I recently took the time to learn how to use Photoshop’s powerful 3D tools that are now included in versions CS6 Extended and CC. I found a bunch of online tutorials really useful that taught me how to extrude shapes, create environments, add materials and render the scene. The 3D interface is really daunting at.
Jump To: - Create a new text layer
- Create a new mesh from layer(Go to 3D)
- Work with materials
Objective
This tutorial will show how to use Photoshop CC Shape Attribute and 3D capabilities to create an elegant royal gold 3D text font effect. It will guide you through modifying the shape settings, working on 3D element, creating different materials, adjusting the lights and modifying the rendered result.Step 1 Final Ouput
Step 2 Create a New Document and New With Black Fill Color
Create a new 2850 x 1536 px document and fill the Background with Black.
Step 3 Create a New Text Layer
Create the text in White using the font “AntsyPants”, font Size 551 pt and set the Tracking value to 100.
3.1 Convert Text To Shape
Go to Type > Convert to Shape. This will convert the text layer in a shape text layer which means it won’t be editable as text anymore. So make sure to modify the text before you convert its text layer.
3.2 Duplicate a Layer Then Change Fill and Stroke
Duplicate the text shape layer and pick the Direct Selection Tool to get the Shape settings in the Options bar. Change the Fill to none and Stroke color to any gray (#7c7c7c) color, Stroke Size to 15 and Alignment to Outside.
Select each text layer and text copy layer, then go to 3D > New 3D Extrusion from Selected Path, to convert the shape text layers to 3D layer.
Step 4 Duplicate The Background Layer
Duplicate the Background layer and drag the copy on top of all the layers.
Step 5 Create a New Mesh From Layer (Go to 3D)
Go to 3D > New Mesh from Layer > Postcard.
5.1 Select All 3D Layers And Merge It
Select all the 3D layers you have (click the one at the top, press and hold the Shift key, then click the one at the bottom), and go to 3D > Merge 3D Layers.
'This will place all 3D layers in one scene'.
5.2 Open The 3D Panel and Properties Panel
To access the 3D mesh properties and settings, you’ll have to open two panels:
The 3D panel and the Properties panel (both found under the Window menu). The 3D panel has all the components of the 3D text scene and when you click the name of any of those, you’ll be able to access its setting in the Properties panel. So make sure to always select the name of the element you want to modify in the 3D panel before you change its settings in the Properties panel.
5.3 Choose one of the 3D Modes
Select the Move Tool and check its Option's bar. You’ll find a set of 3D Modes for the tool to the right of the bar. When you choose one of those, you can then click on drag to perform any changes (on the selected element in the 3D panel).
5.4 Select 3D Text and Change Extrusion Depth Value
Select the 3D text shape mesh, name tabs in the 3D panel (select one then Ctrl/Cmd + select other) and change the Extrusion Depth value in the Properties panel to 300.
5.5 Change Bevel Width and Contour
Click Cap icon at the top of the Properties panel, and change the Bevel Width to 4 and the Contour to Half Round.
5.6 Change The Co-ordinates and Rotation
Click on the Co-ordinates icon and change the X Rotation angle to 90°. This will make the text meshes perpendicular to the Ground Plane.
Select a plane mesh name and change its X Rotation Angle to 90° as well.
You can fill the text Background Layer with any color other than Black so that it is easier to see the 3D meshes.
5.7 Snap Object to Ground Plane and Change The Position
Select the 3D layer again and then select the plane mesh name in the 3D panel. Go to 3D > Snap Object to Ground Plane Select, and under Coordinates in the Properties panel, set increase the Y Position value you have by 0.1. Plane is not exactly on the original Ground Plane.
5.8 Set Inner Text and Outer Text Mesh
Select the outer text mesh name in the 3D panel and snap it to the Ground Plane. Then, select the inner text mesh and move it so that it extends a bit outside the stroke.
