Dug up this thread in a reference; good info Wafik.
Remember, the reason to do these kinds of modifications is to make them look more like photographs taken with a real camera. A camera only has a specific focal length and will only show objects at specific distances from the camera in focus; thus other objects will be blured. Similairly, the human eye works in the same fashion, we can only focus on a small area of our vision, the peripherial stuff or that at great distances gest blurred.
More and more games are attempting to emulate this in their graphics engines; PGR3 is probably one of the best examples. The key here is sublety and composition. Try messing around with just a copy of your base layer and a blur brush to start to get a feeling for how the images change and how you preceive the changes - do they look more realistic? Do they just look artificial?
Here are some examples of stuff I've done in the past, though I must confess that seeing Wafik's work a number of months ago was a significant influence on my own style of graphical hacking.
http://members.shaw.ca/cgreer11/Feb03_01.jpg
http://members.shaw.ca/cgreer11/Feb03_02.jpg
[img]http://members.shaw.ca/cgreer11/Al'Taieu_Clear.jpg[/img]
I liked how these three turned out, though the Al'Taieu one had problems looking like I just pasted model viewer pics onto an Al'Taieu background as there's no ground shading visible.
http://members.shaw.ca/cgreer11/TenzenLogo.jpg
I went a little overboard with the blur brush on this one, but the overall composition is acceptable; still not my favorite.
The following are three banners I made for the old Fanta website just before Dayooper decided to be a baby and fuck the LS up the ass. Anyways, more examples of subtle blurring.
http://members.shaw.ca/cgreer11/Bann...omathia835.jpg
http://members.shaw.ca/cgreer11/Banners/Tavnazia835.jpg
http://members.shaw.ca/cgreer11/Banners/Ulmia835.jpg
The ones with Promathia and Ulmia are my favorite.
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