I am using Sketch to create my design. I have created a view that is blurred. So if I put it on any other image, it will make it blurred.  Now I want to export this blur, but I seem to be unable to do so. When I try to export the blur, its just gives me a white image or the actually blurred image, but not something that blurs the image that is behind it.  How can I export this blur?
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How can I create a generic blurred background that can be used on multiple images similar to the example below?  I need a white frosted glass looking png that I can set use to layer over regular images to give them all a frosted glass look (like you can almost make out whats behind it; maybe some colors).  Examples:       Maybe a white background with texture (grainy texture) then Gaussian blur that and then use it as a layer over all my images.  I know the link I posted above is probably just an image blurred, but I need a layer that can be reused in an iOS project. This way it can be used a view layer over sections of an image and make the image underneath look blurred.  Maybe I shouldn't use blur as the term here. I am looking for frosted glass look.  What I am trying to do with this image is import it to my iOS app use it a view background. Then when this view is over other views (a map view, a photo, etc...) they all are frosted. I am trying to create the effect of this image from iOS 7. And no I don't want to use the new iOS 7 design features, because most of my users are on iOS 5 still. And no I don't want to force them to upgrade.
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I know you can export the asset as a PSD and open it in Photoshop. Is there a more seamless way?  Update:  I'm an idiot.  Someone else created the logo, and the shadow was it's own layer on multiply and not a normal drop shadow effect.
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I am making my son's birthday invitation on illustrator. It looks perfectly fine until I save it for web so it will be a .jpeg so I can print it. Once it is a .jpeg it looks blurry. I am planing to print this like a photo. I have made things like this before just never ran in to a problem like this. How do I fix this so when they are printed it, it will be clear?  Just scared they will come out blurry when I print.
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How can I fix this picture?  Somebody else took this picture and well he wasn't able to do it very well, and it's blurred.    I have photoshop
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I am new at this. I am extracting files a game. In the game they have thin black outlines, but they aren't part of a model. I am having trouble finding anything about this. What is the simplest way to do this?  Update: I think I am looking for something like freestyle. What is the simplest way to use this to create a thin black outline around a model?
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I was having an issue earlier, where I wanted to create a simulated reflection on the floor beneath a vector object made up of many smaller paths, while still maintaining full transparency of my final vector.  This is a very easy thing to accomplish in Photoshop and I found a few posts here about it, but I was having trouble finding anything about how to do it in Illustrator (let me know if this is a duplicate and I'll delete).  I figured I would share how I accomplished this task and open it up to any better methods you might have.  So, the question is: How do I take this vector object below and add a reflection beneath it, that fades to transparent?
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I'm having issues with an obj file I've imported into Blender. At first I thought the import was broken in some way because the import would go smoothly, but there was no model to be seen. Eventually I figured out that I could snap my view to the object by pressing . on the numpad and it was in fact there, just extremely small or large (I can't tell). I've tried scaling, but the sizes are so extreme that it doesn't seem to be working. Also due to the extreme nature of the object I can only see certain parts of it at a time depending on the angle in which im viewing it at it starts to de-render the parts not directly in front of the camera.
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Although I do have limited experience with 3D modeling, I'm very new (about 10 days) to using Blender 2.8  I learned how to export character models from Overwatch and import them into Blender. So far so good; I can see the mesh, the UV map, the rendering pipeline, and so-forth. I would like to export the mesh to an OBJ file or an STL file for my 3D printer's slicer to work with. However I realized that a lot of the fine details were missing. That lead me down a long dark tunnel of normal (bump) mapping, rendering, and displacement maps that left me more confused than before.  Below three images are attached. You can see that the exported OBJ is identical to the original object mesh. However the rendered image has a normal map applied that provides more detail around the muzzle of the blaster.  My question is this: Does Blender (or any other 3D editing program) have the ability to export an OBJ after applying the the normal map so that the fine details are captured for printing?   UPDATE: I attempted to apply the existing normal map as a displacement per @Duarte's suggestion below. The only effect was to completely distort the model. Fourth image below shows the result.  Object mesh:   Rendered model:   Exported OBJ file:   Normal map applied as displacement modifier:
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I'm using a low resolution texture (128x64) from an old game as a background image to help me model but it gets blurry (or aliased I guess) which ruins everything.   I heard that one might need to increase the size of texture but if I do that then texture will get messed up and I want to keep all pixels of it in the same place without "JPGing" it.  Is it absolutely impossible to get sharp background image? Zooming doesn't help either. My version is 2.79
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Is there a way to export GLTF or do I need a plugin or something? Thanks!  Benjamin
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I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either very distorted or a lot of unrecognizable pieces or several different UV maps. What are some easier ways of unwrapping/UV Mapping?
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I have an image that I downloaded online:   As you can see it's not just monotone. I would like to change all shades of the red to shades of a different color (Imagine the red liquid was purple instead of red)  Is this possible in Sketch?   Sorry I'm a programmer, so this is kinda outta my realm of expertise. I'm using a Mac.
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I am not a graphic designer at all. The first logo I made was in Photoshop for my Etsy store. Now I want to move off Etsy but can't make my own website until I have good quality graphics.  So I made the logo as a vector in Inkscape.  It looks fine but as soon as I set it as my Instagram logo or anything, it looks super blurry and awful. I have tried different formats and making it the size px instagram requires, but it always comes out looking the same.   I've attached the png and also a screen shot of how it looks on Instagram.
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I know (at least I believe this to be true) that using cycles motion blur wont work with fluid simulations when rendering, however, I know that vector blurs can be used in place of motion blur.  With that said, however, I seem to be unable to get the vector blur to work in a cycles render of fluid. I have generate vectors enabled as well.  This doesn't seem to make sense to me, since vector blurs are applied after the render in compositing and therefore, in my opinion, shouldn't be affected by the rendering engine.  Any thoughts? Help?
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I have had my Nikon D40 for a while, and some of the pictures are coming out distorted. Two examples are below:   So my questions are:    How do I fix them after the fact? - i.e. after they have been imported from the camera - if possible How do I prevent future pictures from being distorted like this?   Thanks   and
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Because I am pretty new to blender I watched the tutorial  from BlenderCookie.com.  I loaded  onto a sphere but then in all views the texture is just some kind of blurry with no details.
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Can someone help me determine why my render is coming out in such low quality? I have Cycles up to 500 Render Samples, but I have no idea why it looks like it's only using one.