You can do that with the Move Tool selected and using the 3D Axis. The arrows at the ends of the 3D Axis 42.37 move the mesh, the part below them is used for rotation and the cubes are used for scaling on. The cube in the center is used to scale the object uniformly. All you need to do is click and drag the part you need to perform the changes on.
5.9 Select The Current View
When you're done.select the Current View tab in 3D layer panel and use the Move Tool’s 3D Modes to move the scene around until you get a camera view which you like.
5.10 Scale Plane Mesh Untill it Covers Empty Areas
Selected plane mesh then scale it uniformly until it covers all the empty areas around the text.
Step 6 Work With Materials
Time to work on the materials.
6.1 Select Material of Both Text Mashes in 3D Panel and Remove The Texture
Start by selecting all the material tabs of both text meshes in the 3D panel except for the Extrusion materials (Ctrl Cmd + click the tabs to select). Then, in the Properties panel, click on the Diffuse texture icon and choose Remove Texture.
6.2 Change The Diffuse Color
Change the Diffuse color to # fae260, the Specular to # ffd953, the Shine value to 60%, the Reflection to 40%, and the Refraction to 1.600. This will create the shiny gold material.
Select the inner text Extrusion material tab, and remove the Diffuse texture, then change the Diffuse color to “# 036c16”, the Specular to “# d2fed7”, the Ambient to “# 036c16”, the Shine value to 80%, the Reflection to 30%, the Opacity to 39%, and the Refraction to 1.600. This will create the glass material.
Click on the outer text mesh Extrusion material tab and, remove the Diffuse texture, then change the Diffuse color to “# 036c16”, the Specular to “# 99cca2”, the Shine value to 80%, the Reflection to 30%, and the Refraction to 1.600.
6.3 Click on Bump icon and choose new texture
Click on the Bump folder icon and choose New Texture.
6.4 Set Width and Height for Texture
Type in “2850” and “1536” for Width and Height values.
6.5 Select Edit Texture
Click on the Bump icon and choose Edit Texture.
This will open the textures file. Duplicate the Background layer.
6.6 Duplicate the Background Layer and Apply The Pattern Overly
New Double click on the Background copy layer to apply a Pattern Overlay effect using the “Apple Logo Texture” pattern.
6.7 Set The Brightness / Contrast, Level
Click on ‘Create new fill or adjustment layer’ icon down the 3D panel and choose Brightness/Contrast.
Change Brightness to 15 and Contrast to -50.
Once again, click on 'Create new fill or adjustment layer' icon, but this time, choose Levels. Change the Shadows value to 10 and the Highlights value to 220. Save the file (file > Save) and close it (File > Close) to go back to the original 3D document.
6.8 Change The Bump Value
Change the Bump value to 20%. Now you can start seeing the texture clearly. Bump texture creates an illusion of raised areas for the lighter colors in the texture, and more flat ones for the darker colors.
6.9 Edit UV Properties
Click on the Bump texture icon and choose Edit UV Properties. Then, change the U Scale to 760.4%, the V Scale to 100% and both the U Offset and V Offset to 0.
6.10 Replace The Texture of Plane Material
Click on the plane material tab, then click its diffuse texture icon and choose Replace Texture. Load the “flowers-pattern.jpg” image from the “Tile-able Light Flowers pattern Texture's”, and then click on the diffuse texture pack icon again and choose Edit Texture to open its file.
6.11 Duplicate The Background Layer and Apply Color Overlay
In the texture’s file, duplicate the Background layer and double click the copy to apply a Color Overlay effect. Change the Blend Mode to Multiply and the color to “#454545”.
6.12 Edit UV Properties
Click the Diffuse texture icon once more and choose Edit UV Properties. Change the U Scale to 300%, the V Scale to 300%, and both the U Offset 0 and V Offset 0. You can use other values if you want to get larger or smaller tiles of Flowers.
6.13 Set The Specular Color, Shine, Reflection
As for the other settings, change the specular color to “# 766d64”, the Shine value to 95%, the Reflection to 25% and remove the Opacity texture.
