In this lesson, step by step, you will learn how to create 3D text in Adobe Photoshop CS5. We will study such concepts as Repousse (Embossing), texturing a 3D grid, Bump Map, as well as learning how to operate a 3D camera.
In the first part of the lesson, we will create a 3D scene and focus on rendering the image, in the next lesson we will apply effects to achieve the final result.
This lesson is required Adobe Photoshop CS5 Extended, initial skills in working with the program, which can be studied in the section “Photoshop Tutorial” http://www.https://photobecket.com/articles.php.
Materials for the lesson:
Crumpled paper texture
Font Arista 2.0
For a wrinkled paper effect, load a texture.
Enable OpenGL feature
Embossing, which is necessary to create a 3D object, will not work with the inactive OpenGL function. To do this in the menu Edit – Preferences – Performance (Editing – Settings – Performance) in the section GPU Settings (GPU settings), check the box Enable OpenGL Drawing (Enable OpenGL drawing).
Further in the following settings Edit – Preferences – 3D (Edit – Settings – 3D) select the type of OpenGL drawing, in the section Interactive Rendering (Interactive Rendering).
Create a document of size 1024 * 768. Fill the background with a temporary color # 968e7b, we will change it in the second part of the lesson, now this color will help us keep track of the details as we work. Write the text in white, free font can download Arista 2.0 from the site. Size about 450pt, depending on your text. Write the letters on different layers in advance, this will allow you to move each letter yourself after conversion to a 3D object.
Select the first layer, if no more text changes are foreseen, then create a 3D layer from it via the menu 3D – Repousse – Text Layer (3D – Embossing – Text Layer). A window will appear, where you will be prompted to rasterize the text, without this in any way, so click Yes (Yes).
In the window Repousse (Embossing) select the following: Repousse Shape Presets (A set of chasing figures) – Inflate (Inflated), Extrude (Extrusion) change Depth (Depth) on 0.05, Inflate (Bulge) change Strength (Intensity) on 0.02, Bevel (Bevel) select in the menu Sides (Parties) Frontand back (Front and back) and change Width (Width) on five. These settings allow us to create a stroke for the object.
Click OK to confirm the settings. Notice how the layer icon in the Layers Palette has changed.
Repeat the previous steps with Embossing for the remaining letters.
Since all layers are separated, they do not affect each other, it is necessary to combine them into one scene. To do this, click on the first layer in the Layers Palette, hold down the key Ctrl, then click on the layer below.
When both layers are highlighted, combine them through the menu. 3D – Merge 3D Layers (3D – Merging 3D layers), the layers are now merged into one common 3D layer.
Repeat the previous step for the remaining letters: click on the top layer, then Ctrl + click on the bottom layer, merge the layers Merge 3d layers (Merge 3D layers).
And so on until the moment when only one 3D layer remains in the Layers Palette.
Open the 3D Palette, Window – 3D (Window – 3D). On the top panel, select the filter by Scene (The whole scene), the highlighted icon on the image below, this will show us all the objects in the 3D scene. With this display, you can select 3D objects and work with them separately from others.
Note: in the image below, the list of materials is collapsed so that you can see that all the objects are in the same Scene. But when you open the list for the first time, it will be expanded, if this does not happen, click on the left of any object on the small arrow to expand / collapse the list.
Each object has a group of grids (materials), which are used for texturing, glossing, etc. Click to start at M Front Inflation Material (M Material of the front bulge), before the name of the grid is the letter M, this is the name of the selected object with which you are currently working.
First we need to get rid of the unnecessary texture, if any. Click on the icon next to the function. Diffuse (Scattering), in the drop-down menu, select Remove Texture (Remove texture).
See how the icon has changed, the image of the folder means that the texture on the object is not superimposed. Next, select the color Diffuse (Scattering) # b53232.
Color, in itself, will not give us anything interesting. We will use Bump map (Relief map) to create a wrinkled paper effect. Bump map (Relief map) is a grayscale image in which a combination of light and shadow creates a relief on the surface.
