Create metallic 3D text with spikes in Photoshop

In this tutorial, I will show you how to create metallic 3D text with spikes using 3D Photoshop tools, textures, adjustment layers, and filters. Let’s start!

I was inspired to create this effect by the numerous layer styles available on GraphicRiver.

Download with materials for the lesson

1. Create 3D text

Step 1

Create a new document with a size of 1000 x 850 pixels with a white background.

In capital letters we write any text using the font Squada One. Install Size (size) text at 250 pt and Tracking (Letter spacing) at 150.

Step 2

Move on 3D – New 3D Extrusion from Selected Layer (3D – New 3D extrusion from selected layer).

2. We work with a 3D scene

Step 1

To constantly have access to the 3D parameters, through the menu Window (Window) open two panels: 3D Panel (3D panel) and Properties (Properties).

On the 3D panel you can see a list of all the elements included in the scene. If you click on any of them, its properties will appear on the Properties panel. Therefore, before making changes, be sure to select the desired item.

Step 2

If you activate the tool Move Tool (V) (Move), special 3D modes will appear.

By selecting one of them, you will be able to perform certain actions with the scene element selected on the 3D panel (move, rotate, etc.).

We use these modes to set up a convenient view of the workspace.

3. Configure the 3D grid and capital

Step 1

On the 3D panel, select a component with text and set it on the property panel. Extrusion Depth (Extrusion Depth) by 55 pixels.

Step 2

At the top of the property bar, go to the tab Cap (Capital). Install Sides (Parties) on Front and Back (In the front and in the back), Bevel – Width (Chamfer – Width) – by 5% and Contour (Contour) – on Half Round (Semicircle).

4. Create a 3D cone

Step 1

Above the 3D layer, add a new layer, fill it with white color and call it “Cone”.

Step 2

Move on 3D – New Mesh from Layer – Mesh Preset – Cone (3D – New Grid from Layer – Grid Set – Cone).

Step 3

On the 3D panel, select the component Current View (Current view), then on the property bar in the drop-down menu View (View) select our 3D text.

Step 4

On the layers panel, select both 3D layers and go to 3D – Merge 3D Layers (3D – Merge 3D layers).

5. Scale 3D objects

Step 1

Select the component “Cone”, then activate Move Tool(V) (Move) and with the help of 3D-axes adjust the size of the cone.

The arrow at the end of the axis is responsible for moving the element, the curved rectangle for the rotation, and the cube for the scaling. The white cube, from which the axes exit, is responsible for the uniform scaling of the element (all axes at once, and not separately). To use them, simply click the left mouse button and pull.

Step 2

Also on the tab Coordinates (Coordinates) you can change the position and size of an object using numeric values.

We press the button Scale (Scale) and remove the check mark opposite Uniform Scaling (Uniform scaling) if you do not want the cone to scale proportionally.

Step 3

We need a long and thin cone, so we increase it along the Y axis.

The final size of the cone depends on how many and what size the spikes should be.

6. We use different types of camera

Step 1

After creating one spike, we must duplicate it and distribute copies of all the letters.

To more accurately and accurately perform the task, we will switch the view from the camera.

On the 3D panel, select the component Current View (Current view) and on the property bar drop-down menu View (View) choose Front (Front).

Step 2

By setting the view from the camera, you can zoom in or out, or move it with the tool. Move Tool (V) (Move) and 3D modes.

After setting the desired view, select the cone object and place it in the right place.

First, you can use the 3D axes, and then more precisely correct the position on the panel Coordinates (Coordinates).

Step 3

I also recommend switching to the view. Top (Above). From this angle you will be much more convenient to work and place the spikes.

7. Create Object Instances

Step 1

On the 3D panel, right-click on the “Cone” component and select Instance Objects (Create Object Instances).

As a result, a copy of the object will appear, tied to the original. All changes, such as customization of materials made to the original, will automatically be applied to the copy.

Step 2

Move the copy along the Z axis and place it behind the original.

Step 3

Create as many copies of the spike as needed to fill the entire width of the letter.

If you need to adjust the size of the spikes, then go to the tab Coordinates (Coordinates), change the scale, and then apply new values ​​to the other copies.

Make sure the copies are on the same line and the same distance between them.

8. Create spikes

Step 1

Select all components with spikes in the 3D panel, click on them with the right mouse button and select Instance Objects (Create Object Instances). As a result, copies of all three spikes will appear, which can also be transformed separately.

