How to take layer from .psd in Mac OS? - photoshop

I have a .psd file with a lot of layers, I need to take one of them as a new image (with size of layer)
I know that in Windows its: copy layer, Ctrl+N and its set size of layer here, but in Mac OS it doesn`t.
How to do this in Mac?

Try to hold the option key and click on layer's visibility (eye) icon, then crop it if you need to, and save it as a new file.

Related

Why stroke removed by after effects from a psd layer?

I have a PSD file what I've imported into AE. There are several layers, and the objects have some stroke on it (in ps right click on layer blendig options/stroke).
But in AE these strokes are invisibles.
Why are these removed and how can I avoid it?
Thx.
I found the problem. I have to rasterize layer first(right click on layer).
Pro tipp: In AE in Project Explorer window if you select the layer you can press cmd+e to edit in photoshop. If you save it, it will be updated in AE.

Photoshop layer issues/making a specific layer larger

i'm currently working on a project with photoshop.
Currently my image looks like this: http://prntscr.com/fpo3wq but when i add text to it which is longer than the layer is, then sadly it's out of "shape" e.g http://prntscr.com/fpo4ev
How would i fix that issue?
Very simple:
Select the text tool.
Click and drag to make a text box.
Type what you want and adjust font size according to the layer size.
Drag it around to fit it inside the layer.

How to auto generate Retina and Non-retina images from psd

I have a PSD file for my App Interface that was designed for Retina iPhones with a resolution of 640 x 1136. I want to add support for non-retina devices and and add all image assets with both a retina and non-retina version. I find the process of resizing every ui component on photoshop individually very tedious. Does anyone know how I can auto-generate Non-Retina images from the Retina images I have already exported? Thanks
If you have Photoshop CC, you can use Adobe Generator (especially nice when paired with Russell Brown’s free Layer Namer extension). Adobe Generator automatically exports any layers whose names end with .png, and can also export multiple resolutions.
There are also some great posts on this topic by Marc Edwards on the Bjango blog; specifically: Exporting from Photoshop. His articles deal with creating a slice sheet that you export semi-automatically with scripts.
I have used both of these workflows in production. Each has its quirks, but they can both probably be made to do what you’re after.
A tip: I prefer to design at 1x and then scale up. If you design and scale down, you might make an asset an odd number of pixels wide, which could look bad when scaled down. But many graphic designers I've worked with prefer to design at 2x.
For images i am using Resizer .Quite nice and fast application.
If you're able to work from the original .psd then the free SuperExport Photoshop script might be of use. It allows you to export flattened crops (not just entire layers) at multiple resolutions by careful naming of groups and layers. Documentation is here, and an updated version that also supports 3x is here (I'm the author of the - small - 3x modification).
The benefits, as pointed out in the docs, of using the original .psd are that you can see your design in context while selectively (and easily) regenerating assets with a single click.

How can I resize a layer now that I have paths in my image?

I'm learning how to use Photoshop's pen tool. Now that I have a path in my PSD, I'm having trouble dealing with my unrelated layers. For example, I select a layer on the layer palette, then when I try to resize that layer by hitting CTRL+T, the path gets selected as the thing I want to resize. How do I ignore that path and resize the layer (thereby leaving the path unaffected)? The layer is completely unrelated to the path...
Layer sizes are locked to the canvas' size, you should change the canvas size and every layer will change their size.
You should make sure the path is not selected. Go to Paths palette, and deselect it.

Retina graphics vs non-retina graphics management

I am about to launch a new app and would lik eto increase quality of the graphics. In my case the graphics is the logo and the custom buttons. I do not know if this impact Core Plot but that is also part of the package.
There is quite a few posts about this but there are still things i do not fully understand.
I am reading this quote from "amattn":
It's trivial:
1.Only include #2x images in your project.
2.Make sure those images have the #2x suffix.
The system will automatically downscale for non-retina devices.
The only exception is if you are doing manual, low level Core Graphics drawing.
You need to adjust the scale if so. 99.9% though, you don't have to worry about this.
From this post: Automatic resizing for 'non-retina' image versions
My question in regards to this is:
1. Should i do the testing on retina simulator only, as if i place a #2 grapic on
non-retina it will be too big? ...or is there an other way of doing it?
2. Should i always use a ImageView or is it OK to drag the image on the screen,
this is the logo i am talking about?
3. What about custom made buttons with images, how should i do with those?
4. What is the normal process to manage the different screen sizes, do people
add images for all displays or using this type of process?
Should i do the testing on retina simulator only, as if i place a #2 grapic on non-retina it will be too big? ...or is there an other
way of doing it?
It doesn't really matter which simulator you test on because as long as your non-retina and retina graphics are named correctly (image and image#2x) the correct image will be displayed automatically.
Should i always use a ImageView or is it OK to drag the image on the screen, this is the logo i am talking about?
When you drag and image from the project directly onto a view in interface builder you don't really see it happen but it has automatically created and image view which is containing the image your dropped in.
What about custom made buttons with images, how should i do with those?
[myButton setImage:[UIImage imageNamed:#"myFileName"]];
As shown in the above code you should always use the non-retina fle name when you reference the image a UI element should use. That was if iOS detects the device is retina it can automatically use the #2x version in its place.
What is the normal process to manage the different screen sizes, do people add images for all displays or using this type of process?
Yes, including multiple image resolutions common practice and is required for iPhone apps (not sure about iPad) to include both retina and non-retina images. But regardless of the requirements, you should definitely support both device resolutions to keep your customers happy!