Photoshop CS5 Extended One-on-One: 3D Fundamentals

Photoshop CS5 Extended One-on-One: 3D Fundamentals

with Deke McClelland

 


In the first installment of his new Photoshop Extended One-on-One series, Deke McClelland covers the basic techniques for working with 3D in Photoshop, showing how to create textured type and drawing objects that can be manipulated in 3D space. The course covers creating 3D type with Repoussé; moving, scaling, and rotating objects along the X, Y, and Z axes; applying materials to create believable textures; adding realism with lighting, shadows, and contrast; and more. Exercise files are included with the course.
Topics include:
  • Creating basic 3D shapes
  • Converting 2D art to 3D
  • Using the Camera Rotate tool
  • Cutting holes from shapes
  • Rotating and positioning by the numbers
  • Importing a model from Google SketchUp
  • Assigning materials and lights
  • Setting orientation and position
  • Designing a custom bump map
  • Modifying the attributes of a material
  • Adding a person to a 3D scene

show more

author
Deke McClelland
subject
3D + Animation, Photography, Visual Effects
software
Photoshop CS5
level
Intermediate
duration
5h 17m
released
Mar 29, 2011

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Introduction
Welcome to One-on-One
00:04Hi! I am Deke McClelland.
00:05Hello and welcome to Photoshop CS5 Extended One-on-One: 3D Fundamentals,
00:12the first installment in my four part series on 3D in Photoshop.
00:18My purpose is to walk you through Photoshop's 3D features as if I were teaching
00:23them to you in a classroom or corporate consulting environment, except that
00:27instead of either of us getting lost in a sea of students, it's just you and me, one-on-one.
00:34Adobe sells two varieties of Photoshop CS5.
00:38The standard version, which offers no 3D features whatsoever, and the more
00:43expensive Extended version, which includes an astonishing wealth of 3D.
00:48You will need Photoshop CS5 Extended to follow along with this course.
00:54In this course, I will show you how to assemble and create 3D objects, light
01:00those objects and wrap them in materials,
01:03combine objects into scenes and raytrace the scenes to create shadows and reflections.
01:09I will also show you how you can blend and mask your 3D scenes against
01:15photographic environments to create exquisitely realistic effects.
01:20In the mean time, the following introductory exercises are all about setting up
01:25Photoshop so that you and I achieve the same results.
01:28If you haven't yet worked your way through one of my standard Photoshop CS5
01:33One-on-One series, please follow along with these movies.
01:36If you're a One-on-one veteran, you can skip these movies and make your way to
01:41Chapter 1, which is called "What Photoshop CS5 Extended can do".
01:46And that frankly is where the real fun begins.
01:50In either case, prepare yourself for a whole new world of opportunity in Photoshop.
Collapse this transcript
Making Photoshop your default image editor on a PC
00:00Now the purpose of this movie is to show you how to make Photoshop your default
00:03image editor, so you can double click on an image file at the desktop level and
00:07have it open by default inside Photoshop.
00:10Now, this specific movie is designed for you Windows users. I am working on a PC right now.
00:15If you are a Macintosh user, skip to the next movie instead, where I show you how
00:19to do the exact same thing on the Mac.
00:21Now, I am looking at the contents of the 00_setup folder found inside the
00:24exercise_files folder that's available to those of you who are Premium members
00:28or have access to the DVD. You can see we have got three files all of which
00:32seem to be called Welcome. Well they actually have different extensions.
00:36To see those extensions, you have to go over to the Organize menu here under
00:40Windows 7 and choose Folder and search options.
00:42If you're using an older version of Windows then just go ahead and tap the
00:46Alt key and that will force the display of this little menu here inside of the folder.
00:51Click on Tools and then choose Folder options.
00:53Then inside the Folder Options dialog box click on the View tab and then drop
00:58down here to the checkbox, Hide extensions for known file types, and turn it off
01:02so that you can see the extensions. And now click the OK button and you will see
01:06the extensions after every one of these filenames.
01:09Now, it's time make Photoshop our default imaging application and we have to
01:13repeat the process that I am about to show you for each one of these file types:
01:17for JPEG files, TIF files, and PSD files.
01:20So, I am going to go the JPEG file first, right-click on it and then choose Open with.
01:25Now, you could choose Adobe Photoshop CS5 at this point, but if you do that,
01:29you'll open the JPEG image inside of Photoshop this time and this time only.
01:33Instead what you want to do is Choose default program.
01:36Then inside the ensuing dialog box, hopefully you'll see Photoshop at the top here.
01:40If so, just go and click on it.
01:42If you don't see it, then click on this down pointing arrowhead next to Other
01:46Program, scroll down the list, and see if you can find Photoshop.
01:49If you still can't find it, you have to click on this Browse button and locate
01:53Photoshop on your hard drive.
01:55In my case, I can see it at the top of the list, so I will go ahead and click on
01:58it then make sure this checkbox, Always use the selected program to open this
02:02kind of file, is turned on and click OK.
02:06And now we will go ahead and automatically open the image inside the Photoshop
02:09then I will press Ctrl+Plus to zoom in on the image.
02:12All right let's go ahead and replay that step for the TIFF image.
02:15I will minimize Photoshop, right-click on Welcome.tif-- and you can do this by the
02:19way with any JPEG image, any TIFF image, any PSD image. You don't have use to mine.
02:24Choose Open with, go down here to Choose default program, and then locate
02:28Photoshop on the list, make sure the checkbox is turned on, click OK.
02:32Same thing happens again.
02:33You will go ahead and zoom in on the image if you want to, to see it up
02:36close and personal.
02:37All right, so now it's time to repeat that step for the PSD file.
02:40I am going to go and minimize Photoshop once again.
02:42Right click on Welcome.psd.
02:45Choose Open with. Choose default program.
02:47Find Adobe Photoshop CS5 inside the dialog box, make sure the checkbox is
02:51turned on, and click OK.
02:53Now, this time we are going to receive a special error message inside the Photoshop.
02:58Then here it is.
02:59It's telling us that some of the text layers contain missing fonts.
03:02So, it's very likely that your system doesn't have the fonts that I used to
03:05create this layered PSD file.
03:07Turns out that's not a problem. Just go ahead and click OK.
03:10And you'll notice if you zoom in on this file that even though here on the
03:14Layers panel, we have got three layers in all that have little warning icons
03:18next to them and that's telling us the fonts are missing. Even so, all of the
03:23fonts look great on screen.
03:24And that's because Photoshop is that one application out there that even if
03:28you're missing a font, as long as you don't edit the type, everything is hunky dory.
03:31Because you're seeing the pixel equivalent of that type as well.
03:35The final thing I want to mention is that this is a four-part series.
03:40We've got Part 1 Fundamentals, Part 2 Objects, Part 3 Scenes and Part 4 Type Effects.
03:45I just want you to be aware of that.
03:47In the next movie, I'm going to show yo, Macintosh people, if you are still with
03:50me for some reason, how to do the exact same thing we saw here. You Windows
03:54people don't want to see that, so go ahead and skip to the movie after that in
03:57which I show you how to install my custom dekeKeys keyboard shortcuts.
Collapse this transcript
Making Photoshop your default image editor on a Mac
00:00The purpose of this movie is to show you Macintosh people how to establish
00:04Photoshop as your default image editor, so that you can double-click on a JPEG file,
00:08a TIF file, or a native PSD file and have it open up inside Photoshop and
00:13not the wrong application.
00:14I am looking at the contents of my 00_ setup folder, which is found inside the
00:18exercise_files folder that's available to those of you who are Premium members
00:22or have access to the DVD.
00:25And you'll notice if you have this folder that I've got three files all of
00:28which are called Welcome.
00:30This Welcome.jpg, Welcome.tif, Welcome.psd.
00:33If you can't see those three letter extensions, then go to your Finder level,
00:37which is the desktop level of the Mac.
00:39Go to the Finder menu and choose the Preferences command.
00:42Then go ahead and click on this little gear icon that takes you to the Advanced
00:46panel and turn on this checkbox, Show all filename extensions.
00:51You might also, if you work the way I do, you might want to turn off
00:54Show warning before emptying the trash, just because I think that is stupid.
00:58How often do you accidentally empty the trash? You don't need a warning, but that's
01:01entirely up to you. It has nothing to do with this course.
01:04Then when you're done, go ahead and click the Close box in order to close the
01:08dialog box and save your changes, and you should now see the extensions.
01:12So, here's the big problem, and this must be our most common tech-support
01:15question where Photoshop is concerned.
01:17Somebody wants to just double- click on one of these files.
01:20For example, I will double-click on Welcome.jpg and it opens up inside, in my
01:25case, the Preview application.
01:27Well, that's obviously not what I want. It gives me a chance to see the file,
01:31but I can't work on the file and I'm certainly not going to come to terms with
01:343D inside Photoshop CS5 Extended, if I'm not using Photoshop CS5 Extended.
01:40So, here's how to cure the problem.
01:41Go up to the Preview menu and choose Quit Preview to get out of that program.
01:45Then we are going to have to perform this step incidentally on each of these three files.
01:50Right click on Welcome.jpg or any JPEG file you have lying around. It doesn't matter.
01:56And then choose the Get Info command, or you can press Command+1,
02:00the Command key being that key that has a little cloverleaf/propeller on it.
02:04I am going to choose the Get Info command. It brings up this file info strip.
02:08Make sure you can see the contents of this Open with area.
02:11If Open with is collapsed like so, then you need to click on that little twirly
02:15triangle to twirl it open.
02:17Then go ahead and click on whatever the name of the wrong application is there,
02:22and choose Adobe Photoshop CS5.app from the list.
02:26Now, if you don't see Photoshop CS5 in this list, you are going to have to
02:30choose Other and then locate Photoshop on your hard drive.
02:32In any case, I am going to go ahead and choose the application, because there it is.
02:37And then you click on the Change All button to make sure all JPEG files open
02:41inside Photoshop for all time. And when you do, you'll get this alert message.
02:46Fine. Click Continue and you're done.
02:48And then you can close out of Get Info, and if you want, just to make sure
02:52it works, you can double-click on that JPEG file in order to open it up inside Photoshop.
02:57I am going to go ahead and press Command+Plus in order to zoom in on the image.
03:01Let's switch back to the Finder here, and just so that I'm not seeing Photoshop
03:05in the background, I'm going to go up to the Finder menu and choose Hide Others,
03:09or press Command+Option+H, and then I'll drop down to the Welcome.tif file,
03:14right-click on it, choose Get Info,
03:16and do that exact same thing again. Here inside the Open with area click on
03:20Preview.app, in my case, choose Adobe Photoshop CS5.app instead, click on the
03:25Change All button, and then click Continue.
03:27You can open the file if you want to; you don't really need to at this point.
03:30I'm going to click the close box and then run that step one last time for Welcome.psd.
03:35Right-click on it. Choose Get Info.
03:37Inside the file info strip, go ahead and click on the name of the wrong
03:40application. Coose Adobe Photoshop CS5.app.
03:44Click on Change All, click Continue, and then close file info once again.
03:49Now, this time I am going to open this document because I want to show you
03:52another error message you might encounter, and once it opens inside of
03:56Photoshop, notice the program tells you, "Hey, wait a second, there is text
03:59layers inside this file for which I don't have the right fonts."
04:02In other words, I used fonts that are not available on your system.
04:05That's not a problem.
04:06You go ahead and click OK.
04:08Zoom in on the image if you want to, and notice here on the Layers panel there
04:12is all kinds of text layers that have little warnings next to them,
04:14little caution icons, and that's telling me every single one of my text layers in this
04:18case doesn't have an equivalent font here on this particular system.
04:23And yet notice that all my text looks great here on screen.
04:26Well, that's because unless you are going to edit the text, you don't need the font.
04:30Photoshop is that rare application that goes ahead and shows you your text
04:33just fine, because it has a pixel- based equivalent of those letters saved
04:37along with the file.
04:39One other thing I want to show you is that we're seeing things different on the
04:42Mac than we do on a PC.
04:43Most of my movies will be recorded on the PC.
04:45It's not because of any preference for the PC over the Mac. Not at all.
04:50It's a preference for the movie editing software that I use on the PC, and that's it.
04:55But you will notice that the background is all covered up, and that's because of
04:59this thing called the application frame that runs by default on the PC.
05:03If you want that same feel on your Macintosh system, then go up to the Window
05:08menu and choose Application Frame, and then you'll have one big application
05:13frame that seals you essentially inside of Photoshop and covers up all the
05:17background applications.
05:19If you don't like that, which most Macintosh people don't, I should say, you go
05:23up to the Window menu and you turn Application Frame off. And that's it.
05:28Just want you to know that there is one more thing. This series, Photoshop CS5
05:31Extended One-on-One 3D, is divided into four parts.
05:35There is Part 1 Fundamentals, Part 2 Objects, Part 3 Scenes, and finally Part 4 Type Effects.
05:41So, that's how you establish Photoshop as your default image editor.
05:45In the next movie, I'll show both Macintosh and Windows people how to install my
05:49custom dekeKeys keyboard shortcuts.
Collapse this transcript
Installing the dekeKeys keyboard shortcuts
00:00In this movie I am going to show you how to install my custom dekeKeys keyboard
00:03shortcuts and these are the exact same steps that you take whether you're
00:06working on the Mac or the PC.
00:08Now I should stress something. If you've worked on one of my previous courses,
00:11whether it's Photoshop CS5 One on One Fundamentals, Advanced, or Mastery, then
00:16you do not need to reinstall dekeKeys.
00:19These are the exact same dekeKeys included with those movies.
00:21I included them here just for those of you who have not installed them in the past.
00:25Inside the 00_setup folder you're going to find a subfolder called
00:29dekeKeysPsCS51on1.