Use a different camera view, 3D axes and coordinates to change the rotation and location of copies.

Step 2

Create as many instances of thorns as needed to fill in all the text, as shown below.

Step 3

When finished, select a random spike and pull it along the Y axis to make it longer.

Step 4

Use a different view from the camera to adjust the position of the spikes after scaling.

Step 5

Repeat the process and pull out a few more random spikes.

9. Create a metal effect.

Step 1

On the 3D panel, select the component Cone_Material (Material_conus), click on the button Diffuse (Scattering) on ​​the property bar and select Replace Texture (Replace texture). Open the file “9.jpg” from the set with seamless metal textures.

Step 2

Click on the icon again. Diffuse (Scattering) and choose Edit Texture (Edit texture).

Step 3

A file with the selected texture will open. Add a fill layer Layer – New Fill Layer – Solid Color (Layer – New fill layer – Color) and select the color # ffae21. Change the blending mode of the fill to Linear Burn (Line dimmer).

Save the document and close it.

Step 4

Adjust the remaining parameters (color values ​​in RGB format):

  • Specular (Color of the flare): 191, 191, 191
  • Shine (Brilliance): 80%
  • Reflection (Reflection): 50%
  • Roughness (Smoothness): 3%

10. Save 3D materials

Step 1

Click on the material selection button, then click on the button in the form of a gear and in the menu that appears, select New Material (Create stuff).

Step 2

In the field with the name enter “Material_conus” and click OK. As a result, our material will be added to the general list, and we can at any time apply it to other objects.

11. Create the front bump material

Step 1

Select Front Inflation Material (Material front bump) text, click on the button Diffuse (Scattering) and choose Load Texture (Load texture). Select the file “15.jpg” from the set with seamless metal textures 5.

Step 2

Press the button again Diffuse (Scattering) and choose Edit UV Properties (Edit UV properties).

Step 3

At your discretion, we customize Tile (Mosaic) and click OK.

Step 4

Configure the remaining parameters:

  • Specular (Highlight color): 100, 100, 100
  • Shine (Glitter): 50%
  • Reflection (Reflection): 5%

12. Add relief

Step 1

Click on the button in the form of a folder opposite the parameter Bump (Relief) and choose Load Texture (Load texture). Select the file “10.jpg” from the set with seamless metal textures 5.

Step 2

Set the parameter Bump (Relief) at 25 and adjust the UV-properties of the texture to match the properties Diffuse (Scattering).

When finished, save the material.

Step 3

Choose Extrusion Material (Material extrusion) text, open the materials selection panel, scroll down to the icon Front Inflation Material (The material of the front bulge) and select it to apply to the material extrusion.

13. Configure the remaining parameters of materials

Step 1

Select the component with the text and install Texture Mapping (Texture mapping) on Tile (Mosaic).

Step 2

Select component again Extrusion Material (Extrusion material) and, if necessary, adjust the UV properties of the parameters Diffuse (Scattering) and Bump (Relief).

Step 3

Choose Front Bevel Material (Material of the front bevel) and Back Bevel Material (The material of the rear bevel) and apply to them the material of the cone. Also apply Front Inflation Material (Material of the front bulge) to Back Inflation Material (The material of the rear bulge).

14. Adjust the lighting and visualize the scene.

Step 1

Choose a component Infinite Light one (Infinite Light 1), set Intensity (Intensity) by 60% and Shadow – softness (Shadow – Smoothing) – by 30%.

Step 2

Via Move Tool (V) (Move) or tabs Coordinates (coordinates) select the most successful location of the light source.

Step 3

Choose a component Environment (Wednesday), click on the button IBL (ISBI), choose Replace Texture (Replace texture) and open the picture from the living room.

Step 4

Install Intensity (Intensity) by 50% and move the image to get the desired effect.

Before the final rendering, you can still return to the lighting options. Infinite Light (Infinite light) or Environment (Wednesday) and adjust their settings and location.

Step 5

Under the 3D layer, insert the texture of the tree, call the layer “Background Texture”, adjust the size so that the picture fits neatly into the size of the document, and select the type of camera that we will visualize.

Do not worry about empty areas, we will fill them in later.

Step 6

Finished with the camera, go 3D – Render 3D Layer (3D – Rendering the 3D layer). Rendering can take a lot of time, but you can stop it at any time by pressing the Esc key.

After rendering, right-click on the 3D layer and select Convert to Smart Object (Convert to smart object) in order not to accidentally spoil the layer.