6.14 Select The Light From 3D Panel and Change Color, Intensity, Shadow Softness
Click the 'Infinite Light 1' tab in the 3D panel, then, in the Properties panel, change its color to “#fefbf2”, its Intensity to 90%, and its Shadow Softness to 35%.
6.15 Set The LIght and co-ordinate value
You can then move on the light around until you like how it casts the shadow, or use the same Coordinate's values shown below( X : 22.7°, Y : 43.7° Z : -39.7° ).
6.16 Add New Point Light and Change its Settings
Click on Add new 'Light' to Scene icon down the 3D panel, and choose New Point Light.
Change the Point Light’s color to # fff7d5, its Intensity to 55%, and uncheck its Shadow box. Then, check the Light-Fall off box, change the Inner value to 55 and the Outer to 225. This will make the light gradually fade.
6.17 Save Camera View
Before you position the 'Point Light', it is a good idea to save camera view. To do so, click on the Current View tab, then choose the 'Save' option from the View drop down menu in the Properties panel.
Type in a name 'Final_1' for viewing it and then click OK.
The view will be added down the 3D panel and to the 'View menu'. So whenever you change the camera angle and want to get back to this view just click its tab in the 3D panel or choose it from the View menu 'Final_1'.
6.18 Click on Environment Tab and Load The Texture by clicking or IBL folder icon
Click on the 'Environment tab' in the 3D panel, then click its IBL folder icon in the Properties panel and choose Load Texture image.
Open the “copper metallic pipes texture', and change the Intensity to 25%.
You can use the Move Tool - click and drag the Environment texture’s sphere to move it in the scene until you like how it looks.
Step 7 Rendre The 3D Scene
When you're done modify the scene, go ahead and render it (3D > Render).
The 'rendering' might take a while, but you can 'stop' it anytime by pressing the Esc key.
Hope you learnt something from this tutorial. Keep coming for more exciting tutorials.
I hope you find this blog is very helpful while creating 3D Text Effect in Photoshop. Let me know in comment if you have questions regarding 3D Text Effect. I will reply you ASAP.
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Created on : 18 February 2015
I am game graphics designer at TheAppGuruz, I designed graphics for many 2D & 3D games. Here I am writing blog about one of my favorite concept of 3D graphics; love to share this with you.
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Game Development Process - How and How Not to Proceed
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By Stephen Burns
Repousse was the old title for the 3D engine in Photoshop. It has now been repurposed into 3D Extrusion in Photoshop CS6 Extended. We are going to explore a creative approach to creating a 3D scene exclusively in CS6. So let’s get started.
Workflow Overview
Workflow Overview
Step 1
Create a new file at 5×5 inches with a resolution of 200 PPI and type out text in all caps titled “PHOTOSHOP 3D”. When done go to the 3D menu and select “New 3D Extrusion from Selected Layer”.
Figure 1 -New 3D Extrusion from Selected Layer.
Figure 1 -New 3D Extrusion from Selected Layer.
Step 2
Immediately you get an extruded 3D version of your text. Photoshop will ask you if you would like to switch to the 3D interface. I recommend that you chose to work in the 3D space as shown in figure 2. You can move, rotate or pan your 3D object by accessing the Move tool (V) and your options bar will show you various options for navigating the 3D object. You can toggle through these options (rotate, roll, drag, slide & scale) by using the Shift V on the keyboard.
Figure 2 – View of New 3D Extrusion in 3D workspace.
Figure 2 – View of New 3D Extrusion in 3D workspace.
Step 3
You will see a small 3D widget that will allow you to move in the X,Y,Z axis where each axis is designated with a red (X), green (Y) and blue (Z) colors. Each is joined to a yellow cube, which designates the resize function for 3D objects. However, you can enlarge this widget to assist you in your workflow by holding down the Shift key on the keyboard then click and drag on the cube upward to enlarge the widget itself. You can also drag downward to reduce the size of the widget.