00:31Go ahead and open it up.
00:33And then at the bottom of the list you'll see dekeKeysPsCS51on1.kys.
00:38You want that .kys file whether you're working on the Mac or the PC.
00:42Right-click on it and then choose Open with and be sure to choose Photoshop CS5.
00:48Here's the problem.
00:49Premiere and Premiere Pro both also recognize the .kys file format, and so
00:54does Photoshop Elements.
00:56And so you don't want to open up the wrong program.
00:58Anyway, make sure to choose Adobe Photoshop CS5.
01:01And now we'll go ahead and launch the program if it's not already running and
01:04we'll also bring it to the foreground.
01:05It will not show you the .kys file because it's not an image file.
01:10However, you did just change your keyboard shortcuts, even though Photoshop
01:14isn't giving you any indication that any thing has happened.
01:16Here's what you do.
01:18You go up to the Edit menu and you choose the Keyboard Shortcuts command or you
01:21press Ctrl+Shift+Alt+K, Command+Shift+Option+K on the Mac.
01:25And I want to mention something.
01:26Throughout this series I mentioned the keyboard shortcuts in exactly the
01:29opposite order that they appear in the menus.
01:32You may wonder why I do that, because that is the standard convention.
01:36That's what everybody does.
01:38It's just the operating systems that decides to show them to you backwards.
01:41Anyway, I am going to go ahead and choose the command.
01:43And you'll notice that the Set now reads Photoshop Defaults in my case.
01:48It may say something different for you.
01:49But you'll see the word "modified" in parentheses.
01:52That shows you that your keyboard shortcuts just got changed.
01:55To confirm that they got changed in a right way, twirl open File by clicking in
02:00that little twirly triangle, and then scroll down the list until you come to the Place command.
02:05It should have a keyboard shortcut now of Ctrl+Shift+Alt+D or
02:09Command+Shift+Option+D on the Mac.
02:11Now assuming that it does, this is a good time to go ahead and back up your
02:15keyboard shortcuts so that they're safe.
02:17You do that by clicking on this little floppy disk icon.
02:19Then go ahead and name the file.
02:21I am going to call mine dekeKeys PsCS5 1on1 like so, and then click the Save button.
02:28Now you'll see that name up here and set. You're done.
02:32You can click OK in order to accept your modifications.
02:35Now one other thing I want to mention. I am going to go ahead and minimize
02:38Photoshop so I can see my folder once again.
02:41Notice that I've gone ahead and included these little htm files which you can
02:44open inside your favorite browser, ones for Windows and ones for Mac.
02:49So I've listed the Macintosh and Windows keyboard shortcuts independently.
02:52I'll double-click on the Windows file because after all I am working on the PC.
02:56Notice that I've listed all of Photoshop shortcuts,
02:59Photoshop's default shortcuts, in black and all of my revised shortcuts in red.
03:03And if you scroll down the list you'll see that Place has a revised shortcut and so forth.
03:08One of the ones that I want to mention to you just because it becomes very
03:11important in the series, in addition to Levels and Curves down here under
03:15Adjustments, having their default more shortcuts of Ctrl+L, Command+L on the
03:19Mac, Ctrl+M for curves or Command+M on the Mac, those apply static adjustments.
03:24Well, static adjustments are going to come in too handy when you're working with
03:283D layers inside of Photoshop.
03:30We're going to be applying those commands but as adjustment layers, which is
03:33why I've also gone ahead and given you keyboard shortcuts for those adjustment layers.
03:38Ctrl+Shift+L or Command+Shift+L on the Mac gives you a Levels adjustment layer.
03:42Ctrl+Shift+M or Command+Shift+M on the Mac gives you a Curves layer and so forth.
03:46All right, so that's how you go about installing my custom dekeKeys keyboard
03:50shortcuts inside Photoshop.
03:52For those of you who are working on the Mac you have one more step.
03:55You need to go ahead and change your operating system-level shortcuts and I'll
03:59show you how to do that in the very next movie.
04:01It's only for Macintosh people.
04:03If you're working on Windows you don't have this problem and you can go ahead
04:06and skip ahead to the movie on color settings.
Collapse this transcript
Remapping Mac OS shortcuts
00:00All right, so presumably by now you've gone ahead and installed my custom
00:04dekeKeys keyboard shortcuts into Photoshop.
00:06However if you're working on the Mac, you need to change some of Apple's OS
00:09level keyboard shortcuts, not to avoid conflict with my custom keyboard
00:13shortcuts, but rather to avoid conflict with Photoshop's native shortcuts,
00:18and we're going to be taking advantage of those shortcuts in awful lot inside the series.
00:22Now these are my recommended changes. You can of course go your own way.
00:25Step one is to go up to the Apple menu and choose the System Preferences command.
00:30Next you locate the keyboard icon right there and click on it in order to access
00:34the keyboard functions.
00:35Notice this checkbox right here. If you want to take advantage of function keys
00:39inside a Photoshop, which I recommend you do, then you need to turn on this
00:43checkbox, the one that says use all F1, F2, etcetera keys,
00:47standard function keys that way they won't turn the volume up and down and
00:51change the brightness of your monitor and all that jazz.
00:54You can still get to those features, however, by pressing the Fn key that's in the
00:58bottom left corner of American keyboards, while pressing a function key.
01:02And notice if you're missing this checkbox it's because you're using a keyboard that
01:06doesn't have function keys just note that.
01:08All right, next switch over to Keyboard Shortcuts and I'm working, I should tell you,
01:13inside of snow leopard that is OS X 10.6, which is little different than
01:19previous operating systems, so I just want you to know that.
01:21We'll start off here at Dashboard & Dock and we're going to change this first
01:25keyboard shortcut by clicking on it and clicking on it again and that's goes
01:29and highlights a shortcut. Then I want you to press Control+D. That is the Control key in
01:35the bottom left corner of your keyboard by the way. Not Command.
01:39Next go to Dashboard. Click on it, click on it a second time, and press Ctrl+F12.
01:45All right now let's switch over to Expose & Spaces. If you don't want expose
01:50I'm not the biggest fan of it these days. You can just turn it off just to get
01:53rid of that functionality.
01:55However if you want to leave it on that's fine. If you use it, great. You go ahead
01:59and change the shortcuts however.
02:00What I recommend for each one of these is you just stick with the default
02:03keyboard shortcuts. Almost. We'll just add Control. So Control+F9 for the first one.
02:09For Application windows we'll change that to Control +F10 and for Desktop we'll
02:13change that one to Control+F11.
02:15All right next you can go ahead and drop all the way down the Spotlight and note
02:18that of all the keyboard shortcuts these are the ones of the most important to
02:22change, because Spotlight uses the same shortcuts that Adobe uses for zooming in
02:27and out inside a Photoshop.
02:29So I'll go and change Show Spotlight search field from Command+Space to
02:33Command+Control+F1, so a totally different shortcut.
02:36Again you can choose something different if you like, but you got to get away
02:39from that spacebar. Then go ahead and click on the second item right there and
02:43I'm going to change it to Command+Ctrl+Option+F1 like so.
02:47All right having done that now I'm going to drop down to universal access and
02:51there is not really any reason to turn the zoom on or off. So you can go ahead
02:54and turn off that checkbox if you want to. I really love the Zoom out and Zoom in
02:58functions. I think they rock as they allow you to zoom in on your screen
03:01display and make works larger if you can't see an interface item or something
03:05like that, but these keyboard shortcuts once again step all over Photoshop.
03:10So here's the changes I'm going to make I'm going to click on the Zoom out
03:13shortcut and I'm going to change it to Command+Control+Option+Minus and then I'm
03:18going to click on the zoom in shortcut and change it to
03:21Command+ Control+Option+Plus, and it's going to show up the equals because it's
03:25really the equals key, but we're thinking plus that we're using it.
03:29All right presumably after that you're going to want to turn off Reverse
03:32black and white and turn off VoiceOver. Those are both items for hard of seeing people.
03:36If you're hard of seeing yourself, perhaps you want to leave them turned on,
03:39but Photoshop doesn't really lend itself to hard of seeing folks,
03:42so my guess is you want to turn both of them off and that is it.
03:46Now at this point you go ahead and close out of system preferences by clicking
03:50on Close button and you are now ready to use all the keyboard shortcuts inside of
03:54Photoshop, both the native ones and the ones I gave you, without any interference
03:58from your operating system.
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Establishing the best color settings
00:00In this movie I'm going to review my recommended color settings for achieving
00:03the best results when working inside Photoshop CS5 Extended.
00:07Now these are the exact same color settings I've recommended in my previous
00:10one-on-one courses, so once again if you done in the past you don't need to do it again.
00:14Otherwise, go up to the Edit menu and choose the Color Settings command or you
00:19can press Ctrl+Shift+K, Command+Shift+ K on the Mac in order to bring up this
00:23dialog box and the first change we're going to make is to switch the RGB space.
00:27Now by default its set to sRGB, which is a consumer color space. It's designed to
00:32simulate a worst-case scenario monitor. It is not for us. We're going to get much
00:37better results wider color gamut, if we switch from sRGB to Adobe RGB like so.
00:43CMYK is between you and your commercial print house, so if you work with a
00:47pre-press group then go ahead and contact them and find out what CMYK
00:51settings you should be using.
00:53Next go over to the More Options button and click on it and there is two changes
00:57I recommend down here.
00:59First of all I turn off Use Dither and what that means is when you're
01:02converting between color spaces by default Photoshop going to add a little bit
01:06of noise, it going to rough up the colors, in order to basically achieve closer color equivalents.
01:12However, that also means if you specifically decided in area color needed to
01:16be one flat color, one solid color. And in my opinion it's just not worth it.
01:21You don't really achieve tremendously better results with Dither on so I turned it off.
01:26Next I go ahead and change intent from Relative calorimetric, which is actually
01:30great for graphical work and we will be doing graphical work in this series.
01:34However for photographic work Perceptual tends to be better and it does a better
01:39job of preserving gradual transitions between colors and we're going to have a
01:43lot of that inside of our 3D artwork as well.
01:46All right once you've done that then go ahead and click on the Save button and I
01:51recommend that you call this file, and by the way you want to save it exactly
01:54where Photoshop sends you. Don't go to a different folder.
01:57I like to call this file best workflow CS5. It will work across all the CS5
02:03applications including Illustrator and InDesign and so forth.
02:07Then click the Save button.
02:09You'll get this description field right here.
02:11You can type in your own description if you want to.
02:13If you want to add my description, I've already crated one in advance.
02:16Then you can go ahead and switch over to this file which is called Best Workflow
02:21description.txt. Open it inside of any text editor. Go ahead and grab that text
02:25and copy it like so.
02:27You can press Ctrl+C, Command+C on the Mac.
02:30Then go back to Photoshop and just press Ctrl+V or Command+V on a Mac in order
02:34to paste, click OK, and the deed is done. You now have your settings saved as best workflow CS5.
02:40Initially your colors will be unsynchronized between the various applications.
02:45If you have the entire Creative Suite and you've got the Adobe Bridge then you would
02:49go ahead and load this best workflow CS5 file inside the Bridge using the
02:53Bridge's Color Settings command.
02:56In any case I'm just going to leave it to the Photoshop here. I'll click OK
03:00and we have now applied what I believe to be the best color settings for
03:02working inside Photoshop.
03:04Now if this in any way, shape, or form messes you up, if you end up getting colors
03:10that you don't like, if all your images start looking different, if your images
03:14start printing different, there is a very slight chance that kind of stuff that
03:17going to happen, but if it does then you can reset back to the previous color
03:22settings easy as pie.
03:23All you do is you go up to the Edit menu, you choose the Color Settings command
03:27again, and then you switch your settings from Best Workflow CS5 back to the
03:32defaults, which in this country are North America General Purpose 2.
03:36That will take you back to be sRGB space which as I say big mistake but you can
03:41do it and things will look the way that they used to. Then go ahead and click OK.
03:45I don't recommend that though so I'm going to click Cancel. Just way you to know
03:48that option is available to you.
03:50In the next movie I'm going to show you how to set up your workspace.
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Constructing the ideal workspace
00:00In this movie I'll show you how I recommend you set up your panels inside of
00:03Photoshop and how you save that out as a custom workspace.
00:07Now we'll be starting from the Essentials workspace.
00:10So if the word Essentials is not already highlighted in the top right corner of
00:13the screen, go ahead and click on it.
00:16You may even want to go over to this double arrow icon right there and
00:19choose Reset Essentials.
00:21That way you'll be starting from the same point as me, which is hoe you get to
00:24all the panels inside of Photoshop. And choose Actions.
00:27That will automatically drop the Actions panel into the proper place.
00:31Now go up to the Window menu and choose Brush, or you can press the F5 key if you
00:36prefer, and that'll drop those panels into the desired place as well.
00:40Now go up to the Window menu and choose Character.
00:43That will drop those panels exactly where I want them to be.
00:47Then go up to the Window menu and choose Layer Comps.
00:50That will bring up the Layer Comps panel and the Notes panel.
00:54Now I might guess since you're not getting need the Notes panel so you can go
00:57ahead and drag that guy out and close them like so.
01:00Next though, we do need the Presets panel and the Navigator.
01:03So go up to the Window menu and choose Tool Presets.
01:06Notice that automatically opens the 3D panel as well, which we'll obviously be
01:10using quite a bit inside of this series.
01:13Finally, go up to the Window menu and choose Navigator.
01:16Now I happen to move these around a little bit.
01:20I don't really like the way that they're organized by default.
01:22So I grab Navigator and I drop it down into the Layer Comps group.
01:27It's totally up to you if you decide to go this way.
01:29It is important that you get all these panels open though so you have
01:32easy access to them.
01:33But exactly how they're organized is up to you.
01:35I am going to drag Navigator to that point like so.
