Making brilliant 3D text in Photoshop

The elevation map in Photoshop is a great way to create unique 3D objects. In this tutorial, you will learn how, using textures, 3D tools and adjustment layers, create brilliant three-dimensional text with ruffles. Let’s start!

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

1. Create a work path from the text

Step 1

Create a new document with a size of 1250 x 800 pixels. Then use the Shintia Script to write the text and set its size to 350 pt.

Step 2

Right click on the text layer and select CreateWorkPath (Create a work path).

Step 3

Take DirectSelectionTool (A) (Partial selection). On the top panel, click on the icon Pathoperations (Contour operations) and select MergeShapeComponents (Combine the components of the figure).

2. Create a texture for the frills.

Step 1

Take RectangularMarqueeTool (M) (Rectangular selection) and create a small selection on the border of one of the letters. This piece will be a repeating element of the entire texture, so the size of the selection will be equal to the size of a single piece of frill.

After creating a selection, add a new layer and name it “Pattern”.

Step 2

Take GradientTool (G) (Gradient) and set the color to white and black.

Then on the top panel choose the mirror gradient and the color from the foreground to the background (from white to black).

From the center of the selection, draw a line to the lower or upper edge to fill it with a gradient.

Step 3

Without removing the selection, go EditDefinePattern (Editing – Determine the pattern), enter the name “Frill” and click OK.

Press Ctrl + D to remove the selection.

3. Apply the texture to the stroke.

Step 1

Hide the “Pattern” layer by clicking on the eye icon in the layers panel. Under this layer create a new layer and call it “Frill”.

Step 2

Move on EditFill (Edit – Run Fill) and set Contents (Content) on Pattern (Regular).

Next, select the pattern “Frill”, which we created above. Activate Script (Scenario), next to the drop-down menu, select PlaceAlongPath (Place along the contour) and click OK.

Step 3

A window will appear PlaceAlongPath (Place along the contour) with settings.

PatternScale (Pattern scale): 1 (Change this parameter to change the size of the ruffle.)

Spacing (Intervals): 0 (With this parameter we specify that the individual elements of the frill do not overlap each other.)

Activate Adjustspacingtofit (Adjust the intervals by size).

Anglefrompath (Angle from contour): -90 (Due to this, the frill will follow the direction of the working contour.)

Distancefrompath (Distance from the contour): 0 (With this parameter we will center the pattern clearly along the contour.)

Uncheck with Alternatepatterns (Other patterns) so that the pattern does not repeat on the opposite side of the contour.

Scaleprogression (Scaling progression): 100 (This is necessary so that the size of the pattern is the same along the entire length of the contour.)

Remove selection with Skipsymbolrotation (Skip symbol rotation) so that the frill follows the direction of the working contour.

Colorrandomness (Random color): 0

Brightnessrandomness (Brightness arbitrariness): 0.5 (Due to this parameter, the brightness of individual elements will vary, making the texture more diverse.)

Step 4

By pressing OK, the work path will be outlined with the pattern “Frill”.

Hold down the Ctrl key and click on the thumbnail of the text layer in the layers panel to load its selection.

Step 5

Make sure that the Frill layer is active, then press the Delete button twice to remove the work path and the inside of the frill.

When finished, remove the selection.

4. Create 3D layers

Step 1

Select the text layer, call it “Text” and go to 3DNew 3DExtrusionfromSelectedLayer (3D – New 3D extrusion from selected layer).

Step 2

Select the “Frill” layer and go to 3DNewMeshfromLayerDepthMaptoPlane (3D – New Grid from Layer – Depth Map – Plane).

This team will create a so-called depth map, squeezing the light areas forward and the dark ones backwards.

Step 3

Select both 3D layers and go 3DMerge 3DLayers (3D – Merge 3D layers).

5. How to work with a 3D scene

Step 1

In order to have access to the parameters of 3D objects, we need to open two panels: 3D and Properties (Properties) (both are in the main menu Window (Window)).

The 3D panel contains a list of all the components of the scene and, if you select one of them, we can edit its parameters in the panel. Properties (Properties). Therefore, always pay attention to whether the desired object is selected before editing it.

Step 2

If activate MoveTool (V) (Move), a set of special 3D modes will appear at the top of the options bar.

If you select one of them, then with the selected object of the scene you can make certain manipulations (move, rotate, scale, etc.).

We will also use these modes to change the view from the camera.

6. Editing the settings with a 3D object

Step 1

On the 3D panel, select the component with the text and set it on the property panel. Extrusion depth (Extrusion Depth) by 5.

Step 2

At the top of the panel Properties (Properties) go to the tab Cap (Capital) and parameter Sides (Parties) set on FrontandBack (In the front and in the back).

Also install BevelWidth (Chamfer width) by 1, Contour (Contour) – on HalfRound (Semicircle) and InflateStrength (Bloating – Intensity) – by 15%.