Figure 3 – Enlarge 3D Widget.
Figure 3 – Enlarge 3D Widget.
Step 4
Take note that you will be working quite a bit in two panels which are the 3D & Properties panels. In the 3D panel you have the ability to access your Environment, Scenes, Cameras and any 3D object. Select the “PHOTOSHOP 3D” object and take note that the options for that object are shown in the Properties Panel. By default the Mesh button is selected on the top left corner. Select the “Extrusion Depth” slider to get a feel for extending the length of the text as shown in figure 3.
Figure 4 – Extrude text
Figure 4 – Extrude text
Step 5
Now select the Deform button to the right of the Mesh and practice tapering the text extrusion. You can use the sliders to achieve this or click & drag on the widget symbols to twist, taper or extrude. For now taper the text and use the “Deformation Axis” to set the directions. Use figures 5,6 & 7 as guides.
Figure 5 – Taper towards the center
Figure 5 – Taper towards the center
Figure 6 – Taper towards the right.
Figure 7 – Taper towards the left
Step 6
Next, apply Twist to the extruded text and notice how fast and easy Photoshop CS6 executes this command. Once done experimenting set the text back to a standard extrusion and let’s moves on to beveling the text.
Figure 8 – Twist to the extruded text.
Figure 8 – Twist to the extruded text.
Applying Bevel to the Extruded Object
Now that you have a feel on how to quickly extrude and modify text into a 3D shape, lets learn how to apply a bevel to its surface.
Step 1
Select the Cap button to the right of the Distort button in the Properties Panel. Near the bottom of the Properties panel, target Angle and Strength to get a bevel similar to what you see in figure 9.
Figure 9 – Apply Bevel to text.
Figure 9 – Apply Bevel to text.
Step 2
Click on the Contour drop menu and you will see various options for creating a beveled edge effect. You can explore these as well as make some of you own.
Figure 10 – Explore bevel styles.
Figure 10 – Explore bevel styles.
Step 3
Near the bottom of the Properties panel you will see the Angle & Strength for the front inflation. This will balloon the face of the text outward or inward. The Angle controls the contour of the surface and the strength controls how far the surface will inflate or deflate as shown in figure 11 & 12. Finally, apply a simple rounded edge bevel and let’s move on to texturing our 3D objects.
Figure 11 – Explore Inflation.
Figure 11 – Explore Inflation.
Figure 12 – Explore Deflation.
Note: I have always found that changing the color designation for any of the selected 3D objects helped me in quickly finding my way around the 3D interface. Figure 13 shows some of my settings for visuals in the 3D space.
Figure 13 – 3D color preferences.
Texturing
Now that we have our objects they will not come to life until we apply an interesting surface to them. This is where we will explore how easy it is to apply preset or custom textures to our object.
Step 1
In the 3D panel select the “PHOTOSHOP3D inflation material”. Note that all of your options for its surface show up in the Properties panel.
Figure 14 – View of the Materials panel for the inflation surface
Figure 14 – View of the Materials panel for the inflation surface
Step 2
In the 3D Properties panel select texture preset submenu and apply any preset that you like. Don’t worry about which one because we will change it later. Just practice on applying various textures.
Figure 15 – Apply a preset to the Front Inflation.
Figure 15 – Apply a preset to the Front Inflation.
Step 3
If you end up with a bunch of surfaces and you plan to have the same surface for each one there is an easy way to copy and paste the same texture on all surfaces. Access the 3D Materials Eyedropper Tool on your tool panel.
Figure 16 – Access the 3D Materials Eyedropper Tool.
Figure 16 – Access the 3D Materials Eyedropper Tool.
Step 4
Physically place the eyedropper the front face of the font and click to sample that texture.
Figure 17 – Sample the texture on the text.
Figure 17 – Sample the texture on the text.
