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How To Draw A Controller

20.09.2019 

Mar 18, 2013 - In this tutorial, we will explain how to draw a play station controller from scratch in Photoshop using basic tools such as shape layers, brushes,. How to Create a Control Chart. Control charts are an efficient way of analyzing performance data to evaluate a process. Control charts have many uses; they can be used in manufacturing to test if machinery are producing products within.

Step 1 - drawing the cartoon game controller using basic shapes. First, you can draw the controller using beautiful shapes made from perfect curved lines, circles and small squares. Don't forget to draw both triggers on top of the picture and create a guide button in the middle of the main area.

Tutorial Information. System: Adobe Photoshop.

Version: CS6. Difficulty: Intermediate/Advanced. Estimated Completion Period: 2,5 hoursFinal ResultStep 1Create a fresh file in Photoshop. The controller will be relatively big so we decided a 1500x1500ptimes, 8-bit RGB, 330 dpi set-up.

Now, pick the Coop Tool (P) and start adding core factors to develop the outline of your controller. As continually, we're creating only the half of the last shape.

As we talked about previously, you can make use of Illustrator for this procedure. Feel free to make use of a reference photograph if you possess troubles with the form.

The main color of the shape is definitely #23252a. Nevertheless, make use of #16171c for the Ur/L control keys (the types on the back of the controller).Step 2Duplicate this shape (Alt+move; Photoshop/Illustrator) and flip it horizontally.

Make sure right now there's no difference between the shapes and combine them. Today, if you utilized Illustrator change to Photoshop (put on't forget about to copy the shape; Ctrl+M) and paste your shape (Ctrl+V) as a sensible object. Title this layer “Basic form” and use the following styles.Step 3Now that we have got made the put together, it's time to start incorporating the particular components of the controller. The very first thing that offers to become done can be the analogue stays.

So, grab the Ellipse Tool (U) and draw a circle. FiIl it with #23252a and use the subsequent styles.Phase 4Add some features best outside the analogue stick. Simply choose the Pencil Tool (P) and draw a route. Pick a difficult circular brush, choose a bright cyan color, set the dimension to 2ptimes and check the Simulate Pressure Container in the Stroke Path conversation box.Phase 5Create a new level and choose the Ellipse Tool (U).

How To Draw A Controller Easy

Draw a circle (yellow) inside your authentic analogue stick form (pink). Fill it with #23252a.

After that, add the pursuing styles.Step 6Duplicate this circle and replace the existing designs of the copy with the sticking with one. Make certain to switch the Fill up of the duplicate to 0%.Step 7Now, develop a fresh layer and draw an also smaller circle. FiIl it with #111111 and use this style.Step 8Create a brand-new level and as soon as once again, draw a circle (yellow). Make it a little bit smaller sized than the one created in the prior action (orange). FiIl it with #23252a and utilize the following styles.Phase 9Create a fresh level and draw a circle a little bit larger than the one drawn in the prior step.

After that, select the Subtract from Shape in the Route Operations menu. Attract a smaller sized circle inside to “get rid of” this part from your preliminary circle. The image beneath will make everything apparent. Finally, add the pursuing styles.Step 10Create a new level and making use of the Pen Device's Stroke Route technique include some highlights to the analogue stay.Phase 11Group all the levels produced in Methods 3-10 and name the group “Still left analogue stick”. Duplicate the group and shift it to the ideal.

Rename the group to “Ideal analogue stay”.Stage 12Create a new level and pick the Pen Tool (G). Pull a form like the one particular on the initial image. FiIl it with #303136 and cut the level to your “Básic Shape” (this wiIl “hold” the form inside the outline for you of the controller and most important, the layer styles will not go beyond the format). After that simply utilize these designs.Stage 13Duplicate this shape, turn it horizontally and spot it on the various other aspect of the controller (don'testosterone levels forget to alter the gradient's i9000 angle to its contrary; eg. 180-0).Phase 14On a new layer add some features making use of a big soft circular brush.Step 15The following step is definitely to produce the “brand” of the fresh controller; the touchpad. Therefore, pick the Note down Tool (G) and draw a shape like the one on the first image.