7. Scale the depth map.

Step 1

On the 3D panel, select the component DepthMap (Depth map) and activate the tool MoveTool (V) (Move) to allow access to 3D axes.

The arrows at the ends of the axes move objects, a small arc that goes further is responsible for turning, and with the help of a cube you can scale the object. The central cube from which the axes extend is needed for uniform scaling of the object. To perform an action with the axes, simply click on them and drag the mouse.

Draw a cube on the arrow to compress the height map along the Z axis.

Step 2

Before rendering the final image, you can freely scale the components of the scene, so now do not try to adjust the perfect size. Make the lines look like frills, that will be enough.

8. Adjust the position of the 3D components.

Step 1

Choose a component CurrentView (Current view) and on the property bar in the menu View (View) install Front (Front).

Step 2

Next we have to scale the text until it fits inside the frill.

To do this, you can use the 3D axes or enter exact values ​​on the property bar on the tab Coordinates (Coordinates).

You can also click on the scaling icon on the property bar and select UniformScaling (Uniform scaling). Just make sure there are no empty or overlapping places on the text.

Step 3

When finished, select both 3D components and set them on the X axis at 90.

Step 4

On the 3D panel, select each component individually, click on the menu button in the upper right corner and select MoveObjecttoGroundPlane (Move the object to the base plane).

Step 5

We switch to the standard view from the camera and inspect the text from different angles to make sure everything looks good.

If necessary, lift the frill a little higher so that it clearly crosses the center of the text.

9. Customize materials

Step 1

Select the component of the “Frill” depth map and go to the tab Materials (Materials) on the property bar. Opposite parameter Diffuse (Scatter) click on the texture icon and select RemoveTexture (Remove texture).

Do the same with the texture. Opacity (Opacity).

Step 2

Select all materials and text and ruffles, then go to the properties panel and customize (color values ​​are in RGB format):

  • Diffuse (Scattering): 81, 173, 13
  • Specular (Color of flare): 232, 223, 186
  • Shine (Glitter): 85
  • Reflection (Refractive index): 16

10. Add a relief texture.

Step 1

Select the text material FrontInflationMaterial (The material of the front bulge). Then click on the folder icon next to the parameter Bump (Relief) and choose LoadTexture (Load texture). Select the texture Front Bump.

Step 2

Click on the folder opposite icon Bump (Relief) and choose EditUVProperties (Edit UV properties).

Step 3

Customize Tile (Mosaic) based on how much relief you want to get the surface of the text.

Step 4

Decrease Bump (Relief) to 1 or you can use another suitable value.

11. Save the camera view.

Step 1

Select the appropriate view from the camera, which will be on the final version.

Step 2

Then click on the component CurrentView (Current view) and on the property bar in the menu View (View) choose Save (Save).

Step 3

We write the appropriate name for this type of camera and press the OK button.

Step 4

By this we saved the current view from the camera on the panel. 3D and Properties (Properties).

12. Adjust the lighting

Step 1

Select the component InfiniteLight (Infinite Light), go to the properties panel and parameter Type (Type) install on Spot (Directed).

Step 2

Click on the button PointatOrigin (Direct to the origin) to correct the original direction of the light, then press the button MovetoView (To viewing) to see the light source within sight of the camera.

Step 3

Install Intensity (Intensity) by 10%, ShadowSoftness (Shadow – Smoothing) – by 30%, Hotspot (Center of Illumination) – by 26.2, Cone (Cone) – 47.

Then activate LightFalloff (Light decay), set Inner (Internal radius) at 350 and Outer (Outer radius) – by 1000.

Do not forget that you can adjust the lighting as you like, depending on what result you want to get.

Step 4

Using MoveTool (V) (Move) or tab Coordinates (Coordinates) on the property bar, move the light source around the scene to find the best location.

Step 5

On the 3D panel, select the component Environment (Wednesday) and go to the properties panel. Click on the texture icon next to IBL (ISBI), choose ReplaceTexture (Replace the texture) and load the image with lighting devices.

Step 6

Customize IBL (ISBI) and install Intensity (Intensity) by 60% and GroundPlaneShadowsOpacity (Baseline – Shadows – Opacity) – 50%.

Step 7

Move the picture until we get the desired result. This is quite an important step, since the lighting texture partially affects the visualization of the final result.

13. Create a base plane

Step 1

Above the 3D layers on the layers panel, add a new one, call it “Base” and fill it with white.

Step 2

Move on 3DNewMeshfromLayerPostcard (3D – New mesh from layer – Postcard).

Step 3

Choose a component CurrentView (Current view), on the property bar, open the menu View (View) and find there the name of our original 3D text layer.

Step 4

Merge the Base layer with the original 3D layer. It is very important that the 3D layer is under the “Base”, because the upper layer will inherit the lower lighting settings.