01:38Then I am going to grab Tool Presets,
01:40these little tools, and I am going to drag them and drop them between Layer
01:43Comps and Navigator.
01:45We end up with this effect and that separates the 3D panel from everybody else.
01:49So it's in its own little container.
01:51I just do this for screen real estate reasons, because I am working on this tiny screen.
01:55I switch the placement of the Adjustment and Masks panel with the Histogram and Info panel.
02:01I am mentioning this and showing it to you just so that you know why my screen
02:05might look differently than yours.
02:07All right, so I am going to go ahead and grab this guy by this little top right there.
02:11That sort of scrubby top to the panel.
02:13I am going to go ahead and drag it and drop it just below Adjustments and Masks
02:18like so, so that I get that horizontal blue line, because I want to combine it
02:22with a bunch of other panels and we end up getting this.
02:24Then I go ahead and collapse those panels just by double-clicking that dark gray area there.
02:29Then I grab Adjustments and Masks by its empty gray area and I drag it to this
02:35position right there.
02:36So it's directly below the Actions panel and above Brushes.
02:39All right, having done that, that's all the panel adjustments I need to make,
02:42now I am going to go up to this double arrow icon, click on it, and choose New Workspace.
02:47I invite you to do the same thing if you're working along with me.
02:49I am going to go ahead and call this One-on-One.
02:52We don't need to say the keyboard shortcuts or menus as part of workspace.
02:55Just go ahead and click the Save button and you are done.
02:58You now have your own custom One-on-One space and you still have access to the
03:02Essentials space if you end up wanting to go back to it.
03:04So if you click on Essentials and then click on the double arrow icon and choose
03:09Reset Essentials, you'll end up back roughly where we started.
03:12Then if I click on One-on-One again then I'll end up with the workspace I
03:16created just a moment ago.
03:17That's how you go back constructing what I consider to be the best workspace
03:21when working inside Photoshop CS5 Extended.
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Adjusting the interface settings
00:00These few remaining movies are all about my recommended preference settings.
00:04There's two reasons to take my advice, frankly.
00:06One is because you'll get better results out of Photoshop.
00:09The other is so that you and I are on the same page and we eliminate as much
00:13opportunity for confusion as possible.
00:15So this movie is all about my panel preferences.
00:19Assuming you went ahead and set up the one-on-one workspace go to the Color
00:23panel and switch it from RGB to HSB.
00:26It's a better way of dialing any color so in my opinion. It's a lot easier to predict.
00:30Then drop-down here to the Layers panel, click on this flyout menu icon in the
00:35upper right-hand corner, and choose Panel Options.
00:38Then inside of this dialog box switch to the large thumbnail display so that you
00:43can see big thumbnails inside the Layers panel.
00:46Also I recommend you turn off a couple of checkboxes here.
00:49First turn off Use Default Masks on Fill Layers.
00:52Then turn off Add "copy" to Copied Layers and Groups.
00:55You just don't need the word "copy" every time you copy something.
00:58Then click OK and you'll end up with this effect here.
01:02Now switch to the Channels panel.
01:04In this case you can just right-click below the names of the channels like so
01:08and switch from Small to Large.
01:10Next go to the Paths panel, right- click anywhere inside of it, assuming that
01:15you don't have any paths inside your open document, and switch from Small to Large as well.
01:20All right, then switch back to Layers because that's where you're going to
01:22spend most of your time.
01:24Over here inside the Adjustments panel I'll click on this Adjustments icon to
01:28bring up the Adjustments panel, and then I'll click on the flyout menu.
01:31This assumes, by the way, that you do not have an adjustment layer active
01:35inside the Layers panel.
01:37Otherwise you'll see the specifics of that adjustment layer and you'll need to
01:41switch either to a different layer or click the arrow icon down here in the
01:45bottom-left corner of the panel.
01:47However, if you can see all 15 of the Adjustment icons, then click on the
01:51panel's flyout menu icon there and go ahead and turn off this command, Add
01:55Mask by Default. It serves no function.
01:57You can always add masks later to adjustment layers if you want to.
02:01Also this is a personal preference.
02:03I'll click on the flyout menu again and I'll choose Auto-Select Parameter,
02:07because I like to be able to automatically select the first parameter when I am
02:10creating a new adjustment layer.
02:12All right, just a couple more changes left.
02:14I am going to go ahead and switch to the Info panel and then I am going to
02:17click on this little plus sign there that's got a tiny little arrowhead next to it.
02:21I am going to switch from Inches or Millimeters or whatever it's set to for you, to Pixels.
02:26Because Pixels serves you much better when you're working in Photoshop than some
02:30other arbitrary unit of measure.
02:31And then finally, I'll go ahead and close the Adjustments panel just to hide it
02:35on screen, and I'll go up to the 3D menu and turn off this command, Auto-Hide
02:40Layers For Performance.
02:42What that's going to allow you to do is see your entire layered composition
02:46while you're adjusting a 3D layer inside Photoshop.
02:49Otherwise, the application goes ahead and hides the other layers in the name of
02:53better performance, but I have yet to see it make much of a difference.
02:56So I am going to go ahead and choose that command to turn it off.
02:59So those are the interface level preference changes that I recommend.
03:02In the next movie we'll visit the Preferences dialog box.
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Establishing the best preference settings
00:00In this final movie I'll review the settings that I recommend you change inside
00:03the Preferences dialog box.
00:05Assuming that you have Photoshop open, go to the Edit menu if you're working on the PC.
00:10That would be the Photoshop menu if you're working on a Mac.
00:12Then choose the Preferences command which is much higher in the menu on the
00:16Macintosh side and then choose General, or even more simply you can press the
00:20keyboard shortcut Ctrl+K here on a PC or Command+K on the Mac.
00:23You definitely want to turn off Export Clipboard and the reason that this
00:28option should not be on is because you routinely end up copying extremely large
00:33images inside a Photoshop.
00:34Now that doesn't present Photoshop with a problem. You can copy and paste
00:37inside Photoshop all you want, but then when you switch to a different
00:40application Photoshop by default tries to export that gargantuan clipboard
00:45information to the operating system and at best that creates the huge slowdown
00:49and at worst the operating system ends up choking on it.
00:52So unless you're just copying the little graphics that you're then turning
00:55around and pasting in a Microsoft Word or some weird workflow like that,
00:59turn this check box off.
01:01I also turn off Use Shift key for tool switch that way you can switch
01:05between the Marquee tool, for example, by pressing the M key instead of having
01:08to press Shift+M. Zoom resizes windows, that's turned off by default on the PC
01:13and on by default on the Mac. I recommend you Macintosh people turn it off and
01:18the reason is this way you get consistent behavior between the Zoom tool and the zoom command.
01:23So then if you want to zoom without resizing the window you press Ctrl+Plus
01:26or Ctrl+Minus on the PC, that's Command +Plus or Command+Minus on the Mac,
01:30and if you want to zoom and resize the window with this check box off, you just
01:35press Ctrl+Alt+Plus or Ctrl+Minus on the PC. That's Command+Option+Plus
01:40or Command+Option+Minus on the Mac.
01:42All right next we'll switch over to interface and by default when you're
01:45reviewing an image in the standard or full screen modes, you'll see this light
01:50gray background behind the image which I don't think offsets the image
01:53nearly well enough.
01:54So I recommend you darken that up by clicking on this pop up menu here, select
01:58Custom Color. For some reason it comes up blue which is weird.
02:02Anyway change the H and S values to zero and then I recommend a brightness
02:06value of 35%. Cick OK.
02:09Do the exact same things for Full Screen with Menus. So click on the popup menu
02:13choose Select Custom Color and dial in 0/0 for Hue/Saturation and then 35 for
02:18brightness. Click OK and I also recommend that you change this second drop shadow
02:24setting to None, because we don't need drop shadows in full screen.
02:28Again that's my opinion. You can go your way.
02:31On a PC we're pretty used to opening documents as tabs and that's the way a lot
02:35of PC people prefer to work and that's the way I will be working. Most Macintosh people
02:40prefer this option to be turned off and if so if you have Open Documents
02:45as Tabs turned off I also recommend you turn off this second one, Enable Floating
02:49Document Window Docking. That way your image windows don't tend to glom together
02:53when you're dragging them around.
02:54In my case I'm going to leave the checkbox on though.
02:56So I'm saying that you either turn both of them on or both of them off. On the
03:00Windows side both on, on a Mac side both off. Just a recommendation.
03:04I'm going to switch to File Handling now. This I really wanted to do.
03:09Change Maximize PSD and PSB File Compatibility from Ask to Never.
03:14Now this specifically a recommendation for keeping your file sizes down. Otherwise
03:18you're going to have gargantuan huge images.
03:20The only reason not to do this is if you work with Lightroom a lot and you want
03:23to be able to see the previews inside Lightroom.
03:26This way you won't see previews inside Lightroom. You will inside the
03:29Bridge, but not inside Lightroom, but I think it's worth it because you get smaller files.
03:33All right, now I'm going to switch to Performance and I just want you to make
03:36sure that Enable OpenGL Drawing is turned on and that a video card is detected.
03:41If not and you're sure that you have a video card that supports OpenGL, which is
03:45important for getting any kind of reasonable work done inside a Photoshop, then
03:49you should quit out of the program and either restart the program or restart
03:52your computer and try again and see if you can get Photoshop to recognize what's
03:56going on. Otherwise you may have to call your video card vendor.
04:00All right now I'm going to switch over to Cursors and I'm going to turn on
04:03Show Crosshair in Brush Tip, just a personal preference. I want you to know that I'm doing it.
04:08If you like big huge font previews when you're trying to switch between
04:11typefaces to figure out which face to use, then click on the word Type there
04:16and change the Font Preview Size from medium to one of these other sizes, either
04:20large or extra large or huge. I'm going to go with extra large in my case
04:24because I have a fairly small screen work with.
04:26Then finally clicked on 3D and make sure up here that OpenGL is turned on so you'll
04:32get the best performance. You should have Allow Direct To Screen turn on as
04:35well. Auto-Hide Layers was that option that we just turn off at the end of the
04:39previous video. It should still be off for you.
04:42Well I'll anticipate that one of your initial frustrations as you're working
04:45with 3D inside of Photoshop is that as you're creating your 3D objects, they don't
04:50seem to cast shadows onto each other and that's because you have to raytrace
04:54the objects in order to see the shadows.
04:56If you want to get a rough sense of the shadows while you're working, you would
05:00switch to Ray Tracer and make sure Shadows is turned on.
05:03However, that is going to really degrade Photoshop's performance. I just want
05:07you to know that. You get a sense of your shadows as you work, but you have to be
05:11very, very patient as you work as well, which is why I'm going to suggest we
05:14leave the set to OpenGL, first checkbox on, second checkbox off, and that is it.
05:20Pretty tedious I know, but we're now on the same page. Click the OK button.
05:24Now there is just one more thing we need to do. In order to save those changes we
05:28made inside the Preferences dialog box as well as those interface changes that
05:32we applied in the previous movie, we need to quit the program. Because if we
05:35crashed right now then we'd end up losing all that work.
05:39So what I like you do, if you're working on a PC, go up to the File menu and
05:43choose the Exit command or you can press that keyboard shortcut Ctrl+Q for quit.
05:48On a Mac you go to the Photoshop menu and choose Quit Photoshop or you
05:51press Command+Q and that will go ahead and quit the program. It'll also save
05:55all of your preferences.
05:57If you have any unsaved changes to your images you'll have to decide whether to
06:00save those changes or not.
06:02All right now that you and I are on the same page I recommend you advance to the next
06:06chapter, so we can get some real 3D work done.
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1. What Photoshop CS5 Extended Can Do
Making Saturn
00:00Getting started with 3D in Photoshop Extended is anything but obvious.
00:05That is, if you're like me you start investigating the features and you end
00:09up ever so slowly dismayed by the results, which is a drag frankly because
00:15it means you take a long time to hate what you get, which is why I made this chapter.
00:20The following exercises are all about achieving great results the first time,
00:26which is entirely possible.
00:28You just have to rewire your brain.
00:31See, 3D in Photoshop is like a new program.
00:34It doesn't work much like Photoshop has worked in the past.
00:37It requires a new vocabulary and it involves new disciplines.
00:42In these exercises I show you how to build an entire planet.
00:46The best looking planet there is, Saturn, using nothing more than a sphere and a
00:52vector-based shape layer.
00:54What's amazing, the end result is photorealistic, by which I mean scientifically
01:00accurate, replete with planet texture and opacity data for the rings.
01:05In the end we ray trace the scene. This is key.
01:09Ray tracing is how you output 3D artwork to render the highlights, edges, and shadows.
01:16I swear to you, it's like you shot a photograph of Saturn at the window at
01:20the Voyager spacecraft. It's so beautiful.
01:23And once you're done, it's an actual thing that you can photograph over and over
01:29again from any angle you like.
01:31This is how you use 3D in Photoshop.
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Creating a basic 3D shape
00:00Here's the final Saturn image.
00:02It's ultimately a digital painting created inside of Photoshop CS5 Extended.
00:07WHich is to say it's not a photograph, in other words, captured by a Voyager
00:11spacecraft or something along those lines.
00:13Even though it is pretty darn scientifically accurate.
00:16It's based on some data I was able to find in the NASA and JPL sites.
00:20A few others as well.
00:22And the wonderful thing is it's actually pretty darn easy to throw together,
00:25because ultimately we've got a sphere surrounded by these rings.
00:29The rings have varying levels of opacity.
00:31But we'll solve that problem pretty quickly as you'll see.
00:34The toughest thing is just working in 3D space inside of Photoshop because it's
00:38a very different space than you Photoshop users have been working in before.
00:43We have to make sure that these various 3D objects are fitting together properly.