Create only the left (or right) fifty percent, copy it, turn it horizontally and mix the two levels. Fill the form with #141518 and utilize these designs.Stage 16Duplicate this form, turn the Fill of the copy to 0% and change the present styles with these.Step 17Create a fresh level and select the touchpad'h pixels (Ctrl+Click on the thumbnaiI in the levels stack). Move Select-Modify-Contract (2-3pback button). Fill up the selection with a arbitrary color, change the Fill to 0% and utilize the following design.

To produce the design simply produce a brand-new file in Photoshop (100x100px) and draw a 50x50px square ideal in the middle of the canvas. Then proceed Filter-Other-Offset (put on't neglect to rasterize the shape). Set both parametres tó +50 (horizontal/vertical) and check out the Cover Around box.

Finally, move Edit-Define Design.Step 18Create a new level and include some features making use of the Pad Tool's Stroke Path technique.Stage 19Group the layers created in Tips 15-18 and name the team “Touchpad”. Now it's period to create the buttons.

Choose the Ellipse Tool (U) and draw a relatively big circle. FiIl it with #070809 and use the following styles.Step 20Create a fresh layer and draw a small circle. FiIl it with #23252a and use the following styles.Action 21Duplicate this circle three periods and location them appropriately to the picture below.Phase 22Now start decorating the buttons. The colors we decided to go with are usually #14f2e4 for the triangle, #m6cdff for the mix, #at the3898f for the circle and #fbbbf6 for the rectangle. Modification the Mix Mode of the traingle/rectangle/cross/circle to Distinction for a better result.Action 23Group all the levels made in Methods 19-22 and name the group “Buttons”. Next, duplicate the very first level of this team, place it above the Buttons group and proceed it to the left.

This will become the “base” fór the d-pád.Action 24To produce the arrows we'll need to combine two forms; a Rounded Rectangle (radius: 3-5ptimes) and the Indication 3 (custom made shape tool). So, draw a curved rectangle, fill up it with #23252a and then draw a rounded triangle (indication 3). Fill it with the same colour and combine these two shapes. Next, utilize the subsequent designs to this newly formed coating.Step 25Duplicate this form, change the Fill up to 0% and change the present styles with these types.Action 26Duplicate these two levels three instances and location them appropriately to the image below. Don't forget about to fine-tune the angle of the layers.Stage 27Create a brand-new layer and select the pixels óf the d-pád buttons.

Fill up the choice with a arbitrary color, convert the Fill up to 0% and add these designs.Action 28Create a brand-new level and select the Custom Shape Tool (U). Choose the Indication 3 shape from the checklist and draw a little triangle. FiIl it with #212328 and utilize the subsequent styles.Step 29Duplicate this form three moments and place the copies as proven on the picture below.Stage 30Create a fresh layer and add some features using a smooth circular brush (erase any components outside the d-pad buttons).Action 31Group the levels developed in Methods 23-30 and name this group “D-pad”. Now we'll add a couple of control keys (Share and Options). Therefore, pick the Rounded Rectangle Device (U), fixed the radius to 30-50pback button and draw a shape like the 1 on the initial picture. FiIl it with #23252a and utilize the subsequent styles.Phase 32Create a brand-new level and location it before the curved rectangle developed in the earlier step. Select the pixels óf this rectangle ánd increase the choice by 1-2pa.

FiIl it with #111111 and use this design.Step 33Duplicate these two layers and proceed the copies to the some other side of the controller. Add some text to decorate the buttons. The font we used is Verdana, size: 15pback button, colour: whitened, Fill: 50%.Step 34Group all the layers created in Tips 31-33 and title the team “Talk about/Options buttons”. Create a brand-new coating and choose the Ellipse Device (U).

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Pull a very small group and fill up it with #111111. Copy it 11 occasions and spot the duplicates appropriately to the 1st picture. Merge all these circles, change the Mix Setting to Increase, reduced the Fill to 70% and use the subsequent styles.Phase 35Create a fresh coating and draw a little circle. Fill it with #000000 (dark) and apply the subsequent styles.Step 36Add your logo design or the Playstation logo design (color: whitened, opacity: 35%) and some features (you can use the Gradient Tool).Step 37Group all the layers developed in Measures 34-36 and title the group “Logo design/Speakers”. Your style should looks by today like this.Stage 38The controller is certainly basically ready. All you have to do now is certainly to include some levels with dark areas and features to make it appear more reasonable. Keep painting with a smooth circular brush until you have something like this.