15. Apply texture

Step 1

Above the 3D layer we place the texture of the concrete and name the layer “Texture Overlay”. Change texture blending mode to Color Burn (Dimming the base), if necessary, adjust its size, then right-click and select Create Clipping Mask (Create clipping mask).

Step 2

Double click on the “Texture Overlay” layer to open the window Layer Style (Layer style).

We need to adjust the slider Underlying Layer (Subject layer) parameter Blend If (Overlay if). Hold down the Alt key, click and drag the left slider to split it into halves. As you move the sliders, notice how the texture begins to blend into the text. This option will help us to keep the dark areas of the text from overlapping their texture.

16. Customize the background texture.

Step 1

Choosing a tool Crop Tool (C) (Crop), on the top panel, remove the check mark from Delete Cropped Pixels (Remove cut-off pixels) and move the sides of the frame to remove empty areas.

When finished, press Enter to accept the changes.

Step 2

Select a layer with a background texture and turn Image – Adjustments – Levels (Image – Correction – Levels). Set the white slider Output Levels (Output values) at 147.

Step 3

Move on Image – Adjustments – Hue/ Saturation (Image – Correction – Hue / Saturation). Install Hue (Color tone) at -13, Saturation (Saturation) – at -31 and Lightness (Brightness) – at -40.

Step 4

Double click on the layer with the background texture and apply the layer style Color Overlay (Color overlay) with the following parameters:

  • Color classification: # 655d52
  • Blend mode (Blend Mode): Overlay (Overlap)

17. Add a vignette

Step 1

Above the background texture we add a new layer and call it “Vignette”.

Take Brush Tool (B) (Brush) and set the foreground color to # b7b7b7.

Step 2

Change the blending mode of the “Vignette” layer to Linear Burn (Linear dimmer) and decrease Opacity (opacity) up to 70%.

Take a large soft brush (B) and set it on the top panel Opacity (Opacity) by 10%. We carry the tool along the edges of the document to create a vignette effect. As you work, you can change the opacity of the brush so that the result is more accurate and elaborate.

18. Apply dimming and lightening.

Step 1

Above all previous layers add adjustment layer Layer – New Adjustment Layer – Curves (Layer – New adjustment layer – Curves) and on the layers panel select its mask.

Step 2

Move on Image – Apply Image (Image – External channel). Install Layer (Layer) on Merged (United) Channel (Channel) – to RGB and Blending (Overlay) – on Linear Burn (Line dimmer).

Step 3

Change the blending mode of the adjustment layer Curves (Curves) on Luminosity (Brightness). Adjust the curves and move the center point a little higher to slightly lighten the lighted areas of the scene.

Step 4

Duplicate (Ctrl + J) layer Curves (Curves) and move the center of the copy just below to make the shaded areas darker.

In order for the copy to act on the dark areas, we must invert its mask. To do this, select the mask on the layers panel and press Ctrl + I.

19. Apply filters High Pass (Color Contrast) and Noise (Noise)

Step 1

Above all previous layers create a new one and call it “Color Contrast”.

Press the Shift + Alt + Ctrl + E key combination to merge all visible layers on a separate new one, and change its blending mode to Soft Light (Soft light).

Step 2

Move on Filter – Other – High Pass (Filter – Other – Color Contrast) and set Radius (Radius) on 1.

Step 3

Above the previous layers, create another new one and call it “Noise”.

Move on Edit – Fill (Editing – Fill), install Contents (Content) on 50% Gray (50% gray) and click OK.

Step 4

Transform the “Noise” layer into a smart object and change the blend mode to Soft Light (Soft light).

Step 5

Move on Filter – Noise – Add Noise (Filter – Noise – Add noise), set Amount (Effect) on 3 and Distribution (Distribution) – on Uniform (Uniform), then tick the box Monochromatic (Monochrome) and click OK.

Step 6

Duplicate the “Texture Overlay” layer, move the copy to the very top of the layers panel and reduce it Opacity (opacity) up to 50%.

Congratulations, we are done!

At the beginning of the lesson, we created 3D text and a cone, set up their parameters and applied materials.

Then we adjusted the lighting, added a background and rendered the finished 3D scene. After that, using textures, adjustment layers and styles, we adjusted the color and contrast.

In the end, we applied the Color Contrast and Noise filters to get the final result.

Feel free to leave comments, suggestions and share your results.

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