00:47Specifically the sphere needs to be inside the rings,
00:50not several million miles away.
00:52Anyway, let's get started by creating that basic sphere shape.
00:56So I am going to switch to this image here.
00:58It's called Space painting.psd and it comes to us from T. Jefferson of the
01:02Fotolia Image Library.
01:04You'll notice that there are two layers here. One is called universe and the
01:06other is called ring.
01:07So I'll go ahead and turn it on.
01:08And it's very simple shape layer that is created using the 2D shape tools
01:12inside of Photoshop.
01:15Specifically, the tool I used was the Ellipse tool here.
01:17So I drew a big circle and then I drew a smaller circle inside of it, and set
01:21it to the Subtract mode so the smaller circle ended up cutting a hole in the larger one.
01:26Now if I was to go up-- which I could.
01:28I could go up right now to the 3D menu and choose New Shape From Layer.
01:33Before I do this I should caution you. If you don't see a 3D menu, then you're
01:37working in a standard version of Photoshop.
01:39You have to have Photoshop CS5 Extended in order to follow along with
01:43this entire course.
01:45Now if I was to go up here to New Shape From Layer, which is how you access
01:49the basic 3D objects that are included with Photoshop, and I were to choose
01:53Sphere, which is the shape that I am looking for, I would wrap this universe
01:57layer around that sphere.
01:59That's not what I want to do.
02:00So I'll press Ctrl+Z, or Command+Z on the Mac.
02:03Instead what I want to do is create a new layer.
02:05I am going to do that by pressing Ctrl+ Shift+N or Command+Shift+N on the Mac.
02:09I'll call this new layer planet and I'll click OK.
02:12Now I revisit that command again.
02:14I'll go up to the 3D menu, choose New Shape From Layer, and then choose Sphere.
02:18That ends up creating this basic spherical shape right here.
02:21It's currently behind the rings.
02:23That's why it looks like it's kind of trapped inside the rings.
02:25Just to make it easier to work with for the moment anyway, I am going to make it smaller.
02:29I am going to do that by dropping down to this 3D tool here.
02:33By default it's the Object Rotate tool, but it really doesn't matter which of
02:36these five tools are selected.
02:38All of them affect the entire scene and that's what we're looking for.
02:42And we're not actually getting use the tool, because I want you to get it in the habit.
02:45It's just hard to figure out these tools when you're working on a 2D screen,
02:50which allows you to drag up and down and side to side.
02:53But how do you drag in and out of 3D space?
02:56Well, obviously you can't.
02:58So Photoshop has to figure out the difference and as a result the tools don't
03:01always behave the way that you think they would.
03:03So it's easier to start in my opinion by editing the objects using this 3D
03:08widget right here that includes these red, green, and blue arrows, as you can see.
03:12Now if you don't see the 3D widget on screen, which Photoshop calls the 3D Axis,
03:17then go to the View menu, choose Show, and choose 3D Axis right there.
03:22And that should bring it up on screen.
03:23All right, so mine is already available.
03:25Notice right here at the intersection of these various axes we have this cube.
03:31And if you hover over the cube it's going to turn yellow.
03:33You might see some other things pop up on screen there.
03:36But once it turns yellow you're good to go.
03:38If you look very closely at the video you can see that the cursor changes to
03:41these three arrowheads pointing in opposite directions.
03:44And what it's telling you is you're going to scale the object proportionally.
03:48So if you drag up you're going to make the object larger.
03:50If you drag down you're going to make it smaller.
03:52Obviously, we want it smaller in this case so I'll drag down and we end up with
03:56this effect here.
03:57So we now have a 3D sphere set inside some 2D rings.
04:00In the next exercise I'll show you have to wrap a texture around that sphere.
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Mapping texture onto a 3D shape
00:00I've saved my changes as Basic sphere.psd. It's found inside the 01_3D_demo folder.
00:05And in this exercise I'm going to show to wrap a texture around a 3D object.
00:09I'm also going to introduce you to the 3D panel, which is control central for
00:14everything you do in the way of 3D inside Photoshop, and there are three ways
00:17to get to the panel.
00:19One is to go up to the Window menu and choose the 3D command. The other way, if
00:23you set up your panels as I suggested in the introduction, is to drop down here
00:27to the bottom of this column strip and click on this little RGB cube, which
00:32brings up the 3D panel as you can see.
00:34But the best way in my opinion is to locate a 3D object inside the Layers panel
00:39and you can identify 3D objects by the appearance of this little cube in the
00:43lower right-hand corner of the thumbnail.
00:45Then you go ahead and double-click on that 3D object's thumbnail in order to
00:49bring up the 3D panel.
00:51I've stretched the top of my panel upward to give myself more room to work,
00:55because we're going to be piling a lot of stuff in the scene. Then I want you to
00:59click on Sphere Material.
01:00Now every 3D object inside a Photoshop is assigned a default material and that
01:05material defines the color of the object, the opacity of specific faces, the
01:10bump map, which determines hills and valleys and the shape. You've got various
01:15parameters for Reflection, Gloss and Shine and so forth.
01:19Now the most important of these options or at least the most fundamental, is
01:22these guy rights there, Diffuse.
01:24Now Diffuse defines the color of the object, which might make you wonder why in
01:28the world they don't just call it color?
01:29Well, there are different kinds of colors associated with objects inside of the
01:33world of 3D and Diffuse is the core color.
01:37Notice, if I hover over Diffuse, we're seeing that the color is white, so we see
01:42the texture that's currently wrapped around this object.
01:45The object, however, does not appear white except under white light; otherwise,
01:50especially in the shadows in this case, the object starts declining toward gray
01:55or even black if it gets dark enough, and that's why Diffuse is just one of the
01:59many colors you might find on an object. Even though the entire object is white.
02:03In other words, not all pixels in the 3D rendering of the object turn white.
02:08Diffuse is how we go about wrapping textures around the object, and before we
02:12apply a texture, let me show you what it looks like.
02:15I've got it open right here. It's called NASA texture.jpg and it really truly is
02:19a surface map of the planet of Saturn.
02:22Having seen the image, I'm going to return to our composition in progress and
02:26in order to load it onto the planet, you click on the little page icon to the
02:29right of the word Diffuse and then choose Load Texture and that brings up the Open dialog box.
02:36Now I want to locate NASA texture. jpg inside the 01_3D_demo folder and go
02:41ahead and click Open, and just like that Photoshop goes ahead and maps that
02:45texture onto the sphere.
02:47I'll go and zoom in so that we can see it up close and personal.
02:50It looks great with one big exception: it lacks color. And there are colors
02:55associated with the various strata of gas on Saturn. We're going to add
02:59those colors when we take a look at how to modify a diffused texture in the next exercise.
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Editing a diffuse texture
00:00I've saved my progress as Grayscale textured.psd. It's found inside
00:03the 01_3D_demo folder.
00:05In this exercise I'm going to show you how to modify a texture assigned to a 3D
00:09object and there is a couple of ways to do it.
00:12One is inside the 3D Panel you can click on this little page icon to the right
00:16of the word Diffuse and choose Open Texture.
00:18But the easiest way to work in my opinion is to go to the Layers panel once
00:23again and notice that your 3D object now has some properties assigned to it.
00:27Namely it's got this Diffuse texture and it happens to be NASA texture, which is
00:33an image that is now embedded inside this larger composition.
00:37To get to it, just double-click on NASA texture and it will open that image in a separate window.
00:42All right I'm going to go ahead and zoom in and hide that 3D panel, because the
00:46work we're going to do now is pretty traditional Photoshop fair.
00:49For starters I'm going to convert this background into an independent layer by
00:53double-clicking on it, and then I'll call this layer luminance because it's
00:56going to serve as our luminance data. Click OK.
00:59Now I want to create a new layer of color below the luminance layer and I'm
01:03going to do that by dropping down to little page icon at the bottom of the
01:06Layers panel and Ctrl+Clicking on it, or on the Mac Command+Clicking on it.
01:10Then I'll go ahead and rename that layer color, like so, and let's hide the
01:15luminance layer so we can see what we're doing.
01:17We're going to add the colors as a gradient that I've created for you in advance.
01:21So go ahead and switch to the Gradient tool either by clicking on it or pressing
01:24the G key, then go up here to the Options bar, click the down-pointing
01:28arrowhead, click the right-pointing arrowhead, and choose Load Gradients.
01:32Navigate your way to the 01_3D_demo folder and therein you'll find this file
01:37called Saturn gradients.grd. Go ahead and load it up.
01:40Now that adds two gradients.
01:42The first of which is called Saturn Gradient; the other one is called Rings Gradient.
01:46Go ahead and click on Saturn Gradient there and then what I want you to do--
01:50I'm going to zoom out a little bit here.
01:52I want you to drag from the top of the image down to the bottom while pressing
01:56the Shift key to constrain that angle to exactly vertical.
01:59That ends up giving us these colors here, which look pretty great.
02:03I felt like there ought to be a little bit of variety associated with these colors.
02:08So I'm going to zoom in once again and I'm going to convert this layer to a
02:11Smart Object so I can apply some editable Smart Filters by going up here to the
02:16Layers panel fly-out menu and choosing Convert to Smart Object.
02:20Next you can apply Smart Filter from the Filter menu, and the one I'm going to
02:23apply is Noise > Add Noise, and these are the settings I applied.
02:28An Amount of 12.5%, Distribution set to Uniform and the Monochromatic checkbox
02:33turned on. Then click OK.
02:36Now we've got quite a bit of noise associated with our color as you can see here.
02:40I want this noise to be distributed horizontally, so I'll go back up to the
02:44Filter menu, choose Blur, and then choose Motion Blur.
02:48And here is my settings this time-around: an Angle of 0 degrees and a Distance
02:52value of a 100 pixels. Then click OK.
02:55And you end up getting this effect here, and it looks to me like we've got these
02:59sort of storms of color moving through the surface of the planet.
03:02Now I'm going to go and zoom out here for a moment and you can see that we have
03:06a little bit of a problem over here on the right and left-hand sides.
03:10The Motion Blur isn't quite working out right, so we need to scale this layer
03:14and I'm going to do that by first of all switching back to my Rectangle Marquee
03:17tool, so I don't see that Ghostbusters cursor.
03:20And next I'll go up to the Edit menu and choose the Free Transform command or
03:23you can press Ctrl+T, Command+T on the Mac.
03:26Now you may end up seeing an error message. All it's telling you is that during
03:30the course of the transformation you're not going to see your Smart Filters.
03:33Go ahead and click OK, and then change the W value for Width to 120% and press
03:40the Enter key a couple of times in order to apply that modification.
03:43I also, if I'm not using my Filter Mask, I like to just go ahead and get rid
03:47of it by right-clicking on it and choosing Delete Filter Mask.
03:50That wasn't quite sufficient. This is how I actually started this project was
03:54with just this gradient, it ended up looking pretty darn good, but once I
03:58found this surface map, things worked out impeccably well and I'll show you what it looks like.
04:02I'll go ahead and turn on the luminance layer now, click on it to make it
04:06active, change the blend mode from Normal to Luminosity, and then go ahead and
04:11press the Escape key here on the PC so that the blend mode is no longer
04:14active and press the 5 key in order to reduce the Opacity value to 50% and we
04:20end up getting this effect here, which I think looks just great.
04:23Now I'm going to go ahead and close my texture by clicking on the close box,
04:26and then I'll click on the Yes button in order to save my changes here on the
04:30PC, that would be the Save button on the Mac, and that goes ahead and saves your
04:35changes back inside of-- in my case this Grayscale texture.psd document.
04:41And just to get a sense of the change we've made I'll press Ctrl or Command+Z in
04:45order to see a before version of the image and Ctrl or Command+Z again to see an after version.
04:50And that's how you modify a texture assigned to a 3D object inside Photoshop.
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Converting 2D art to 3D
00:00In this exercise I am going to show you how to turn the 2D rings layer into a
00:043D object using Repousse.
00:06I have saved my progress as Little planet.psd.
00:09It's found inside the 01_3D_demo folder.
00:11I want you to go ahead and select the rings layer to make it active, then go up
00:15to the 3D menu and before I show you the proper command here, you might wonder
00:19why don't we go to New Shape From Layer and choose Ring?
00:22After all that's what we're trying to create is a ring.
00:24Well, this ring is a wedding ring and it wouldn't give us the right result at all.
00:29So we're going to Repousse right there and then choose Layer Mask in order to
00:34convert the layer mask into a 3D object.
00:36As soon as you do that you'll get an alert message that says this shape must be
00:40rasterized before proceeding.
00:42Normally, the process of rasterization is the conversion of vectors in this case to pixels.
00:49We are in no way shape or form converting this object to pixels. We're converting
00:54it to vertices, but we will no longer have the option to edit the shape in a traditional sense.
00:59In any case, you have to click the Yes button if you want to move forward.
01:03So go ahead and click Yes and then we arrive at the gianormous Repousse dialog box.
01:08Now I am going to explain what's going on inside this dialog box in the next
01:12chapter, but for now we're going to make quick work of it.
01:15First of all, notice that the hole has become filled in with gray. That's because
01:19my Internal Constraints is set incorrectly.
01:21What you want to do is change type from Inactive to Hole so that the hole is
01:26treated like a hole.
01:28Now we can see these edges and those are the extruded edges. So that's all the
01:32Repousse is fundamentally doing is extruding an object. Think of 3D type for
01:37example and again we'll be discussing that in more detail in the next chapter.
01:41But for now I don't want an extrusion. I actually want a flat object here.
01:45So I am going to change the Depth value to zero and that's it.
01:49Then click OK and we are done inside of this dialog box.
01:53We now have a 3D object.
01:55It doesn't look much different than it did before.
01:57The edges are little more jagged, but that's because we haven't rendered the object.
