Do something once, it's creative. Do something twice, it's repetitive. Do something three times, you can probably automate it.I've said the same thing many times, but maybe I start to automate at twice. This session will use comand-line tools, Photoshop automation, and MaxScript for 3DS Max. For myself, I've used plenty of command-line tools, a tiny bit of MaxScript and no Photoshop automation. I do find that a lot of Photoshop tools have counterparts in the Gimp however. Given the work he's been involved in on Microsoft Flight Simulator, I'm looking forward to hearing what kinds of work he recommends automating and how much effort it's worth. The question that I have about automation for art is about balance. Specifically how to balance the work needed to produce new tools for automating a very specific task against the work needed to complete these tasks manually. The way I approach this issue is by considering a few factors that are all around time savings, reuse, and repeatability.
I just learned something new about the Gimp. I guess this should have been obvious. If you've ever editted a picture in the Gimp that has no transparency, like a JPEG for example, then you know that when you erase, it always erases to the background colour. This makes sense in general, but I've in the past I've had to go to a lot of work to get transparency while I'm working. I'd do it by saving as an XCF (the Gimp's native file format) then adding a layer with a transparent background and cutting and pasting the whole picture into the new layer. Don't do that.
If you've ever looked at a picture and decided that it would look great with a different palette then you'll see where I'm coming from with this. Think about graphics resources you use in a game. Like a red brick wall. Now suppose you'd rather it was a yellow brick wall. Suppose furthur that you're not really a great artist, but you've got a whole bunch of great graphics resources for free (as in speech, if you mean to republish it).
You can easily move from one part of the colour spectrum to another with a hue rotation. The term comes from the measurement of colour hue in the Hue-Saturation-Value (or HSV) colour model. The hue measurement can be thought of as how far across the rainbow you're going. The colours of the rainbow are arranged in a circle, so the measurement is done in degrees. All a hue rotation does then is to change each replace each colour with the colour that's a given number of degrees away on that circle.
It's not hard to find the hue-stauration tool in the Gimp. It's on the Colour Tools Submenu of the Tools Menu. You can use the tool to do a hue rotation and adjust some other parameters for the selected part of the image. That part is pretty easy. If it was just one red brick wall texture then that's how I'd do it. Suppose that you have to do this operation a lot however. Suppose you have a bunch of red brick walls, maybe ten or twenty variations of the same wall - to keep the game interesting. Now that's not a huge amount of work to do once, but it can be enough to slow a developer down or tempt them to skip it and just use the pictures as they are. That's the point when I decide I need to do a little automation. For a little project like this I want to reduce the chance of making a mistake on one or two graphics and also I want to speed it up from 30 seconds each to 10 seconds each.