You don't possess to become very specific.Stage 39Group all the levels (except from the history) and duplicate the team. Merge the duplicate team and go Filter-Sharpen-Smart Sharpen. Decrease the Opacity tó something around 70%.ConclusionThat's it. Your PIaystation 4 controller is definitely now ready. We hope you appreciated the tutorial and if you have got any questions or short training requests sense free of charge to article them in the Remarks Section.

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Member 11223914 27-Nov-Nov-16 23:05Hi, i'm operating on a project that demands me to become able to draw on top on handles. Your program code has assisted me a great deal, i think it's the just factor that worked well in all my checks. The problem will be, i'd Iike to draw dynamicaIly, and the Graphical0verlayPaint functionality only triggers at the begin of my system. Can i make use of it any various other period?

How?I'm distressing if i probably do'nt known something, or stated something stupid, i'm a college student and probably there is usually some concept i've not really heard of yet hereHave a great day!EDIT: i see someone else was interested in the same thing in an additional remark, but i cant find any answer. Asiwel 22-Jun-Jun-15 13:51GraphicOverlay is a great tool, just what I required. I have got a 'scan' home window, call it Type2.

How To Draw A Controller Easy

This is called by a key on a principal Type1. Type2 only contains several rows and columns of little pictureboxes.

I require to draw a relocating rectangle (controlled by a timér) sequentially over éach picturebox. I also need to draw a lengthy rectangle around each line that moves downward or a tall rectangle around each column that goes to the ideal.

(These are typical types of scan selectors used by persons with disabilities who access the personal computer using a single-switch insight gadget.) All of this functions great. My issue takes place when I near Form2 (now using the X handle at the best of the type titlebar).

The Form2 screen closes and focus results to Type1 which behaves normally. Nevertheless if I click on the key control on Type1 that runs Form2, I get a 'System.ObjectDisposedException'.

Obviously some resource that GraphicalOverlay needs is getting shut and disposed but not recreated the next period I instantiate Form2. I was using Visible Recording studio 2013 and D#. I would extremely much enjoy any suggestions concerning how to remedy this issue.

Thank you.LATER ON: In fact I apologize. Apparently nothing incorrect at aIl with GraphicalOverlay. lt has been my Form2 itself that had been being known as in my code, then shut and disposed. And then being called once again!

I had made a shift previously before introducing GraphicalOverlay, and apparently had never examined that all the way. But once again I would like to say thanks to you for this fantastic code example which demonstrates a great many stuff as nicely as solving a common practical issue.

MMogharrabi 2-Dec-13 23:092-Dec-13 23:09Hi actually RocketteScientist,I possess a primary usercontrol in my type includes a board with Boat dock=Fill home that i will call it 'panel1' here. I have set section1 as the proprietor of the graphicalOverlay1.Many child usercontrols will be included to screen1 dynamically at runtime. These child usercontrols have a draw method that attracts a shape which symbolizes it. I have call this draw technique in graphicalOverlay1Paint.Today i wish to draw some line over these child usercontrols, but the lines will show up behind of kid handles.what is definitely my mistake?please assist me. Andrew Haydn Give 29-Sep-Sep-10 11:48I'm not really 100% certain why my controls underneath weren't drawing correctly, but reverting the graphics transform after the overlay can be done fixed the problem:At the finish of ControlPaint included// Place the coordinates backif (control!= form)e.Graphics.TranslateTransform(location.X, location.Y);The controls underneath mainly weren't object rendering at all, but they had been still showing tooltips in the proper places. They were UserControls with án overridden OnPaint contact.If the graphical overlay captured the color event before a handle's OnPaint obtained known as, that would describe the signs and symptoms.Last Go to: 22-May-19 14:34 Last Up-date: 22-Might-19 14:341General News Suggestion Issue Bug Reply Joke Compliment Rant AdminUse Ctrl+Still left/Right to switch messages, Ctrl+Up/Straight down to change strings, Ctrl+Shift+Left/Right to change pages.

Nicely, I find today that this can be totally different questionYou must monitor when mouse cIicked on the designer surface, then you must enter, let state, Drawing Mode. While in Pulling Setting, you must dráw a rectangle tó get user feedback and on each mouse proceed you must upgrade this rectangle. You exit Drawing Mode when user click on ESC or release mouse key, in latest case you create new control from toolbox and adjust it'beds extents.This will be simple explanation, I'm absolutely sure there will end up being details how to dráw rect or create things function smooth, but the idea remains the exact same.