02:01Notice, however, that we do have the cube icon here in the bottom right corner of
02:05the rings thumbnail.
02:06So we know we are now working in 3D.
02:09In fact, you can go ahead and rotate this object in 3D space if you want to by
02:13switching over to the Object Rotate tool or whatever tool is the occupant at the
02:17slot and then going up here to the widget and notice that I'm hovering over the
02:22second control down on the blue arrow. So just below the blue arrowhead there is
02:27this other little guy there and when I hover over it, I see this vertical yellow
02:31line and if I start to drag, I will rotate this object up and down like so.
02:37So you can see that it is truly a 3D object.
02:40I'm just demonstrating that.
02:41I don't want you to do it at this point.
02:43I want you to leave the ring straight up and down.
02:46So if you've been fooling around with it, just go ahead and undo your way back.
02:49I am going to press Ctrl+Z or Command+Z on the Mac to leave those rings in place.
02:53That will become very important later when we start to merge these objects together.
02:58All right, I am going to switch back to my Rectangle Marquee tool.
03:01Now at this point I'd like to go ahead and add the colors to the rings and I am
03:04going to do that from the Layers panel by double-clicking on this item right here,
03:08the one that's called Rings, and that will go ahead and open that diffuse
03:11texture that's currently assigned to the object.
03:14It looks like a white donut and we're going to change it to a very colorful
03:18donut by dropping down to the eX icon, clicking on it and choosing Gradient
03:23Overlay and then inside the Gradient Overlay dialog box, go ahead and click
03:27the down-pointing arrowhead next to the Gradient bar and click that final
03:30gradient which is called Ring's gradient, if I could see my tips right now and
03:34it ends up looking like this.
03:36Go ahead and hide that pop-up panel and change the Style from Linear to Radial
03:41and you'll end up with this effect here. Then click OK.
03:44After playing with this gradient, I decide it wasn't bright and vivid enough and
03:48I could've gone in and modified every single color stop that's associated with
03:53the gradient, but that would have taken me forever.
03:55Notice if I double-click on Gradient Overlay and then I click on this Gradient
03:58bar that there are a ton of color stops to work with here and they are all
04:02smooshed together so that's no fun.
04:06I am going to cancel out of there a couple of times.
04:07What I decided to do instead was assign some adjustment layers.
04:10So I am going to press the Alt key or the Option key on the Mac, click this
04:13black-white icon, and choose Vibrance. And because I had Alt or Option down I can
04:19go ahead and name this layer and I am going to call it vivid and then click OK.
04:23And I am going to increase the Vibrance vale to 90.
04:26Next, I am going to press that keyboard shortcut that I gave you when you loaded
04:29dekeKeys back in the Introduction, Ctrl+ Shift+L or Command+Shift+L on the Mac to
04:34create a Levels adjustment layer, and I'm going to call this one brighten.
04:38The great thing about those shortcuts is that they automatically invoke the dialog
04:42box so you can go ahead and name your layer as you create it.
04:46All right, I'll click OK and I took this white point value right there and I
04:50reduced it to 225 by pressing Shift+ Down Arrow three times in a row and then I
04:55press Shift+Tab in order to scoot back to the Gamma value and I press Shift+Up
05:00Arrow in order to increase that Gamma value to 1.1, just to brighten things up a little.
05:05All right, that's it.
05:06Now I am ready to apply my changes.
05:08So I'll go ahead and close this document, click the Yes button on the PC, the
05:12Save button on the Mac, and that goes ahead and assigns that colorful gradient to the rings.
05:16The rings don't look right at all and that's because we have one uniform opacity level.
05:22We are going to change that by assigning an opacity map in the next exercise.
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Defining an opacity map
00:00So here I am looking at the final version of Saturn again.
00:03And you can see how these rings have varying levels of opacity.
00:06Now I suppose one way of representing those different rings would be to draw
00:09each and every one of them independently.
00:11But that would be madness.
00:13The much easier way is to create an opacity map and let Photoshop do the work for us.
00:18I've gone ahead and saved my changes as Colorful rings.psd found inside
00:22the 01_3D_demo folder.
00:25And I also have open this image called Ring opacity texture.psd found in the same folder.
00:30When you're creating an opacity map, black represents transparency and white
00:34represents opacity, just as when you're creating a layer mask.
00:37Now you couldn't use a layer mask in this case, because a layer mask can't
00:41rotate in 3D space along with the object.
00:43So you go ahead and create an opacity map instead.
00:47I want to show you how I made this however, because it involves a great trick
00:50and I just want to pass it along to you.
00:52The image that I actually found was this one right here, which is just this little
00:57sliver that shows off the varying levels of opacity of the rings,
01:02from left representing the inside, to right representing the outside.
01:06But somehow I had to take this linear gradient, which is essentially what it is,
01:10and turn it into a kind of radial gradient.
01:13Well, I guess I could have defined it actually as a gradient.
01:16However, there is so many color stops in terms of these luminance levels here,
01:19that it would've taken forever and there's a much easier way to do it.
01:23Let me show you how it works.
01:23I'll go ahead and select this sliver layer and I am going to zoom out so that I
01:27can take in the entire composition.
01:29And I'll go on to the Edit menu and choose Free Transform or press
01:33Ctrl+T/Command+T on a Mac.
01:35And then, while I am in the Free Transform, I'll right-click on this object and
01:40choose Rotate 90 degrees CW, for clockwise.
01:43And then I am just going to drag these corner handles like so, until I expand
01:48the gradient to fill the entire image, and then I'll press the Enter key or the
01:52Return key on the Mac.
01:53So this is really just a two-step process.
01:55The next step is to go up to the Filter menu, choose Distort, and choose Polar
02:00Coordinates, which is not a filter I use very often, but it's exactly the
02:04filter we need here.
02:05And what it allows you to do is essentially convert a Mercado projection into a
02:10polar projection, or vice versa.
02:12In this case, we want to go from Rectangular to Polar.
02:15And you can see how well it's going to work if I zoom out of the preview.
02:18Then I'll go ahead and click OK and the job is done.
02:21So that's how I went back getting those rings.
02:23Now let's go ahead and load them up.
02:25I'll switch back to Colorful rings.psd and then I'll double-click on a thumbnail
02:29for the rings layer to bring up the 3D Scene panel.
02:32And I am going to click on this first material, which is called rings Front
02:35Inflation Material, and I am going to go ahead and load that opacity map by
02:40clicking on this little folder icon next to the word Opacity and then
02:43choosing Load Texture.
02:45And then inside the 01_3D_demo folder I'll find Ring opacity texture.psd and
02:50go ahead and open it.
02:51Ideally that would take care of everything.
02:53We would now see the various levels of opacity rendered on screen.
02:57The problem is we're seeing through the Front Inflation to the Back Inflation.
03:02And that's because we have an extruded object with multiple sides.
03:05I asked for no extrusion whatsoever so we don't have any edges.
03:08And I didn't define a bevel either so our Front Bevel and Back Bevel
03:12are essentially empty.
03:13But we do have a Back Inflation material.
03:16So I am going to click on it to make it active and then I am going to change
03:19its Opacity value to 0 degrees.
03:21And as soon as I press the Enter key or the Return key on a Mac, we end up
03:25getting the desired effect right there.
03:27And that's how you take one 3D ring and turn it into several thousand using an
03:32Opacity Map inside Photoshop.
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Merging two 3D layers into one
00:00In this exercise I'm going to show you how to merge two 3D layers together to
00:03create a cohesive scene.
00:05I've saved my progress as Thousands of rings.psd. It's found inside
00:09the 01_3D_demo folder.
00:11And let's say I wanted to take these rings and wrap them around Saturn. I'd make
00:15sure the Rings layer is active, which it is, then I would switch over to my
00:18Object Rotate tool and I'd hover over this blue axis until I end up getting the rotate symbol.
00:24And I'll go ahead and drag this guy up in order to rotate the rings upward,
00:29which is good. They are also rotating backward but they're way up there now.
00:34They are off the canvas entirely.
00:36So I'll go ahead and drag down on this green arrowhead and I'll go ahead and
00:40back off that Z-axis rotation a little bit, and at this point it might just be
00:44easier to grab my Slide tool, which allows me to move the object along the
00:49Z-axis, and I'm now currently moving it away from me as I drag upward.
00:53However, it's never going to touch Saturn, nor is it going to wraparound
00:57Saturn. It's always going to be on top of it because the Rings layer is on top
01:00of the Planet layer and they're both floating around in their own independent universes.
01:05If I want them to be together I have to merge them into a single 3D scene.
01:09So the first thing I'm going to do is go to the File menu, because I've made
01:13such a mess of this, and choose the Revert command or press the F12 key in order
01:17to restore the original orientation of my rings.
01:20And now I'm going to click on the Planet layer to make it active and I'll go up
01:23to the Options bar and noticed this Position option right there.
01:26I'm going to set the Position to Top so that we're looking at Saturn from
01:30the top down with the rings presumably around it. So in other words they're both
01:35set to approximately the same orientation.
01:37Now I'll Shift+Click on the Rings layer to make it active, so both Rings and
01:41Planet are selected, and I'll go up to the 3D menu and choose Merge 3D
01:45Layers, and that will go ahead and combine those two layers into a single 3D
01:51layer as you see here.
01:53And now we have an interaction between Saturn and its rings. It's not the right
01:56interaction of course but it is a start.
01:59Now I'll go over to my little widget here and I'm going to hover above it, like so,
02:03so that I get that yellow rotate line.
02:06And I'll go ahead and drag up and you can see the rings are still much higher
02:09than Saturn, and I'm going to drag up even more on that little rotate gizmo, and
02:15then I need to move the rings independently of the planet.
02:18Well, that cannot be done with the tool that I've selected here or any of these
02:23tools that are available to me up here in the Options bar.
02:26Instead what I have to do is bring up my 3D panel and I'll do that by
02:30double-clicking on the planet thumbnail, and notice that you can see the
02:34individual meshes as they're known.
02:36So we've got one for Sphere and we've got another one for Rings, and they're
02:40indicated by these little wire cylinders which look a lot like trashcans but
02:45they are supposed to be little columns.
02:47And what you want to do is click on Rings to make it active, and then go down to
02:51this tool here, the third tool down inside of the 3D panel.
02:55It's the Mesh Rotate tool. There is a bunch of Mesh tool variations here and it
02:58doesn't particularly matter which one you select. Just grab one of them.
03:02And then with Rings selected once again, don't drag inside the image window.
03:06Rather drag down on that green arrowhead, and if you drag all the way down the
03:12screen you will eventually get the rings to intersect the planet.
03:16And they actually kind of go inside of the gas of Saturn, and that's
03:20because they're too small.
03:21So to increase their size go ahead and drag up on that cube right there, the
03:25cube at the intersection of the axes lines and I'm going to make the rings
03:29larger still until they get let's say about this big right here.
03:33And now let's make sure that everything centered the way that it needs to be.
03:37I'm going to switch back to one of my Object tools here, and it might as well be
03:41the 3D Object Rotate tool.
03:43And then I'm going to go ahead and drag up on the Z-axis rotate gizmo until I
03:48can see my rings slice right through the center of Saturn.
03:51Then I'll click on Sphere to make it active, then I'll drop down to my Mesh
03:54tool, click on it to make it active, and then go ahead and drag up on that blue arrow.
03:59In my case just a little bit. I just need to elevate the planet ever so slightly.
04:03All right, now let's switch back to the Object tool. I'll go ahead and click on
04:06it to make it active and I'll grab that Z rotation gizmo and drag down like so.
04:12And this is approximately the way I want the scene to look.
04:15Although I want to raise it a little, so I'll drag up on the blue arrow until I
04:19get the whole scene more or less centered like that.
04:22And now I'm going to make it a little bigger by dragging up on that cube
04:25until we get approximately this effect here. And actually I think this looks pretty darn good.
04:31And so we now have the rings actually wrapping around Saturn. What we don't have
04:36is decent lighting, and the reason is notice here we've got two lights.
04:40We've got Infinite Light 1 and Infinite Light 2. It's fine that they're infinites and
04:43I'll explain what that means.
04:45But does it make sense that there's two lights lighting Saturn?
04:49Do we have a second sun in the neighborhood?
04:52We don't, We have just one sun so we need to pare it down to one light and I'll
04:56show you how that works in the next exercise.
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Lighting a scene
00:00All right gang, in this exercise we'll take our first look at lighting a 3D
00:03scene inside Photoshop.
00:05I've gone ahead and saved my changes as Merged 3D scene.psd, found inside the
00:0901_3D_demo folder, and notice here inside the 3D panel, assuming that your
00:14Planet layer is selected, you'll see a couple of light sources: Infinite Light 1
00:17and Infinite Light 2.
00:19Now I'll be telling you lot more about how lighting works in a future course,
00:22but for now just know that there are different types of lights and Infinite
00:26Light, also known as directional light,
00:28casts light in a certain direction. You can change the direction of the lights,
00:31but you can't change their position.
00:33The idea is they are so far away and they're are so enormous that the light
00:39shines in parallel beams at a specific object.
00:43Think of the sun. The sun is the ultimate infinite light.
00:47Problem is it's interesting to have multiple infinite lights in a
00:50scene sometimes I think.
00:52However, it doesn't make sense when you're lighting the solar system.
00:55There is only one sun in our solar system and we should have only one infinite
00:59light; otherwise we're going to cast realistic shadows.
01:02So what I'm going to do is go ahead and turn off Infinite Light number 2 and
01:07just take a look at what we've got with Infinite Light 1. Because I believe, if
01:11I were to turn off Infinite Light 1,
01:13that of course will turn off all the lights in the solar system.
01:16And then turn Infinite Light 2 back on, I believe we have under lighting, which we do.
