Lightroom CC 2015.1.1/Lightroom 6.1.1 Update

Lightroom CC 2015.1.1 and 6.1.1 are now available as a final release on and through the Creative Cloud application.  The goal of this release is to provide additional camera raw support, lens profile support and address bugs that were introduced in previous releases of Lightroom.

Camera Support

  • Canon PowerShot G3 X
  • Casio EX-­‐100F
  • Casio EX-­‐ZR3000
  • Leica Q (Typ 116)
  • Olympus AIR-­‐A01
  • Panasonic Lumix DMC-­‐GX8
  • Panasonic Lumix DMC-­‐FZ300
  • Panasonic Lumix DMC-­‐FZ330
  • Pentax K3 II
  • Phase One IQ3 50MP
  • Phase One IQ3 60MP
  • Phase One IQ3 80MP
  • Ricoh GR II
  • Sony DSC-­‐RX10M2
  • Sony DSC-­‐RX100M4
  • Sony A7R II (ILCE-­‐7RM2)

New Lens Correction / Profile Support in Lightroom CC 2015.1.1 / Lightroom 6.1.1

Mount Name
Canon Lensbaby Velvet 56mm f/1.6
Fujifilm Lensbaby Velvet 56mm f/1.6
Nikon Lensbaby Velvet 56mm f/1.6
Nikon SIGMA 24mm F1.4 DG HSM A015
Nikon SIGMA 150-600mm F5-6.3 DG OS HSM C015
Olympus Lensbaby Velvet 56mm f/1.6
Panasonic Lensbaby Velvet 56mm f/1.6
Pentax Lensbaby Velvet 56mm f/1.6
Samsung Lensbaby Velvet 56mm f/1.6
SIGMA SIGMA dp0 Quattro
SIGMA SIGMA 150-600mm F5-6.3 DG OS HSM C015
Sony A Lensbaby Velvet 56mm f/1.6
Sony E ZY Optics Mitakon 35mm f/0.95
Sony FE Lensbaby Velvet 56mm f/1.6
Sony FE Zeiss Batis 25mm f/2
Sony FE Zeiss Batis 85mm f/1.8

Bug Fixes:

Installation Instructions

Please use the Help-> Check for Updates menu item or the Creative Cloud application to install this update

If you’re having trouble, then you can also install via the following links:

Mac  |  Win

(Original Source page – Lightroom Journal)

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#CreativeFriday – Creative Cloud Collaboration Tools

To configure the Creative Cloud collaboration tools and set up collaboration on a library with another Creative Cloud member, you will need to create at least one library (you don’t need to have a libray to be a contibutor). Once a Creative Cloud libary is set up (it may or may not have any content yet, and it doesn’t need to to enable the collaboration tools), you can then easily share and configure the collaboration tools feature of CC libraries in a couple of ways.

1. Collaboration – Be able to actively share and collaborate on assets within a library (either from within the desktop apps or from supported mobile apps)

Once the library has been created, the collaboration configuration is enabled from the CC Library fly out menu on the Library panel, then choose Collaborate.

Screen Shot 2015-07-01 at 23.08.02v2Photoshop CC 2015 is used in this example, but collabroation can be configured from within the other applications (Illustrator, InDesign, After Effects, Premiere pro etc). The application will open your default web browser and give the opportunity to type in an Adobe ID to send an inviation to your collegue, co-worker or other member(s) of the Creative Cloud.

Screen Shot 2015-07-01 at 23.31.57

The invited user will get an invitation via the Creative Cloud desktop application, and once accepted, the library will be added to their Creative Cloud storage area and will be available from within the desktop apps and any supported mobile applications.

N.B. Using Creative Cloud libraries in Collaboration mode will use the storage allocation of the contributing/invited user.

Anyone can then update and add content, any updates will sync across other users of the library and updated on the web view, as well as inside the mobile apps (where appropriate), as well as the library within the desktop app.

