Recently I've been getting a lot of work with T-shirts and they ask me to distress t-shirts. This is a simple matter if the graphic is only one color, but occasionally I will get a graphic that's 4 or more colors and layered on top of each other. I will then have to apply a distressed texture to each separate shape. This can get tedious and time consuming. Not to mention the texture file is huge because it's distressed and creates a lot of points.   Do you guys know of a way that I can place a distressed texture on top of a vector graphic with multiple colors and shapes and just punch through or knockout all the way to the back of the stack? I hope that makes sense.   Here is an example.     There is white around the letters and the filled in areas on the face are white as well. I want the distressed graphic to punch through all the way, but when I use the minus front, it ends up only punching through some shapes or it all fuses together as one big mess.   If it helps the t-shirts will be screen printed.  Edit - Thanks for the answer, it works. Here is a rundown of how I created it   Copied the graphic, and fused everything together as one solid shape. Placed distressed graphic over solid shape graphic. Create clipping mask of that. Place that over the original with the option clip checked.
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I am trying to do an opacity mask and it is driving me crazy.  Bascially I have a layer of ice. It's four different pictures of ice overlapping each other so it looks like a whole bunch of ice. I want to have it fade in from both sides (left and right) until it is completely opaque in the middle.  I've select all of the pictures and chosen 'Make Opacity Mask' from the Transparency Panel and it disappears but then I don't know how to manipulate the opacity.   In the Transparency panel it doesn't show a picture of what I'm working with so I can't simply click next to it to create the opacity mask like I've seen in tutorials.  I've also tried to overlay a rectangle over the objects, choose them all then try 'Make Opacity Mask' but that didn't work either. Any ideas? Thanks.
108050
Complete noobie to Blender here.  I was wondering if there was a way to add the bumps from a normal map into a model so I can 3D print it with all the indents and such.  I assume it's something to do with the Displacement modifier but I have absolutely no idea how to use it or any nodes or such.  If you need more info on what the normal maps look like and such I'll be happy to send them.
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I am a complete beginner to Blender and to modeling, and am taking a tutorial for Absolute Beginners to create my first house.  No problems creating the point for the roof, but when I select the edges to try and extrude out the roof and create an overhang, the part I have extruded turns a scratchy grey color.  Later on when I try to add texture or color to the roof, the extended edges turn the same color as the face of the house, not the rest of the roof.  If anyone is able to translate my poor description and help, it would be much appreciated!  Thanks!!
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I created this logo for a client, and I now need to convert it into one color versions (all black/all white).   Because there are so many overlays of text and graphics, I am having issues changing it into one color without it becoming one big blob of unreadable text and graphics.   I am working in Illustrator CC 2018 and have tried all I can think of with compound paths and pathfinder options. I'm sure there's a way to accomplish what I need to, I just haven't found a way to get there. I would greatly appreciate any suggestions on how to make this work!  Logo:   Example of issues I'm running into: (The black lines are actually cut through to the background, they're not just black strokes.)      UPDATE  I have come along this far in the conversion. The last thing I'm stuck on is how to get the stroke around the text (what you see in black) to punch through to the background. I've been able to do this for the other graphics but am having trouble with the text itself. Any option I try in the pathfinder panel gives me unwanted results. What's the best way to achieve this?      UPDATE 1/8/18  I had left this project over the holidays, and when I came back to work on it today I finally figured out a way to "punch" the text through the various background items.  First, I selected the letter and added an offset path around it. I then copied and pasted [Cmd + F] that offset path a particular number of times (equal to however many background items that letter touched).   I selected one copy of that letter's offset path, added one background piece to the selection [by holding the Shift key and using the Direct Selection tool], then clicked the Minus Front option in the Pathfinder window. I repeated this process for each of that letter's offset paths and the items it touched, and then for all of the letters that needed to have the "punched through" stroke effect.   This achieved what I needed!
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So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?