01:21So Infinite Light 1 is closer to what I'd like to see happen here.
01:25So I'll go ahead and turn off 2, turn on 1.
01:28You can even, if you want to, just go ahead and rename that light source.
01:31You can call the sun, if you like, and then what you want to do switch to your light tool.
01:37So notice down here fourth in the list under the Mesh tool is the Light
01:41Rotate tool by default.
01:42Go ahead and grab it.
01:43And now we've got a different kind of widget and where this widget is
01:47concerned, you're going to get the biggest bang for the buck out of the
01:50X-axis right there.
01:52So notice how the shadows are changing as I rotate the X-axis and notice that's
01:56all you can do, by the way, is rotate.
01:58You don't have any move controls because it's an infinite light source.
02:02And now I'll go ahead and drag the Z- axis around like so, rotate it, and then I
02:07might adjust the X-axis a little more until we end up getting approximately this effect here.
02:13So, so much for lighting the solar system. It's not really that hard.
02:17I'm going to switch back to my scene and I'm also going to press the M key just
02:20to switch back to my Rectangular Marquee tool.
02:23When you take a look at what's going on here the thing you're not seeing is
02:27shadows and you might say, "Well, I do see a shadow, you know, there is a shadow
02:31on the right side of the planet right now." Yes,
02:34but the planet should be casting a shadow onto the rings and the ring sshould be
02:39casting a shadow onto the planet.
02:41There is no interplay of light between these two objects going on.
02:45You don't get that interplay until you ray trace the scene, and so I'm going to
02:50show you how that works.
02:51I'll bring up the 3D panel once again, and then you make sure Scene is selected.
02:55This is very important.
02:56You can't have a light source or a mesh or a material selected; you've got to
03:00have the entire scene selected.
03:01Then you'll see down here there is this option that says Quality, and it's easy to overlook.
03:06It's probably the most important option when you're trying to create a 3D scene,
03:10because without it you end up with pretty garbage-y results.
03:14You can see these really jagged edges around Saturn for example.
03:17The rings look smooth, but that's all because of the opacity map.
03:20Anyway, if we want good results, then you have to switch from Interactive
03:24painting, which is a fast mode that keeps up with you as you work.
03:27You need to switch to Ray Traced, either Draft, which goes fairly quickly, a few
03:32minutes, or Final, which can take a very very long time.
03:36If you just try to check out the scene and how it's working, I totally suggest Draft.
03:40You don't go with Final until you're absolutely done.
03:43So I'll go ahead and choose Draft and notice this is a progressive scan.
03:47It's actually scanning the scene and ray tracing as it goes.
03:51What we're seeing now is a very unpleasant result.
03:55Notice all this weird garbage that's appearing in the rings and what you do if
04:00you notice that something just totally wrong, you can stop the ray tracing by
04:04clicking inside the scene.
04:06And if it doesn't work the first time, click again. Sometimes Photoshop needs a
04:10couple of three clicks before it pays attention, but a click will stop things.
04:14Then I'll go ahead and hide the panel so I can see what's going on.
04:17I have this nice shadow coming off of Saturn onto the rings.
04:20The rings are a mess though and the rings are not casting a shadow onto Saturn.
04:24Well, what I'm going to tell you is sometimes stuff like this happens and it's
04:29Photoshop's fault. There is some problem going on here, but it's not the kind of
04:33thing where quitting program and restarting it is going to help or
04:36restarting your machine.
04:38What I urge you to do when you run into these kind of rendering issues is look
04:42for ways to change some form of parameter.
04:44In this case we know the rings are in trouble, right?
04:47That's where all the garbage is appearing and the rings aren't casting a
04:51shadow onto Saturn.
04:53And I'm going to show you how to fix this problem by changing just one parameter
04:56assigned to the rings, in the next exercise.
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Troubleshooting and ray tracing
00:00In this exercise I'm going to give you a sense for how to troubleshoot a render gone bad.
00:05I've saved my progress as Galactic garbage. psd. It's found inside the 01_3D_demo folder.
00:10What we know is that the planet looks just fine; the rings look terrible and
00:14they are not casting a shadow. So it must be a problem with the way I set up the rings.
00:19Now what I ended up doing was turning on and off all the stuff associated with
00:23the rings, which are the two rings items right there and the rings opacity
00:27texture here inside the Layers panel, and that did not help.
00:30Turning each one of these on and off still resulted in the exact same garbage here.
00:35So instead what I decided to do was double-click on this planet thumbnail and
00:40then click on the rings mesh here inside the 3D panel.
00:43Now I set up this mesh in the first place using Repousse. I must be able to
00:47modify those Repousse settings, and I can, in two ways.
00:51One is to go up to the 3D menu, choose Repousse, and then choose Edit in Repousse.
00:56Another way to do it is to drop down to this little R icon near the bottom of
01:01the panel and click on it, and that will bring up the Repousse dialog box.
01:07Then what I decided to do was to experiment with this Depth value. Perhaps the
01:11Depth of zero is creating a problem. So I changed that depth value to 0.1 and
01:17then I went ahead and clicked OK, and notice now that I get this big huge
01:21beveled edge around my rings.
01:24However, as the scene renders, I can see that it's in pretty good shape.
01:28You know I don't want big thick edges around my rings, it looks terrible, but
01:32I'm not having those bits and pieces drop out and I am casting a shadow onto the planet.
01:36All right, I'm going to go ahead and click inside the Image window in order to
01:40stop the render and I'm going to click on the rings Extrusion Material right
01:44there inside the 3D panel and change the opacity value from 100% to 0% and then
01:51let the scene re-render again.
01:53This time everything is looking good. So basically as we see these passes on
01:58screen, Photoshop is progressively increasing the quality of the ray tracing.
02:02So you can get a sense upfront if the ray tracing is going to go well and then
02:06if it is, you can either just sit tight and watch it happen or you can walk away
02:10from your machine for a few minutes and come back later.
02:12Now what we're going to go ahead and do in the interest of respecting your
02:15time is condense the amount of time it takes to ray trace the scene, so we're
02:19going to speed things up.
02:21And there we have the ray tracing complete with well rendered rings, shadows
02:26from the rings, and a shadow cast from the planet onto the rings as well.
02:30I'll go ahead and hide the 3D panel, so we can see what's going on a little better.
02:33Now there are a few problems with this rendering. For one thing, this is an
02:37awfully light shadow being cast on the rings.
02:39It suggests ambient light. Where would ambient light be coming from in space?
02:43We've got some weird action going on here with the shadows and the rings,
02:47and then we have these kinds of micro rings going on over here in the
02:50right-hand edge of the planet, and I'll show you how to solve those issues
02:54starting with the next exercise.
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Fixing ambient light and strange rings
00:00In this exercise we're going to correct for this overly light shadow that's
00:03being cast by Saturn onto the rings and we're also going to try to fix this
00:07weird edge down here at the bottom of the planet, where the rings appear to be
00:11essentially ignoring the shadow around the dark edge of Saturn. We should have a
00:16dark edge going into a dark background right there, but we have a light edge
00:20going into a dark background.
00:22So first thing's first, let's take care of that shadow by double-clicking on the
00:25thumbnail for the Planet layer to bring up the 3D (Scene) panel, and then I'm
00:29going to make a couple of adjustments to the Sun, this light source right there.
00:33I just want to brighten up the scene a little bit, so I'm going to raise the
00:36Intensity value to 1.1.
00:38As soon as I press the Tab key to invoke that change, I'll invoke another ray trace,
00:42and I don't want that to happen, because I'm just running through a
00:46few adjustments here.
00:47So I'll click inside the scene in order to interrupt that ray trace.
00:50I also want softer shadows, just slightly softer, so I'm going to increase the
00:55Softness value to 2% and that's going to result in a softer transition around
01:00the edges of the shadows, and then I'll click again to stop the ray tracing.
01:04And I'll click on Scene in order to make it active, and I'll drop down to this
01:09item, Global Ambient Color. Notice it's a pretty light shade of gray.
01:13So I'll click on that color swatch, change it to black here inside the Color
01:17Picker dialog box, and click OK, and this time I'm going to let the ray tracing
01:21go because this is the final version of the scene.
01:24We are going to go ahead and quicken it up for you folks, so this'll take
01:28just a moment inside the video. It'll take a few minutes for you if you're
01:31working along with me.
01:33And now here's the final ray traced version of the scene. I'm going to hide the
01:363D panel and the reason that we're getting this kind of aberrant edge down here
01:41in the lower right-hand corner of Saturn is because the background is not
01:46integrated into the scene.
01:48This universe background. And you can't.
01:51Unless I turn it into another 3D object I can't make it part of this 3D scene.
01:55So if I were to turn it off for a moment so we can see what's going on,
01:59this is really the problem, is Photoshop is trying to reconcile this area of the
02:04image using a transparency mask and it's not doing such a hot job. It's not
02:08working all that well.
02:10So here's the solution I came up with, and this is a standard sort of image
02:14troubleshooting you have to do inside Photoshop.
02:16I'll go ahead and turn Universe back on and with the Planet layer selected I'm
02:20going to press Ctrl+J or Command+J on the Mac to jump a new copy of it.
02:24Then I'm going to go ahead and twirl both of these layers closed, just to save
02:27myself some room inside the Layers panel.
02:29And I'm going to click on the background planet and I'm going to right-click on
02:33it and then choose Rasterize 3D.
02:36And the reason I'm doing this, that will create a rasterized version of this layer,
02:40meaning that you'd have to re- create this layer later if you decided to
02:45modify Saturn in some way, shape, or form.
02:47But the reason I'm doing it is because otherwise I'll have two 3D layers that
02:52I'd have to manipulate independently and that would make for a much larger image file.
02:57So I'm going to go ahead and rasterize this layer and you can see that already
03:01helps to reconcile the problem because we can't see through the rings to nearly
03:05the same extent we could before.
03:07I'm going to go ahead and reduce the Opacity of this layer by pressing the 8 key.
03:11So I took the Opacity down to 80% and now I'm going to mask it, because I
03:16want to restore the translucency of the rings out here in the background.
03:19So I'll dropdown to the Add Layer Mask icon down here at the bottom of the
03:22Layers panel, click on it in order to create a new layer mask, and then I'll
03:26switch over to my Gradient tool either by clicking on it or pressing the G key.
03:30And I'm going to switch my gradient from foreground to background right there, and
03:35this is assuming by the way that your foreground color is black and your
03:37background color is white.
03:39And I'll go ahead and press the Enter key or the Return key on the Mac in order
03:42to hide that panel and I'll drag down like so.
03:46Just so that I'm biting into that edge just a little bit, and that goes ahead
03:51and adds a gradient layer mask.
03:53Now I'm going to switch to the next gradient in the list, which is Foreground to
03:56Transparent. I could also by the way just press the Period key.
03:59in order to invoke that change.
04:01And this time I'm going to drag down like so, and again foreground color is
04:05black. I want to make that clear.
04:07And now I'm going to drag from about here on the planet down here at the bottom
04:11across to about this location and release, and that will restore a lot of
04:18translucency around the larger area of the rings.
04:20And we're just keeping this additional level of opacity around this edge.
04:24That takes care of those problems. We still have one outstanding issue which is
04:28these light lines, these light little rings that are appearing only in front of
04:33the planet and they're not appearing out here in front of the universe. We're going
04:36to have to paint those away manually and we're going to add an adjustment layer
04:40just to make the image pop in the very next exercise.
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Traditional 2D edits in a 3D world
00:00In this movie we're going to fix that little edge the old fashioned way using the Brush tool.
00:05And we're also going to throw on an adjustment layer in order to increase the
00:08overall vibrance of the scene.
00:10I've saved my progress as Almost complete .psd, found inside the 01_3D_demo folder.
00:15And I am going to click on the planet layer to make it active and I'll create
00:18a new layer by pressing Ctrl+Shift+N or Command+Shift+N on a Mac, and I'll
00:22call this guy edge fix.
00:24And what that does is create a new layer that I can paint on, because I don't
00:28want to paint directly onto the planet layer.
00:30And now I need to set up a kind of mask to paint inside of.
00:33And I am going to do that using the Elliptical Marquee tool, because everything
00:37about this image is an ellipse.
00:39All right, now I'll drag around the interior of the rings like so and I'll use
00:43the Spacebar in order to position that marquee exactly where I need it to be.
00:47And I want to select this area as accurately as possible and that looks pretty good.
00:52Then I'll press the Shift and Alt keys or the Shift and Option keys on a
00:56Mac, so that I can create an intersection of two selections and I'll drag like
01:01so around the planet.
01:03And I can go ahead and release those keys after I begin dragging so that I can
01:07press the Spacebar in order to position this marquee around the planet like so.
01:12And it looks like I am doing pretty good here.
01:15I want to make sure I select it as accurately as I can, and right about there
01:20looks like I am doing a pretty good job.
01:22And as soon as I release I'll just keep this area inside the planet that's
01:26also inside the rings.
01:28Now let's go ahead and zoom in so that we can take in this abberant edge
01:32right there, and I'll press Ctrl+H, or Command+H on the Mac, so that I
01:36hide that selection outline.
01:37And now I am going to switch to the Brush tool either by clicking on it here in
01:40the toolbox or pressing the B key.
01:43And if I right-click you can see that I have a pretty small brush.
01:47It's only 25 pixels and the Hardness 0%.
01:49Very important so that we get a soft edge.
01:52And I'll just paint with black.
01:55You could lift a color from the planet, but you'll find out this edge is black.
01:59And so I'll just go ahead and paint along that offending edge and that pretty
02:02well takes care of the problem.
02:04Why that problem is occurring I can't really tell you because these rings are
02:08not appearing outside in the universe.
02:11So I am not sure exactly what's going on there.