2. Send a link – An ability to give the library to another creative, without any collaboration features.

It might be that you want to give the library to someone else as a stand alone entity (any updates of content that are made to the original library after the contents have been downloaded won’t be synced to this version of the library).

Screen Shot 2015-07-01 at 23.08.02Once the ‘Share Link’ has been selected, Photoshop (in this case), will direct you to your default web browser, at this point you can email another creative cloud member.

Screen Shot 2015-07-01 at 23.12.19

Once the receiving the download link, the user can download the contents.


The collaboration of library assets is a very handy feature and a great way to create joint ideation of a project, or even just use it to share re-usable content within your team or peer group.

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Adobe Creative Cloud Creative Meet Up 2015: #CreativeCloudUK – Part 6

Part 6 of the On-demand UK Creative Cloud Meet up.Talented UK design students go head to head in our latest ‘Creative Jam,’ battling it out to produce a unique piece of work Inspired by the quote; “type is a beautiful group of letters, not a group of beautiful letters.”


For more information on the 2015 release of Adobe Creative Cloud, visit:

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Adobe Creative Cloud Creative Meet Up 2015: #CreativeCloudUK – Part 5

Part 5 of the On-demand UK Creative Cloud Meet up. UX guru Paul Boag shares his top five tips for success in the design world.

For more information on the 2015 release of Adobe Creative Cloud, visit

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#CreativeFriday – Using Creative Cloud Libraries – Part 1 – Introduction

One of the most powerful additions to the Creative Cloud is the Creative Cloud Libraries feature. Creative Cloud libraries offers many unique things, from collaboration with other Creatives and Creative Cloud users, a Photoshop Global referencing system, as well as a way to download and license from Adobe Stock. I thought I would cover how to use this feature over a series of posts.

Creative Cloud Libraries exist in two places within your Creative Cloud Id. Within the desktop apps like Premiere Pro, Illustrator, After Effects, Indesign and Photoshop. They also exist within your Adobe ID on your creative cloud on the web.

Let’s take Photoshop CC.

Creative Cloud Libraries are available under the Window menu, and also exists as a panel within the desktop applications.

Screen Shot 2015-07-01 at 21.43.04

Libraries are essentially a way to store and share content at a global level within the desktop applications and is available at any time in your workflow, regardless of which canvas is open. Libraries will also automatically sync to the Creative Cloud (when an internet connection is available), and are available where ever you login to Creative Cloud web site.

Because Libraries exist on the Creative Cloud, they can also be shared to and collaborated on with other Creative Cloud users, they can also be given as a link to another Adobe ID’s without sharing any content.

In this post we will talk about Creating a new library and putting content in there from Photoshop.

Once the panel is open, a library can be created from the drop down list (marked in yellow), or from the fly out menu (Red) and choosing ‘Create New Library’.

Screen Shot 2015-07-01 at 21.48.53Once selected, you can give the library a meaningful name.

Screen Shot 2015-07-01 at 21.53.21

Clicking create will provide you will an empty space for content.

Screen Shot 2015-07-01 at 21.53.26

Libraries can store content from mobile apps, like Brush, Hue, Shape, as well as content from Stock and objects from Photoshop or the other desktop applications (like shapes, text, colours etc). Libraries can also contain content from your current canvas. To get assets into the Library, just drag the asset direct from the canvas into the panel.

Screen Shot 2015-07-01 at 22.13.43There are many things that Libraries can contain from the canvas, from layer styles, text, colours, graphics and shapes. After using collections for a while there will be many assets that you can use at any time, on any canvas, as well as other installations of the applications on your Adobe ID and from within the other desktop applications (Photoshop, Illustrator, Indesign, Premiere Pro and After Effects).

You can also see the libraries (marked in Red below) on the Creative Cloud web site.

Screen Shot 2015-07-01 at 22.52.18

Once inside the Libraries on the web site, all content can be viewed directly from within the the browser.

Screen Shot 2015-07-01 at 22.53.05This post is just an intro to Creative Cloud libraries over the next few posts, we will discover more of what Libraries can do within your workflow.