Therefore, we first need to discolor the image. Open the crumpled paper texture http://spiteful-pie-stock.deviantart.com/art/Paper-Texture-78307923 in Adobe Photoshop, open Hue / Saturation (Hue / Saturation) through the menu Image – Adjustment – Hue / Saturation (Image – Correction – Hue / Saturation), change Saturation (Saturation) on -100. Save this image under any other name.
Go back to our original 3D scene document, and click on the folder icon next to Bump (Relief), in the drop-down list, select the item Load texture (Load texture), and select the image that we just bleached.
After downloading, click again on the same icon, this time select the item Edit properties (Edit properties) to edit texture settings.
In the window Texture Properties (Texture properties) change the parameters as shown in the image below.
Next, set any value of the parameter Bump (Relief), at your request. The higher the value, the more detail is highlighted on the texture. Can dwell on five.
Notice how when changing a parameter, the detail of the object changes. Do not pay attention to the low resolution image, at this stage it should be so.
In order not to repeat the previous steps for the remaining letters, we will save the material. To do this, click on the small arrow to the right of the circle of the sample material (indicated in the image below as 1), in the menu that opens, click on the arrow in the upper right corner (number 2), select the first item in the list New material (Create stuff).
Give the material a name.
Now, when you open the material selection menu, you will find a new material at the very bottom. Just click on it to apply the settings to the object.
Select the next grid. M Front Bevel Material (M material of the front bevel), remove the texture, change the color to # bcb8a4. Then change the parameters Reflection (Reflection), Gloss (Gloss) and Shine (Glitter), as in the image below. Now objects will be reflected in each other.
Save this material as the previous one.
Further, having everything we need, we will be able to reduce the time for ourselves to finalize the remaining letters. Select the desired object in the scene (another letter), click on the button Edit in repousse (Edit in the “Embossing” window). Settings will open Repousse (Embossing), in which the 3D object is edited separately from the entire scene.
In field Materials (Materials), open the menu All (All) and select the pre-created material to add shine to the object. This material will cover all sides of the 3D object.
For the party Front (Front), select the first created material – red wrinkled paper.
Repeat this step for the remaining letters of your work.
When you have decided on the texture, move on to the placement of the scene. You may need Grid (Grid). Click on the icon Toggle overlays (Hide auxiliary 3D elements), at the bottom of the 3D Palette, remove or check the checkboxes opposite those elements that you want to use to facilitate the work.
Take advantage of tools that manipulate a 3D camera, such as 3D Rotate Camera Tool (N) (Rotate 3D Camera tool) or 3D Roll Camera Tool (N) (3D Camera Rotation Tool) to change the viewpoint.
By arranging a 3D camera at your discretion, you can save its location and return to it at any time. To do this, in the settings tool, find the icon Save the current view (Save current view).
Name the new submission, click OK.
New camera location can be selected in the menu. View (View).
Tools relating to the grid, 3D-object, will scale or move the object.
Zoom in to make sure your letters do not touch the 3D base plane. How to enable the bottom grid, read at the beginning of step 7.
Finish with the location of the 3D objects, and the 3D camera. Now our work is ready for the final stage – rendering the scene.
In the 3D Palette, select the filter by Lights (Light), apply the settings shown below.
To create a shadow from the 3D scene, click on the upper right pointer in the 3D Palette, select Ground Plane Shadow Catcher (Capture the shadow on the base plane).
Before you start rendering, you can check, for starters, in a small area. Create a simple selection with the tool. Rectangular marquee tool (M) (Rectangular Area Tool) anywhere.
Then start local rendering. 3D – Progressive Render Selection (3D – Progressive selection rendering). To stop the procedure, press any key, for example Esc.
If everything suits you, select in the Palette 3D Scene (Scene), lower in the dropdown menu Quality (Quality) select item Ray traced final (Final ray tracing). Be patient, as rendering can take a long time. You can reduce its time by lowering the quality in the settings. Ray tracer (Ray tracing), Edit – Preferences – 3D (Editing – Settings – 3D).
At any time when the quality of the image will suit you, you can stop the rendering procedure. It is not necessary to wait for excellent quality, in the next lesson we will deal with the final editing work.
To be continued…