02:13But Photoshop does give us the option to repair these things manually if need be,
02:17because it's all about making the pixels look the way they ought to look.
02:21I am going to press Ctrl+0 or Command+ 0 on a Mac to zoom out, and then Ctrl+1
02:25or Command+1 on a Mac in order to zoom in.
02:28Another great thing about Photoshop is that you can apply adjustment layers.
02:31So if you feel like a scene lacks something, it should be brighter or it should
02:36be darker or it should be more highly saturated,
02:38what have you, then you don't have to go in and modify your diffuse colors and all that jazz.
02:44You can just heap an adjustment layer on top of everything.
02:47And I am going to do that by pressing and holding the Alt key or the Option key
02:50on the Mac, clicking this black white icon down here at the bottom of Layers
02:54panel, and choosing Vibrance.
02:56And that'll bring up the New Layer dialog box.
02:58I'll call this new layer vivid and click OK.
03:01And because I still had my selection outline active, I went and created a layer mask.
03:05I don't want that.
03:06And so I'll right-click in the layer mask and choose Delete Layer Mask.
03:09And now I am going to increase the Vibrance value to 65 and I'll Tab to the
03:14Saturation value and take it up to 25% and then I'll hide the Adjustments panel
03:18and this is my final scene.
03:20Now, I want to show you just one more thing, how you can take this 3D scene that
03:24you created here, this 3D planet layer, now that you've established it and set
03:28it up, you can go for a more dramatic orientation by adjusting your view of this 3D world.
03:35And I'll show you exactly how to do that in the next exercise.
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Using the Camera Rotate tool
00:00In this final exercise of the chapter I am going to show you how to change your
00:03view into a 3D scene using the Camera tool.
00:06I've saved my final version of the illustration as Video final.psd, so as to
00:11distinguish it from Final saturn.psd, which was a version that I showed you at
00:16the outside of this chapter. You can they're slightly different and you will
00:19achieve different results every time you run through these steps.
00:22All right, I am going to switch back to the composition at hand though.
00:25And before I modify this 3D planet layer, you can see that I've got the 3D layer
00:30selected because there's my little cube.
00:32I am going to hide the static layers by turning off edge fix and turning off the
00:36bottom planet layer.
00:37After all, those layers are not going to update as I modify the 3D scene.
00:42Down here towards the bottom of the toolbox, you know about the Object tools.
00:46They allow you to rotate and move a scene in 3D space, but you're moving that
00:50scene independently of the light sources.
00:52If you want to modify the lights and the scene and everything all together,
00:57then you drop down here to the Camera tool.
01:00And the first Camera tool you're going to see is the Camera Rotate tool.
01:03There is a bunch of other variations as well.
01:05Go ahead and select that tool.
01:07The camera is your eye into the world.
01:09I am going to start things off by just dragging inside the scene like so,
01:14dragging inside the image window, which doesn't provide me with altogether the
01:18greatest control, but does allow me to quickly and easily just modify that scene.
01:24Then I'll go ahead and release and that will invoke the progressive rendering.
01:28I might go ahead and rotate things just a little bit.
01:30I am going to click in order to interrupt that render and I am going to rotate
01:33this X-axis like so in order to bring in that shadowed edge of the planet just a little bit.
01:38I am going to click again in order to interrupt the rendering, and again.
01:42If clicking the first time doesn't work, try clicking a second time.
01:45I am going to go ahead and perform a Z- axis rotation as well, just so that I get
01:50something a little more dramatic like this and maybe one more. Let's go ahead
01:54and click in order interrupt.
01:55Let's try a Y-axis rotation. Might as well send it this direction. This looks pretty good.
02:00Nice jaunty planet, don't you know?
02:02And then I'll go ahead and let that ray tracing do its thing.
02:05Now something I should mention to you is this is not a big file.
02:09It measures 900 pixels wide by 900 pixels tall.
02:12That means your ray tracing is going to go pretty quickly. Whereas if we were
02:17working in a great, big, gargantuan image that ray tracing would of course
02:21go much more slowly.
02:22So that's something to bear in mind as you work inside your own images.
02:26Something else I'll tell you is I've gone ahead and rotated the planet so those
02:31two problems don't occur.
02:32That is, we're not interrupting the shadow edge of the planet with the rings
02:37and I also don't have that weird ring problem along the bottom right-hand edge of the planet.
02:42So I've basically cheated my way out of those problems just by rotating that scene.
02:48We're going to go ahead and speed up this rendering process.
02:51And there is the final, final, final version of the rendered scene, created using
02:57just a fraction of the 3D power built in the Photoshop CS5 Extended.
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2. Creating 3D Type with Repoussé
Extruding type
00:00Arguably the most straightforward use for Photoshop's 3D features is making 3D type.
00:06And you make 3D type using Repousse.
00:10In real life, repousse is a metalworking technique in which an artist hammers
00:15metal from the reverse side in order to push out emboss details.
00:19It's great for making shields and chalices.
00:23In Photoshop, Repousse is a command that lets you extrude a layer.
00:28Think of a pasta maker.
00:29You force the pasta, the substance, through a mould in the shape of the layer, in our case type.
00:36The individual letterforms receive extruded sides so they appear to project
00:41into the world of 3D.
00:43But that's not all Repousse can do.
00:45As if to demonstrate its amazing capabilities, Repousse includes 18 mind
00:50expanding presets, all of which I demonstrate visually in the final movie of this chapter.
00:56You know what you can do with layer effects, right?
00:59Drop Shadows, Glows, Bevel and Emboss. That's nothing.
01:03Just wait till you see what you can do with Repousse.
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The special considerations of 3D type
00:00Here is the final version of the text effect that we are going to be
00:03creating using Repousse inside of Photoshop CS5 Extended and I want you to
00:08note what's going on here.
00:09We have some text obviously with some extruded sides and these slight
00:13beveled edges as well.
00:16The text and the bevel and the extrusion are all filled with this paper texture
00:20from Stock Snapper of the Fotolia Image Library, about which you can learn more
00:24at fotolia.com/deke.
00:26What's interesting about this scene is it's a very simple scene.
00:31All of it is is text and so if I go over here to the Layers panel and
00:35double-click on the 3D thumbnail you can see the contents of the scene in the 3D panel.
00:40We've got this mesh called 3D, so just one mesh, that's it, and a single light source, the
00:45other two are turned off.
00:47So how in the world are the letters casting a shadow on to the background?
00:51Because you know you can only cast shadows onto things inside of a single 3D scene.
00:56You certainly can't cast shadows onto a flat background layer. So what's going on?
01:01Well, Photoshop offers this additional option
01:05under the 3D menu. It's called the Ground Plane Shadow Catcher and what it
01:09does is it creates this layer of transparency inside of the object onto which
01:14it can cast a shadow.
01:16So you'll note if I turn off all the layers but the 3D layer, that the shadow is
01:20actually included inside that 3D layer.
01:23So we'll see more about the Ground Plane Shadow Catcher coming up, but I just
01:27want you to know that's what's going on.
01:29Let's take a look at the composition itself.
01:31We'll go and turn off the 3D layer. Turn on the background.
01:34This is the original paper texture.
01:36I wanted to darken it up slightly at the bottom so I added this gradient layer
01:40that goes from black at the bottom to transparent at the top and it's set to the
01:44Soft Light blend mode.
01:45So we have just a little bit of shading going on to offset the letters.
01:49Then I've got this layer of editable type right here and it is set in Adobe
01:53Caslon Pro, which is a font that ships along with a full Creative Suite.
01:57If you don't have it you can go ahead and reassign any font you like.
02:01However if you want to get similar results to mine, make sure that your text has
02:05rounded serifs and also make sure to use the bold version of that font so that
02:10we have room to work inside the letters.
02:13This brings up a very important point when you're creating 3D type.
02:17You have to have everything done to that type in advance.
02:21You want to make sure there are no typos of course, but also you've got a
02:24determine exactly what fonts you are using, the kerning, and all that stuff.
02:28Pretty much everything but size, because you can resize the letters later.
02:32But as soon as you convert this type to 3D you are going to lose the option to edit it.
02:36It's no good converting the text to a Smart Object.
02:39That's not going to help you because Repousse is not compatible with Smart Objects.
02:43So what you may want to do before you start in is press Ctrl+J or Command+J on a
02:48Mac to create a copy of that layer, then turn off the original, so it's safe and
02:52sound in case you need to come back to it later.
02:54But that's small recompense, I have to tell you.
02:57Because in truth, if later you decide hey,
02:59you know I really love this effect and I want to change out the word, you've got to
03:03have to go back to this text and effectively start over.
03:06You can lift the mesh placement from another 3D layer, but otherwise you are
03:12going to have to re-determine your camera angle, your lighting, and so forth.
03:16So you're in for some work and you most certainly can't just go into the 3D
03:19object and change out the text.
03:21So make those determinations upfront.
03:23Usually by the way, 3D works best with all caps.
03:26We are now set to visit the Repousse dialog box by going up to the 3D menu,
03:32choosing Repousse, and then choosing text layer and we will get that warning
03:35that's telling us that the text has to be rasterized.
03:39And I was telling you in a previous chapter it's not really getting rasterized to
03:42pixels; rather it's getting converted to vertices.
03:44But still, we are going to lose the option to edit.
03:47Click Yes to go ahead and visit the dialog box.
03:50Notice that Repousse automatically assigns an extrusion depth and that's
03:54measured relative to the size of the object.
03:56We'll visit these numerical settings in the next exercise but first I want to
04:01introduce you to these tools right here.
04:03Notice that you have a tool that allows you to rotate the mesh in 3D space like so.
04:08If you want a little more control over your rotation you can switch to the Roll
04:12tool, which allows you to roll the mesh around the 3D axis, and then if you want
04:17to move those letters then we have this Pan tool right there and that allows you
04:22to move the letters up and down or side to side.
04:25If you want to move them back and forth, then you switch to this next tool down,
04:29which is the Slide Tool, and notice if I drag up I move the text backward.
04:33If I drag down, I move it forward.
04:36So it appears to be changing size, but it's really moving back and forth.
04:39Then if you want to scale those letters why then you take advantage of the Scale tool.
04:44I don't really like to work with any of these tools inside of this dialog box.
04:48That's the reason I'm bringing them up and I'll show you why.
04:51I am going to make some additional modifications here to the widget,
04:55just by rotating this guy around a little bit, and this is by no means the final
05:00angle of my letters.
05:01I am just trying to make a point.
05:02Notice what the widget looks like.
05:04So just kind of take a little mental picture there.
05:06I click OK in order to accept these settings.
05:08You should know you can revisit the Repousse dialog box anytime you like.
05:13However, note now if I switch to my Object Rotate tool that my widget is reset.
05:18It's as if it didn't pay any attention to what was going on inside of Repousse.
05:22Well, the truth of the matter is that this tool affects the entire scene whereas
05:27the tools I was using inside the dialog box affect the mesh inside that scene.
05:31And let me show you what I'm talking about.
05:33I'll double-click in the thumbnail for this 3D layer to bring up the 3-D scene
05:36dialog box and I'll switch to this tool, any of the mesh tools here, the third
05:41tool down and then notice the angle of my widget.
05:45Why is my widget missing?
05:46If I go up here to the View menu and I choose Show, it has got a check mark right
05:51there in front of 3D Axis, so it should be up on screen.
05:54Well here's the problem.
05:56I have the scene selected, not the mesh.
05:59So you've got to pay attention to what's selected here inside the panels.
06:02So go ahead and click on 3D, that mesh, and now you'll see the widget as it
06:07appeared inside the Repousse dialog box.
06:10So this is all a long-winded way of saying that I really like Repousse.
06:13I think it's fantastic. The numerical options function beautifully. There is a
06:18lot you can do with it.
06:18However, I'll go ahead and adjust those numerical parameters and lay down my
06:23initial 3D type and then rotate it outside in the image window after the fact.
06:29I just think that's less confusing. It gives you more control, especially if the one
06:33thing that scene contains is text and only text.
06:35I'm going to go ahead and press Ctrl+ Z or Command+Z on a Mac in order to
06:39reinstate that live text and we will once again visit the Repousse dialog box in
06:44earnest in the next exercise.
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Using the Repoussé dialog box
00:00Now for a real introduction to Repousse inside of Photoshop.
00:03I have gone ahead and turned off that final 3D layer.
00:06I have made a copy of my editable text.
00:08It's selected and ready to go.
00:10Now I'll go up to the 3D menu, choose Repousse, and choose Text Layer.
00:14If you get sick of this alert message, by all means turn on the Don't show again checkbox.
00:18I am going to leave it off though so that we do see the alert message and I'll
00:21click the Yes button in order to bring up Repousse.
00:25And I think the Depth value is pretty straightforward.
00:27You can crank this value up to 10 so that you create this ridiculous amount of extrusion.
00:33For now I am going to leave it set to 1, and now let's discuss the other options
00:37that are available to us.
00:38We have these presets up at the top and you can select one of those presets if you like.
00:43However, I am going to tour you through the presets in later exercise after we've
00:46gained a little bit of experience with this feature.
00:49I've got a demonstration of every single one of the 18 presets that are available.
00:54The Scale value affects the relative size of the back face.
00:58At 1 it is 100% as large as the forward face.
01:01If you set it to 1.6 then it's 160% as big as the forward face.
01:06You can also make it smaller.
01:08If I set it to .5, it's going to be 50% as big as the backspace and you'll
01:13achieve the sense of forced perspective.
01:15For now though I am going to leave this set to 1.
01:17You also have this Twist option.
01:19Notice it goes ahead and rotates the back face with respect to the forward one.
01:23It can be useful if you're trying to create sort of a twisting extrusion with an
01:28object that is relatively as tall as it is wide.
01:31As soon as you have a very wide object like this one, it doesn't come off very well.