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Adobe Creative Cloud Creative Meet Up 2015: #CreativeCloudUK – Part 4

Part 4 of the On-demand UK Creative Cloud Meet up.  Illustrator Jonathan Ball takes us through his journey from amateur scribbler to acclaimed designer.

For more information on the 2015 release of Adobe Creative Cloud, visit

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Adobe Creative Cloud Creative Meet Up 2015: #CreativeCloudUK – Part 3

Part 3 of the On-demand UK Creative Cloud Meet up. Art Director and Graphic Designer Radim Malinic of Brand Nu talks about the lessons he’s learnt from years of commercial design work.

For more information on the 2015 release of Adobe Creative Cloud, visit


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Adobe Creative Cloud Creative Meet Up 2015: #CreativeCloudUK – Part 2

Part 2 of the On-demand UK Creative Cloud Meet up. Adobe Principal Evangelist Rufus Deuchler outlines some of the exciting new features in the 2015 release of Adobe Creative Cloud, our biggest ever release.

For more information on Creative Cloud, visit

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Adobe Creative Cloud Creative Meet Up 2015: #CreativeCloudUK – Part 1

If you missed the live stream of the UK Creative Cloud Meet up, you can catch up on part 1 below. Rupert Knowles, Senior Solutions Consultant at Adobe, announces the fantastic line-up for this year’s Adobe Creative Cloud Creative Meet Up.

For more information on the 2015 release of Adobe Creative Cloud, visit

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#CreativeFriday – Unwrapping UVs on a 3D model for Photoshop CC

I’ve spent the last few weeks learning how to unwrap UV maps for a 3D model, so that any texturing and painting rusults in Photoshop CC are more controllable. For exmple, take this primative object that I created in Cinema 4D, and objened into Photoshop as an OBJ file.

Screen Shot 2015-07-02 at 13.55.33Within Photoshop the standard brush tool can be used to paint directly onto the 3D geometry and project the paint marks onto the texture map.

Screen Shot 2015-07-02 at 13.55.59Painting on one face of this particular object will result in the paint appearing on every side. This can be quite confusing to why it happens. If the material for cube is opened, it’s fairly obvious why.

To access the materials for a 3D Object in Photoshop, click on the material object in the 3D menu (marked yellow) and select to open/edit the Diffuse texture (marked in red) from the folder (marked in purple)

It turns out that we only see one face, the reason that we see this result on all faces is that each of the other faces takes the texture from a single definition.

Screen Shot 2015-07-02 at 13.56.083D Texture maps are controled by something called UV’s or UVW (in some cases). A UV is a collection of reference points that link texture back to the original Polygons.  The U and V are simply references for an X and Y coordinates reference, but are represented in a 2D fashion, this is called un-wrapped geometry. These 2D representations will make texturing and painting much simpler and more controllable. In the case of the cube there are six faces, so therefore six UV’s exist. however, the UV’s in this example are all positioned in the same place, that’s why we only see one, but in reality there are six overlapping.

This might be want you need to paint the cube for your texture, but if you need to have differnt designs, patterns and textures on each face, then this won’t work for you and will need to be corrected.

Photoshop CC can read the UV’s that have been created from a 3D Package and also has a way to automaticaly correct the UV’s by choosing ‘Generate UVs’ from the 3D Menu. This again, might be ok for the texture that you would like to paint. However, if you would like to get full control of the UV’s, then you will need to unwrap them using a dedicated 3D package.

I’m no expert in UV unwrapping and it’s a bit of a dark art, and as my experience grows i’ll write more content, so this is just an intro to get you started. When I was looking into this topic, I found it difficult to get a consistent method of unwrapping UV’s. But I did find one resource that helped me understand the unwrapping process, you can find it here (Lester Banks). As there are many different 3D packages out there, it’s hard to cover them all. So my preference is Cinema 4D and that is what’s explained here.  N.B. You will need Cinema 4D Body Paint to do UV unwrapping with your models.

