In this tutorial, you will learn how to use the Repousse tool (Chasinga) create stunning 3D text without using special 3D editors. We will use a lot of different materials to achieve the final result, and also add a few adjustment layers to improve it. Let’s start!
Materials for the lesson:
Mousou Record G Font
More Grunge vi texture by struckdumb
Repousse tool (Chasing) will not work if OpenGL is not activated. Therefore, go to Edit – Preferences – Performance (Editing – Settings – Performance) and activate the Enable OpenGL Drawing checkbox (Enable OpenGL Drawing).
Also go to Edit – Preferences – 3D (Editing – Settings – 3D) and choose OpenGL as the active visualizer.
Create a new document with a size of 1024×768 pixels or depending on the size of the text you will create. Then set the foreground color to # 4a4f65 and the back to # 161a28. Fill the background layer with a radial gradient (from the center to one of the corners).
Open the texture. More Grunge vi texture by struckdumb, then go to Image – Adjustments – Levels (Image – Correction – Levels) and change the value of Shadows (Shadow) at 70 and Gamma (Gamma) at 0.70.
Go to Image – Adjustments – Hue / Saturation (Image – Correction – Hue / Saturation) and set the parameter Saturation (Saturation) at -60.
Place the texture over the gradient background and change its blending mode to Overlay (Overlap), then, if necessary, adjust the size.
Create white text in capital letters using the Mousou Record G Font font. The size should be 255 pt, parameter Tracking (Tracking) set to 100 so that there is more free space between letters.
Go 3D – Repousse – Text Layer (3D – Embossing – Text Layer). A dialog box appears asking you to rasterize the text. Click OK, but note that you can’t edit it anymore.
1. Repousse Shape Presets (A set of chasing figures): select Inflate Sides (Swollen sides).
2. Extrude (Extrusion): Change Depth (Depth) at 0.1.
3. Inflate (Bloating): set the Angle (Angle) 100 and Strength (Intensity) at 0.05.
4. Bevel (Chamfer): from the Sides drop-down menu (Parties) select Front (Foreground), set the Height (Height) at 30, Width (Width) at 6 and select the contour Cove – Deep.
We created a basic 3D text base.
On the toolbar, select the Rotate Camera Tool (Camera rotation) (N) to change the viewing angle. You can change the value in numbers or simply move the 3D axis to the desired position.
If you do not see the 3D-axes, then they need to be activated. At the bottom of the 3D panel, click on the Toggle misc 3D extras (Hide auxiliary 3D elements) and choose 3D Axis (3D axis).
You can save the camera position by clicking the Save the current view (Save current view) on the options bar. The saved view can be selected from the View drop-down menu (View) on the same parameter panel.
Now we will apply the materials to each side of the mesh. First we need to open the 3D window pane – 3D (Window – 3D), then click on the small arrow to the left of the mesh name to expand the list of materials.
Selecting the material Front Inflation (Forward swelling) and begin to adjust its parameters. First, get rid of the Diffuse texture (Texture scatter). To do this, click on the icon, then select Remove Texture (Remove texture). The same steps must be performed for other materials.
After removing the texture, we change the parameter Reflection (Reflection) at 25, color Illumination (Glow) on # 323232, Gloss (Gloss) 80%, Shine (Shine) 80%, Specular (Highlight color) on # e7e7e7 and Refraction (Refractive index) at 1.46.
Click on the folder icon next to the Environment parameter (Ambient background), then select Load Texture (Load texture) and add texture to bokeh texture. This texture will appear in the reflected areas of the material.
Click on the Environment icon (Ambient background), then select Edit Properties (Edit parameters) and make sure that the U Scale (U-scale) and V Scale (V-scale) set to 1, and U Offset (U-offset) and V Offset (V-offset) to 0.
Selecting the material Front Bevel (Front chamfer), then change the color of the diffuse (Scattering) on # 006ddc, Opacity (Opacity) by 30%, Reflection (Reflection30), Illumination color (Glow) on # 002a5f, Gloss (Gloss) 95%, Shine (Shine) by 70%, Specular (Highlight color) to #fcfcfc, Ambient color (Lighting) on # 0042b4 and Refraction (Refractive index) at 1.768.
Select the material Extrusion (Extrusion), then change the color of the diffuse (Scattering) on # d4d3d2, use the Bokeh texture for Environment (Ambient background), change the Reflection (Reflection10), Illumination color (Glow) on # 323232, Gloss (Gloss) 80%, Shine (Shine) by 70%, Specular (Highlight color) on # e7e7e7 and Refraction (Refractive index) at 1.25.