After merging, set the angle of rotation along the X axis of the Base component to 90 and use the command MoveObjecttoGroundPlane (Move the object to the base plane).

Step 5

Move the base plane until it fills the current view from the camera, if necessary, we scale it.

14. Create the background material.

Step 1

Go to the tab Materials (Materials) component “Foundation”. Click on the texture icon next to Diffuse (Scattering) and choose ReplaceTexture (Replace texture). Apply the texture of plywood.

Step 2

Again, click on the texture icon next to Diffuse (Scattering) and choose EditTexture (Edit texture).

Step 3

As a result, a file with our texture will open.

Click on the button Createnewfilloradjustmentslayer (Create a new fill or adjustment layer) at the bottom of the layers panel and select Hue/Saturation (Hue / Saturation).

Step 4

Install Hue (Color tone) at -20 and Saturation (Saturation) – at -80.

Step 5

Add an adjustment layer Levels (Levels) and set Gamma (Middle tones) by 1.5.

Save all changes (Ctrl + S) and close the file with the texture to go back to the 3D text.

Step 6

Remove texture from parameter Opacity (Opacity) and set up the material “Foundation”:

  • Specular (Color of flare): 199, 199, 199
  • Illumination (Glow): 17, 17, 17
  • Shine (Glitter): 20

Step 7

Configuring parameters UVProperties (UV properties) texture Diffuse (Scattering).

15. Create a normal map

Step 1

Normal maps allow you to create an illusion of volume and detail on a 3D object using RGB channel data that is projected on the X, Y, and Z axes in 3D space.

To create such a map, click on the folder icon next to the Normal parameter in the lower part of the properties panel and select GenerateNormalsfromDiffuse (Create normals from diffuse texture).

Step 2

As a result, a window will open. GenerateNormalsfromDiffuse (Create normals from a diffuse texture), in which you can use a copy of the diffuse texture to create a normal map.

At the top of the window set LightningPreset (Set of lighting) on DefaultLights (Light by default). Then down Object (Object) install on CubeWrap (Cubic deformation), since it is most similar to the plane of the base.

After that we can click and drag the cube on the preview screen and see the result from different viewing angles.

Install Blur (Blur) 2.5 to smooth out the details, and DetailScale (Scale details) – 20%, so that they are less noticeable.

Play with the settings until you get the desired result, then click OK.

Step 3

We adjust the UV properties of the normal map to match the UV properties of the diffuse texture..

If you don’t like the result, you can delete the normal map and regenerate it using other settings.

16. Create Frill Pieces

Step 1

Create a new layer above all the previous ones, call it “Pieces” and take PenTool (P) (Feather).

On the parameters panel, set the mode to Path (Contour) and start creating short outlines around the text.

Click at one point and drag the mouse to create a curve, then hold down the Ctrl key and click in an empty place of the document so that the created contour becomes inactive, then draw the next one.

Step 2

We apply a “Frill” pattern to the contours, as we did with the text. Then convert the layer to the 3D layer, set up the camera and merge the ruffle pieces with the main 3D layer.

After that, reduce them and apply the same material settings as for the frill text.

17. Visualize the finished scene and add the final touches.

Step 1

Having finished setting the scene, go 3DRender 3DLayer (3D – Rendering the 3D layer). The visualization of the final image can take quite a long time, but at any time the process can be stopped by pressing the Esc key.

After the end of the rendering, right-click on the 3D layer and select ConverttoSmartObject (Convert to smart object). This will prevent accidental changes to the 3D layer.

Step 2

Add an adjustment layer Levels (Levels), set Shadows (Shadows) by 20 and Highlights (Lights) – by 250, to slightly increase the contrast.

Step 3

Add an adjustment layer SelectiveColors (Selective color correction) and customize it:

Yellows (Yellow)

  • Cyan (Blue): 30
  • Magenta (Purple): 20
  • Yellow (Yellow): 10
  • Black (Black): 9

Greens (Green)

  • Cyan (Blue): 35
  • Magenta (Purple): 10
  • Yellow (Yellow): 35
  • Black (Black): 5

Whites (White)

  • Black (Black): -30

Step 4

Add a fill layer Gradient (Gradient) and choose a gradient from transparent to color (color set to # 727571 (left) and # 181e14 (right)).

Install Style (Style) on Radial (Radial) and Scale (Scale) – by 200.

After that, change the layer blending mode to SoftLight (Soft light) and install Opacity (Opacity) by 25%.

Congratulations, we are done!

At the beginning of the lesson, we added a text layer and transformed it into a work path. Then they created a gradient pattern and filled them with a stroke, which is the basis for future frills.

Next, we converted the layers into 3D objects and worked with their settings and materials, and then set up the scene lighting and camera view.

At the end, we added a base plane and pieces of frill, visualized the scene and applied several adjustment layers.

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

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