Step 5
Next, hold down the Alt/Opt key on your keyboard then click on the bevel of the text to apply the sampled texture to its surface. It’s that easy. Let’s talk about lighting next.
Figure 18 – Apply the Sampled texture to the text bevel.
Figure 18 – Apply the Sampled texture to the text bevel.
Lighting
Lighting in Photoshop CS6 Extended is a lot of fun. It’s fast and responsive with convincing results.
Step 1
On the right of the 3D Panel click the light button and target the Infinite Light1. You should see a 3D representation of the light source in Photoshop. In addition you will see a shadow on the ground plane representing the direction & angle of the light source. Take note that you can change the light angle by a Shift Click & drag the shadow on the ground plane.
Figure 19 – Target the Infinite Light1.
Figure 19 – Target the Infinite Light1.
Step 2
To help us see how the shadow is affected by the light, let’s quickly set the shadow on the ground (3D>Snap Object to ground Plane). Note that the main 3D object folder must be selected in the 3D panel for this option to be active as shown in figure 21. You can change the direction of the light.
Figure 20 – object above the ground plane.
Figure 20 – object above the ground plane.
Figure 21 –3D object snapped to the ground plane.
Step 3
You can make additional edits to your objects that are new in CS6. Target the internal Constraints for the “P” key located inside 3D panel as shown in figure 22. This is the constraint that makes the hole inside of the “P” object. Next, focus on the Properties panel and you will see the “Delete Constraint” button. Click it to see the effects of deleting the targeted constraint. You should something like what is shown in figure 23. However, you can create your own custom constraints via selections. For now, just draw a select in front of “P” key using the Lasso tool and in the Properties panel select “Hole” from the submenu for Type and watch Photoshop accurately create a new constraint. Use figure 24 as a guide.
Figure 22 -Target the “Delete Constraint” button.
Figure 23 – Results of creating a new Constraint.
Figure 22 -Target the “Delete Constraint” button.
Figure 23 – Results of creating a new Constraint.
Figure 24 –Create the Constraint.
Step 4
That’s not all you can do with text. You can edit it as well while it’s in 3D mode. Lets’ try it. Just right click over the text and you will get quick access to the Properties panel and click the “Edit Source” button on bottom of the panel (Figure 25).
Figure 25 – Click the “Edit Source”
Figure 25 – Click the “Edit Source”
Step 5
Change the text to “PS CS6 3D” as shown in figures 26 & 27. Pretty cool … huh?
Figure 26 – Click the “Edit Source” button.
Figure 27 – Resource of editing the text.
Figure 26 – Click the “Edit Source” button.
Figure 27 – Resource of editing the text.
Creating 3D from Painted Shapes
We are going to create a cliff for our text to sit on. We will do it using one of the square brushes in the Brush menu then extrude it into a 3D object.
Step 1
Use one of the square brushed of your choice to paint a shape with black on a new layer as shown in figure 28.
Figure 28 – Create painted shape on a new layer.
Figure 28 – Create painted shape on a new layer.
Step 2
Extrude the shape into a 3D object.
Figure 29 – Extrude the shape into a 3D object.
Figure 29 – Extrude the shape into a 3D object.
Note: Take note that you can see more than one camera view at a time. Click on the submenu for the additional camera view and select any view of your choice as shown in figure 30.
Figure 30 – Select additional camera view.
You switch the view to the main document by clicking the Swap Main & Secondary View button as shown in figure 31.
Figure 31 – Swap Main & Secondary View.
Figure 30 – Select additional camera view.
You switch the view to the main document by clicking the Swap Main & Secondary View button as shown in figure 31.
Figure 31 – Swap Main & Secondary View.
Step 3
Let’s apply some texture on the cliff using a photo. Select the extrusion material for the cliff.
Figure 32 – Select the extrusion material for the cliff.
Figure 32 – Select the extrusion material for the cliff.
Step 4
Now apply the texture on the cliff using a photo. Select the extrusion material for the cliff by clicking the submenu for the Diffuse button in the Properties panel. Click on Replace Texture and use the “texture-001.jpg”. You should see something like figure 33.
