain to it that I wanted, normally I’d slightly blur the texture to get rid of it. I tend to use textures that work well on Screen a lot as they add brightness to the image while also showing up strongly.
And that brightening that I said I would do: curves again. It obviously brightens the image but in doing it it also makes the texture stand out too.
Sharpen (Stamp a new layer, Filter —> Sharpen —> Sharpen), lowered to 50% & then a Brightness/Contrast layer to finish it off.
So that’s how I did it all, and it was pretty much rinse & repeat with Scott & Derek + Scott, just with different textures (the blue smokey one from the same link).
I think the things that make the textures/contrast stand out are
Sharpen after putting most your textures on (so they get sharpened too & ‘pop’
Use the textures to create or make the light. In this case, a gritty/smokey texture on Screen not only adds texture but it also lightens the image.
On the flipside, use textures to create shadows too, dark textures on Soft Light are always fun.
Continue to play with Brightness & Contrast post texture also, this way all elements of the graphic are being added to.
When resizing something (in my case, this graphic to sidebar size) remember to re-sharpen & re-brighten/contrast. This elements often fade when resizing.
Baby steps, continually play with the light & the dark points on the image. No one step is going to get it perfect. This graphic only had like 15 layers but over half of them where done with the intention of changing the light/dark within the image to a degree.
I dunno man, just play play play. Slap a texture on & if it looks too light or too dark, instead of deleting it, work around it to bring the image back to where you want, drag a base layer up & chuck it on Soft Light & see what happens. Most my stuff I love the most comes from complete accidents. Most the stuff I hate the most is when I have an idea of what I’m after and just can’t get there.