For the material Back Bevel (Back chamfer) we will use the same colors and opacity values (Opacity) and Refraction (Refractive index), as for Front Bevel (Front chamfer), then change the Gloss (Gloss) 98% and Shine (Shine) by 82%. Set the same values for the material Back Inflation (Back swelling).
Click on the button Toggle the misc 3D extras (Hide auxiliary 3D elements) at the bottom of the 3D panel and select 3D Light (3D Light), can also activate 3D Ground Plane (3D plane of the base). Now you can see how the 3D lighting looks like in the illustration.
Now we fall below the materials to the parameters Light (Lighting). Use the Light Rotate Tool (Turning light) to change the position of the lighting. This can be done using the 3D axis or simply write the value in numbers in the parameters panel.
Infinity Light 1 (Infinite light 1): Make sure the intensity (Intensity) is set to 0.5.
Infinity Light 2 (Infinite light 2): Make sure that intensity (Intensity) is set to 0.4.
Infinity Light 3 (Infinite light 3): Make sure the intensity (Intensity) is set to 0.3.
You should get this result. Make sure the lighting is not too bright or dim.
Click on the arrow in the top corner of the 3D panel to bring up the menu, then select the parameters Ground Plane Shadow Catcher (Capturing the shadow on the base plane) so that the shadows are rendered without the need for an additional surface.
Click Scene (Scene) at the top of the 3D panel, then from the Quality drop-down menu (Quality) choose Ray Traced Final (Final ray tracing).
Final rendering may take several hours. The final result should be like this.
When rendering is done, pick up the Rectangular Marquee Tool (Rectangle selection) (M) and in the empty area create a selection of 80×233 pixels. You can check the size in the Window Info window information panel or create a selection with a fixed size.
Create a new layer under the 3D layer and call it “Gradient”. Set foreground color to # 56d4df m rear on # 208dad, take the gradient tool (Gradient) (G), select the mirror gradient from the foreground to the background and fill them with the canvas from the center of the selection to one of the sides.
Go to Select – Deselect (Selection – Deselect Selection). Then apply Filter – Blur – Motion Blur (Filter – Blur – Motion Blur), set the Angle (Angle) at 90 and Distance (Distance) to 500.
Duplicate (Ctrl / Cmd + J) the gradient layer and move the copy slightly to the right.
Select both gradient layers, go to Layer – Merge Layers (Layer – Merge Layers), then duplicate the resulting layer. Hide the duplicate layer by clicking on the eye icon next to the layer thumbnail.
Ensure that the visible gradient layer is active. Press Ctrl / Cmd + T to activate Free Transform (Free transformation), then hold down the Ctrl / Cmd key and move the gradient corners to create the illusion of a volumetric background for the text.
You may need to move all four corners to get the desired result. When finished, press Enter / Return to exit the free transform mode. Again make a visible copy of the gradient layer.
We perform the same actions with a copy, but this time it is necessary to correct the gradient vertically so that it is perpendicular to the original. After that, we merge the two gradient layers together and call the result “Gradient background”.
Click on the button Create new fill or adjustments layer (Create a new fill or adjustment layer) at the bottom of the layers panel and select Hue / Saturation (Hue / Saturation). Change the value of Hue (Color tone) at 19 and Saturation (Saturation) at -50.
Make sure the adjustment layer is under the 3D layer and only affects the background.
Set foreground color to # cbf6f4 and take a soft round brush (B) 30 pixels in size, then create a new layer above all previous ones, call it “Dots” and change the blending mode to Overlay (Overlap).
Begin to add bright spots on the blue part of the text.
Go to Filter – Blur – Motion Blur (Filter – Blur – Motion Blur), set the Angle (Angle) to 0 and Distance (Distance) on 10.
Reduce the opacity of the “Dots” layer to 30% or any other value to get the desired brightness of the spots.
Click on the button Create new fill or adjustments layer (Create a new fill or adjustment layer) and select Photo Filter (Photo filter), then in the appeared window install Warming Filter (81) (Warm filter).
Again press the button Create new fill or adjustments layer (Create a new fill or adjustment layer), this time choose Gradient Map (Gradient map). Then we change the blending mode of the adjustment layer to Multiply (Multiplication) and reduce the opacity (Opacity) up to 70%.
Open the gradient settings window by double-clicking on its miniature on the layers panel.
We will use only two colors, on the left – # 6fb3b3, right – white (#ffffff).
Make sure all adjustment layers are at the very top of the layers panel. Thanks to them, we have increased the intensity and brightness of the image colors.
The final result.