Within Cinema, you can see the same object that existed in Photoshop CC above.  N.B. This is a very simple tutorial and not the only way to perform the unwrapping.

When you unwrap, you will want to think about how the texures will be laid on on the final object.

The first thing inside Cinema is to make the object editbale, Clickin the ‘Make Editable’ button in cinema to do this (marked in red below)

N.B. Make Editable essentially converts the object from parametric (you can still change parameters) to polygons. This is typically done when want to edit the points/polygons by hand, edit the UVW map, etc.

Screen Shot 2015-07-02 at 14.33.52The next step is to define the points that will be used to refer the object on the UVW map. For the cube, move the Cinema view port into top mode.

Each window has a window selector in the top right (as shown in red below). When on the perspective mode as in above, clicking this button (marked in red below), will take you into multi view mode, then clicking on the same button on the required view will show it in full screen.

Screen Shot 2015-07-02 at 14.39.46Move Cinema into the Points view (by clicking on the points mode (marked in red).

On the top view, hold the SHIFT key down and click on each corner of the square.

N.B. Points refer to Vertices. Vertices/Points are the collections that hold the polygons/edges of the model together.

Screen Shot 2015-07-02 at 14.42.32Now move back to perspective mode in the viewport.

The 2D representation of the 3D model (or the UV’s) is a flattened version, so obviously when converting a 3D object to a 2D representation it will need to be cut in certain places. By selecting the edge tool (marked in red), will tell Cinema how to cut the model and lay it down on a 2D surface (Similar to when a tailor makes a suit). In the case below, each vertical edge of the cube is selected (using the SHIFT key), Cinema will cut the model on each edge.

Screen Shot 2015-07-02 at 14.46.50To unwrap this model as a conventional represention, we need to specify the bottom and how that will be cut, bearning in mind how it will be unfolded. We will just specify three sides to cut, leaving the 4th connected to the uncut faces. (holding the SHIFT key will ensure that these are selected as a collection, if the wrong edge is selected, then pressing CMD/CTRL will allow you to remove a single edge from the collection).

Screen Shot 2015-07-02 at 14.47.20Now, we can unwrap the model into the 2D UV.

The object marked in Red shows that the model has a UV map assigned to it. To access this, change the view port to be in BP UV Edit.  Screen Shot 2015-07-02 at 14.53.33When inside the BP UV Edit, you can select ‘UV Mesh / Show UV Mesh’, and in this case, the lines shown in the yellow box below, will be the same as what Photoshop is showing.

Screen Shot 2015-07-02 at 14.56.21Move Cinema into the top view, as we are now going to specify on the UV where the selected points are. To start specfiying the UV, click the UV property (marked in red), then move the viewport into UV mode (marked in yellow). As long as a UV property exists the area marked in purple will become active).

Screen Shot 2015-07-02 at 15.00.23There are many variataions to the next step, but for this we are specifying the points, so just click the Projection / Frontal. This will take the points and represent them on the UV (show below).

Screen Shot 2015-07-02 at 15.04.08Move cinema into perspective view and click the Relax UV tab.

Make sure the ‘Pin Point selection’ is turned on (but the use tag is turned off), as we will use the active selection, not a saved selection. And make sure that ‘Cut Selected Edges’ is turned on (but the use tag is turned off), for the same reason as just mentioned. Also, make sure that LSCM is selected, as well as having Auto re-align turned on.

Screen Shot 2015-07-02 at 15.05.19Then click on Apply!

Hopefully the 2D UV will be shown on the right hand side, which will have collapse all six surfaces

Screen Shot 2015-07-02 at 15.10.33Save the Object and export as either Collada 1.4 or OBJ from Cinema 4D, then open into Photoshop CC. Now painting on the 3D model or on the 2D UV map by using the standard Photoshop CC brush tool, should be much easier and each side can be painted independently.

Screen Shot 2015-07-02 at 15.22.51

Hopefully this post will get you started into creating and unwraping UV’s, as well as painting on 2D UV’s and 3D objects within Photoshop CC.



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