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Rebuilding Flesh via Channel Mix

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  #1  
Old 04-17-2017, 08:25 AM
aaronspe aaronspe is offline
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Rebuilding Flesh via Channel Mix

Does anyone have any experience rebuilding flesh via channel mixer and curves. While achieving mid-tones is simple, I'm having a difficult time coming up with an adjustment that creates a realistic 3/4 and shadow. Usually, it just seem dirty or not rich in color. In general, the process is to choose the nicest channel and use that one with an adjustment curve on top. I'm trying to keep adjustments layers to a minimum.

Any help appreciated,
Aaron
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Old 04-17-2017, 03:09 PM
skoobey skoobey is offline
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Re: Rebuilding Flesh via Channel Mix

I know what you mean, especially in darker skin tones, you get that more saturated portion of the transitional area between shadow and mid tone.

I don't know what the issue with the image was, but you can use luminosity sliders or luminosity masks? I would go that route in order to lessen the manual work.
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Old 04-17-2017, 04:57 PM
klev klev is offline
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Re: Rebuilding Flesh via Channel Mix

What do you mean rebuilding? You might need more than one adjustment. Generally you want to keep it as simple as possible, but the typical color spaces used to encode still imagery are not conducive to what I think you're trying to do. If it doesn't work, make secondary layers wherever you have problems. Use masks. I find that I can set 1-2 points on a curve without messing anything up, but that's typically my limit as I am sampling by visual inspection. Even using the eyedroppers, a single image from the scene may not provide sufficient samples to justify a more complex adjustment.

If you have way too much saturation, it's usually a sign that you're overdoing something.
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Old 04-20-2017, 03:56 AM
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Damo77 Damo77 is offline
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Re: Rebuilding Flesh via Channel Mix

May we see what you're working on?
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