Figure 33 – Apply “texture-001.jpg” to the cliff’s extrusion.
Figure 33 – Apply “texture-001.jpg” to the cliff’s extrusion.
Step 5
Let’s give the cliff some texture as well. So target the bump in the same panel and load a new texture with “texture-001 bump.jpg”. Increase the bump strength to your liking until you should see something like figure 34.
Figure 34 – Apply “texture-001.jpg” to the cliff’s extrusion.
Merge 3D Objects
Figure 34 – Apply “texture-001.jpg” to the cliff’s extrusion.
Merge 3D Objects
So far the 3D objects are on separate layer so to get them to interact within the same scene we have to merge them. Let’s go do it.
Step 1
Select both 3D layers then merge them as a single 3D object (3D>Merge 3D Layers). Figures 35 & 36 show the before and after.
Figure 35 – Select 3D layers (before).
Figure 36 –After
Figure 35 – Select 3D layers (before).
Figure 36 –After
Step 2
Apply “texutue-003.jpg” to the front, bevel and extrusion of the 3D text. Adjust the light so that it is emitting from the extreme right corner at approximately 45 degrees of the text.
Figure 37 – Apply texture and change lighting.
Figure 37 – Apply texture and change lighting.
Step 3
Apply “texutue-003.jpg” to the front, bevel and extrusion of the 3D text. Adjust the light so that it is emitting from the extreme right corner at approximately 45 degrees of the text. Next, apply depth of field so that the focus favors the foreground then falls off toward the rear. Adjusts Distance and Depth until you get close to figure 37.
Figure 38 – Select the extrusion material for the cliff.
Figure 38 – Select the extrusion material for the cliff.
With some additional texturing to the cliff figure 39 was achieved.
Figure 39 – Final View.
Figure 39 – Final View.
Conclusion
I hope that enjoyed this article and that it has helped to spur your imagination as to what is possible with 3D in Photoshop CS6 extended. Experiment much and practice often to come up with your own discoveries.
About the Author
Stephen Burns (www.chromeallusion.com) has discovered the same passion for the digital medium as he has for photography as an art form. His background began as a photographer 28 year ago and in time, progressed toward the digital medium. His influences include the great Abstractionists & the Surrealists including Jackson Pollock, Wassily Kandinsky, Pablo Picasso, Franz Kline, Mark Rothko, Mark Tobey, and Lenore Fini, to name a few.
Stephen Burns has been a corporate instructor and lecturer in the application of digital art and design for the past 12 years. He has been exhibiting digital fine art internationally at galleries such as Durban Art Museum in South Africa, Citizens Gallery in Yokahama, Japan, and CECUT Museum Of Mexico to name a few. Part of his exhibiting won him 1st place in the prestigious Seybold International digital arts contest
Digital Involvement
He teaches Digital Manipulation Workshops Internationally as well as in his home town San Diego. He is an instructor on www.xtrain.com, Photoshop Café (photoshopcafe.com and a guest contributor to the Kelby Group. You will often see him as an instructor at Siggraph (www.Siggraph.org) leading the Digital Artistry Workshops.
Stephen Burns has been a corporate instructor and lecturer in the application of digital art and design for the past 12 years. He has been exhibiting digital fine art internationally at galleries such as Durban Art Museum in South Africa, Citizens Gallery in Yokahama, Japan, and CECUT Museum Of Mexico to name a few. Part of his exhibiting won him 1st place in the prestigious Seybold International digital arts contest
Digital Involvement
He teaches Digital Manipulation Workshops Internationally as well as in his home town San Diego. He is an instructor on www.xtrain.com, Photoshop Café (photoshopcafe.com and a guest contributor to the Kelby Group. You will often see him as an instructor at Siggraph (www.Siggraph.org) leading the Digital Artistry Workshops.
CS6 Superguide
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