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I am trying to creating a logo that resembles this one shown below, but I do not know the best way of going about it. I know of a fonts package that may be useful, but not sure how to overlay the letters on top of each as so. Would anyone know a neat way of accomplishing this?  Picture of Logo:
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First of all, I'm not very familiar with texturing.  So what I want to do is have one texture with a selection of colors as such:    And use that to color my (low poly) models to prevent having to use multiple materials.  If my question still remains unclear. This is what I want my models to look like, by only using one texture.    Is this possible? Any help is appreciated :)
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I should create a vector rectangle filled with a gradient made of 4 colors, one for each corner. I could just find some very generic information about using live blends, but I am not sure that is the best tool and still I was not able to do this. How would you get that in Illustrator exactly? (And secondary in Photoshop?)
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What does it mean to colour separate the artwork for T-Shirt printing? It is normally suggested to use Pantone colours for T-Shirt printing. Is it the Pantone Coated or the Pantone Uncoated? The Uncoated one has more subtle colours and we can't choose brighter shades if the design requires that. What is more appropriate for printing? Can we use gradients in T-Shirt printing or is it suggested to stick to flat colours only?   The reason for asking if gradients were ok was to use it as an option for this design:    I was considering it an option, as it will be difficult to colour separate since the textures are clip masked inside the lion.
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So I came across some difficulties with the &quot;Mix shader&quot; node in cycles. I have 3 textures on a label: gold, paper and rough black letters.  How can I mix these effects? I can make 2 textures work together, but not the 3rd one. Here's the node graph.  Here's the reference.
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I'm a novice photoshop user, i stumbled upon the designs of the awesome mike of creativemints, and i noticed how his backgrounds are really beautiful and smooth, i tried to recreate it and failed miserably so my question is, how do you achieve such effect??     and thank you so much!!
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I'd like to do three things:  Make the Red area glossy Make the Green area roughly diffuse Make the Green area appear higher than/on top of the red area (bump height).  Basically I'm looking for a procedural/node technique I can use to treat areas separated by color (or alpha). In the pictured set-up I'm using red and green (as I thought splitting colors to RGB could be a solution), but I'd like the solution to be used with any colors required. Any clues would be gratefully appreciated :)
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I've been seeing this distortion treatment popping up everywhere lately and was curious if anyone knew how or could point to some resources? I've tried a google search but can't find anything relevant. I've also tried the flag/wave effects in Illustrator but it looks like a cheap recreation.
19112
Whenever I download Nintendo models I come across this texture with the black. I can't transparent it, but how do I use this for stuff in Blender Render mode? If it's possible can you tell me what I do with these kind of textures?
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Hello blender community.  Could someone please let me know how to fix this issue? I have one material for the whole face and a different one for the lips.  there's a noticeable edge that I want to get rid of. I just want it to have an ease fade instead of a sharp edge.   what's the best way to go about this?  Thank you in advance!    Finished Update  I wanted to give an update on how it was fixed with @hexbob6 and @Lemon 's help.    I needed two textures. One is the actual colored version and the 2nd is the black and white masked version. Hexbob6 described very well on the process here:   A: The node process on how to do it.    The B/W masked texture is going to be connected to the Fac of the mixed shader along with its UV coordinates. Make sure the image is on clip instead of repeat. the 1st shader is going to be the black part of the B/W masked texture. An important thing to note is if you have a texture already for the object, be sure to connect the other UV coordinates! the 2nd shader will be the white part of the B/W masked texture.   B: This section is the UV layout called "mainUV" where all the color goes.  C: This section is the B/W masked texture to focus on the lips.  D: Just the render view  E: Best way to texture something is to be able to see it in 3D view and texture paint.  F: Just showing that there are two textures to keep track of. One is the main UV and the 2nd is to focus on the lip.   That was it. Once again thanks to those who replied and helped me figure this problem. In the process I learned other things that I didn't know about blender even though I've been using it for years.
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I'd like to know how this text gets adapted onto these 3D models. Could it be a PNG  which gets mapped. Or is this text pre planned how it would be layout onto the model? what's the method involved in this technique? Would the text layout need to be the same ratio done with a graphic editor like Photoshop or Illustrator? and have the mesh modelled in the same metric unit so the text can later fall correctly in place? All information is appreciated, unfortunately my college instructors are really lame in giving information....  Thank you.
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Let's say I'm designing a logo or some other artwork that it's both for printing and screen. How should I set my ai file? CMYK or RGB? Align to grid or not? For instance, when I "save for the web" and my artwork is not align to grid and CMKY, will that affect the result? Do you create separate files for print and screen? Thanks in advance