01:35I am going to restore that value to 0.
01:38I'll explain what's going on with texture once we have a texture to work with.
01:41Right now I am going to select the Shear option, so that I can show you
01:45if I change this X Angle value to 20 degrees, for example, we are creating a 20
01:49degrees shear, that is a slant associated with that extrusion.
01:53I can also add a vertical slant if I like.
01:55I'll go ahead and take the Y value down to 0.
01:58And now I want to show Bend. If you turn on Bend it's still controlled by these
02:02X and Y Angle options here.
02:04However, instead of slanting the sides, you're rotating the sides.
02:08So you're creating what's known as a 3D revolution.
02:11And to get a sense of what's going on here let's try a 90 degree revolution
02:15and see what happens.
02:16Right now we are revolving right into the D because I have this reference
02:22point set to the center.
02:23If I set it out here to the right- hand edge then I'm revolving the letters
02:27around this huge area, thanks to the Depth value.
02:30Let's go ahead and take that Depth value down to let's say 0.1 and you get a
02:35better sense for what's going on.
02:36I'll change the X Angle value to 180 degrees as well and now you can see that
02:40the letters are revolving all the way around off the canvas so that we are
02:45seeing just this right-hand edge of a reflected D. Obviously we are not going
02:49to use that with text, but it can be useful with objects, as we'll see in the future chapter.
02:54I am going to take that value down to 0.
02:56Another interesting option is this Inflate option down here.
03:00If I increase the Angle to 90 degrees we'll achieve puffy letters that puff out
03:05evenly over the course of that forward face.
03:08You can also puff out the back face and we'll see examples of that later, as
03:13well as both front and back in order to create a kind of pillow effect.
03:17Right now we're not seeing the back face though, so it's not going to do us much good.
03:20Now, once you change the Angle value the Strength value should wake up.
03:23If it doesn't, if your Strength value is dimmed, then just go ahead and
03:28incrementally change the slider value a little bit by dragging on the slider and
03:32that helps wake up that Strength value.
03:34You can take it as high as 1.
03:36And if you do take it up to 1, notice that the inflation varies across these letters.
03:41The large areas receive the most inflation and then the smaller areas sort of tightened up.
03:46So you get a very pillowy effect indeed.
03:48Now I want you to go ahead and take that Strength value down to 0.
03:51You need to do that first if you are following along with me.
03:54And then I am going to change the Angle value to 0 as well.
03:57And now let's visit Bevel.
03:59You have independent Height and Width values.
04:01So it's as if you're looking at the edge of that bevel. Width is going to
04:05control the size of the bevel when we are looking down at it.
04:08I'll go ahead and change the Height value, let's say to 2 in this case.
04:12So Width is determining the size of the size of the bevel when you're looking
04:15straight ahead at it.
04:16Height is determining the height of the bevel were we to rotate the letters to
04:20a different position.
04:21However, even if you're not able to really see the height it can be very useful
04:26for catching an edge.
04:27So if I increase that Height value I'll get more of a dramatic lighting effect.
04:32You also have control over the shape of that edge, and you can change the shape
04:36using this Contour option.
04:37Right now we have a diagonal beveled edge.
04:40However, if I change it to Cone right here, then we'd have this edge that slopes
04:45up and then back down into the letters and so forth. And you can define your own
04:50contour if you so desire by clicking in this guy.
04:54And that brings up the Contour Editor dialog box. We will be visiting that
04:58dialog box in the future exercise.
05:00Right now I am just going to can cancel out and I am going to switch my
05:02Contour back to Linear.
05:04And I am going to change for now both Bevel values to 0 and I am going to take
05:09up the Depth value to 0.2.
05:10So really the only change I have made from the default settings is to lower
05:15the Depth value from 1 to 0.2 and that's it. And that's all I am going to do
05:19in a dialog box for now.
05:21Now, I am going to click OK in order to create my base object.
05:25It's nothing to write home about yet, but it will become very interesting indeed
05:29once we apply a texture in the next exercise.
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Assign textures to surfaces
00:00In this exercise, we'll assign a texture to both the faces of the letters and
00:04to the extruded sides.
00:06And I am going to double-click on the thumbnail for my 3D layer to bring up the 3D panel.
00:10And notice what we have here.
00:11We have a pane full of default lights. And I am going to go ahead and turn off
00:15Infinite Light 2 as well as Infinite Light 3 so that we can keep our lighting as
00:19straightforward as possible.
00:21And I am going to click on Infinite Light 1 and up the Intensity to 1.2, so that
00:25we have brighter letters to work with.
00:28And I am going to change my shadows to a Softness value of 25%.
00:31Even though so far we don't have any shadows, but the future shadows will be nice and soft.
00:37Having done that I am going to go ahead and click on 3D and that is a 3D mesh
00:41that we just got done generating inside of Repousse.
00:44Notice that we have a list of materials.
00:46We're going to discuss materials in more detail in a later chapter, but for now
00:49note that they convey attributes such as Color and Surface Variation, Shine,
00:54Gloss, Reflectivity, and Texture, which is what we're about to apply.
00:59Now technically speaking there are no materials applied so far.
01:03We just have a color of white and that's it, so why this list of five materials?
01:08Well, those are the five possible faces onto which we might need to wrap
01:13materials on this 3D object.
01:15The Front Inflation is the front surface of the letters.
01:18Back here at the bottom, the Back Inflation is the back of the letters, which we
01:22can't see currently.
01:24We also have a potential Front Bevel and Back Bevel, which are nonexistent at
01:28this point because I set the Bevel values to 0.
01:30And then we've got the extruded sides.
01:32So all we need to change is the Front Inflation and the Extrusion.
01:36So I am going to go click on the Front Inflation, then drop down here to this
01:39little page icon to the right of the word Diffuse, click on it and then
01:43choose Load Texture.
01:45Then navigate to the O2_repousse folder, click on Paper texture.jpg, and open it up.
01:50That will go ahead and assign the Paper texture to the letters.
01:53We want to do the same for Extrusion.
01:55So if I clicked on the Extrusion Material and clicked on the page icon, I could
01:58choose Load Texture, but if I do Photoshop gives me this bewildering alert
02:03message in which it essentially says, "Yes, I am well aware of that texture,
02:07it's embedded into the file and I'll just go ahead and use that if that's okay by you, buddy."
02:11It would be nice if instead of doing that it would actually list the texture
02:15so I could select it.
02:16But here is the better way to go.
02:17You've got this great little tool here called the Material Drop tool.
02:20Go ahead and click on it to make it active.
02:22And then move the cursor out into the image window, press and hold the Alt key
02:26or the Option key on the Mac to get the Eyedropper, and click on the face of one
02:31of the letters to lift that surface texture.
02:34Then go ahead and release Alt or Option, move the cursor over an extruded side,
02:38and you'll see all of the sides light up and then click inside of that extruded edge.
02:43At this point we're not going to see much in the way of texture along the
02:46extruded sides because the texture is getting compressed.
02:49It's getting scaled inside those sides.
02:51That's not what we want.
02:52So go ahead and click on 3D mesh in order to select it.
02:56And what we need to do is revisit Repousse and you can do that in two ways.
03:00Either go up to the 3D menu, choose Repousse, and then choose Edit in Repousse.
03:05Or the other option is when a 3D mesh that was created in Repousse is selected
03:10you can drop down to this little R icon down here, near the bottom of the 3D
03:14panel and click on it.
03:16Then inside the Repousse dialog box we want to adjust this Texture setting.
03:20Right now it's set to Scale which goes ahead and disproportionately scales the
03:24texture inside the side, so it scales the texture to fit as needed.
03:28You can also work with Fill, which is another scaling option.
03:32However, it's closer to a proportional scaling.
03:34What it does is it increases the smallest dimension of the texture to fit the
03:38largest dimension of the 3D object.
03:41But what we want is Tile.
03:42Tile doesn't do any scaling.
03:44If it runs out of the texture, it repeats the texture.
03:46But our texture has every bit as big as the image.
03:48So this is perfect.
03:50So I'll go ahead and select Tile and then click OK and the job is done.
03:54And that is how you apply textures to the various sides of an extruded object
03:59here inside Photoshop.
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Using the Ground Plane Shadow Catcher
00:00In this exercise I'm going to introduce you to the Ground Plane Shadow Catcher,
00:03because if I were you, right about now I'd be wondering, is this
00:07effect ever going to look good?
00:09In fact, in this exercise things are going to start getting pretty.
00:12Make sure that your 3D layer is active in the Layers panel, then go out to the
00:153D menu and choose Ground Plane Shadow Catcher to turn it on.
00:19You'll get a warning in which Photoshop tells you, okay, you've turned on
00:23the feature, but you're not actually going to see any shadows until you ray trace your scene.
00:29Go ahead and click OK.
00:31I suppose we got to go ahead and ray trace the scene and see what it looks like.
00:35So I'll double-click in the 3D object thumbnail inside the Layers panel to
00:38bring up the 3D panel.
00:39Go ahead and click on your Scene to make it active at the top of the list and
00:43then change the Quality from Interactive to Ray Traced Draft, and wait until it
00:49starts tracing that shadow in the background.
00:51Now the shadow is going to look extremely noisy. Don't worry about that.
00:54That's just because we set the lighting so we have soft shadows.
00:57The more times Photoshop traces over that area, the better it will render.
01:01Anyway, I'm going to go ahead and interrupt the render by clicking inside
01:04the image window, because I know enough now to know that this is not the effect I want.
01:08I want the letters laying down on that ground plane.
01:12Well, Photoshop automatically sets the ground plane wherever Photoshop sets it,
01:16right about here.
01:17So it's essentially horizontal to your line of sight. What we want to do
01:21is change things up.
01:22We want to make the letters parallel to the ground and then we need to change
01:25our view, so we're looking directly down at the ground.
01:28We'll start by rotating the entire scene, so click on the Object Rotate tool
01:32here in the toolbox and I want you to drag that little blue rotate gadget there,
01:37just below the arrow.
01:38And I want you to drag down until you really can't see the blue arrow anymore,
01:44so that it's hidden behind the cube, and your text will look like this.
01:48Now you might think the text should look like this, sort of straight on ahead,
01:52but actually it's elevated in the world.
01:54So we're kind of in-between the text and the ground at this point looking at it.
01:58That's why we can see the underside of the letters.
02:00So just make sure that blue arrow disappears and then release.
02:04And I'm cautioning you to make sure to do all the work in that one swipe.
02:08Because now it will be very difficult to get to that little rotate gadget
02:11there on the widget.
02:13Things seem to be looking pretty good here.
02:15I'm going to go ahead and click in a scene in order to interrupt the render.
02:18And now in order to put the letters on the ground, you go up to the 3D menu
02:23and you choose Snap Object To Ground Plane, and that will go ahead and nail
02:27those letters in place.
02:28And it looks like I've got some pretty parallel letters going on.
02:32They might be a little high on the side that facing us, but that's okay.
02:36I can see the shadow. I've got it figured out. I'm going to interrupt the
02:39render, because I'm not interested in the full render at this point. We're just
02:42trying to get a sense of where we are.
02:44Now let's go ahead and switch to the Camera Rotate tool, so that we can look
02:47directly down at those letters.
02:49And I'm going to drag once again the blue rotate gadget there, like so, until
02:54the front of the letters are facing me.
02:56And you can tell if you're looking at the back of the letters because they're
02:58unlit and they don't have textures on them.
03:01And of course the text is upside-down. That might clue you into what's going on as well.
03:05Right about there is pretty good I think and you'll end up with this
03:08underlighting that's not what we want eventually, but that's totally okay for now.
03:13I'm going to click to interrupt the render once again.
03:14I'm going to adjust my view of the scene just a little more here. I want to the
03:19letters to be sort of sloping away from us ever so slightly.
03:22So I'm dragging that blue rotate gadget and I'll go ahead and release and then
03:27click on the screen to interrupt the render.
03:29You can switch back to the interactive mode if you want to, but it's nice to be
03:32able to see where the shadows are as we work.
03:34So I find it's very handy just to getting in the habit of clicking when you get
03:37sick and tired of watching the render.
03:39Then I'll switch back over here to the Object Rotate tool and I'm going to go
03:43ahead and grab the X rotate option right there, in order to rotate the letters
03:48just to a kind of jaunty angle there, and click in order to interrupt the render.
03:53And now, let's drag on the cube in order to make the letters bigger.
03:56We want to make sure that we're allowing room for the shadows, which will be
04:00eventually under the letters, not over.
04:02Now you can see that in modifying the location of the scene here, we've managed
04:08to lift the letters off the background, because there is a gap between the
04:11letters and the shadow.
04:12So we need to go back up to the 3D menu, click first to interrupt the render, and
04:17then click again on the 3D menu to bring it up, and then choose Snap Object To
04:21Ground Plane to put that object back down where it belongs.
04:25And click yet again to interrupt the render. And this is looking pretty darn good.
04:29The only real problem at this point is that we have this underlighting, and I'll
04:32show you how to adjust the lighting so we have better highlights and contours
04:35and shadows, in the very next exercise.
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Adjusting and loading lights
00:00In his very brief exercise I'm going to give you a sense for how to adjust the
00:03lighting of the scene, and with my 3D layer still selected here in the Layers
00:07panel, I'll double click on its thumbnail to bring up the 3D panel and I'll
00:11click on Infinite Light 1. This is the only light that's turned on of course,
00:14and we're going to manipulate it by dropping down to this fourth tool, the Light Rotate tool.
00:19Make sure you have the Light Rotate tool selected, because we don't need to
00:23move the light. We really can't move the light, because it's an infinite light source.
00:27It's very, very far away.
00:28Instead, we're just going to rotate its placement.
00:31You could work from the widget if you want to. In my opinion where this
00:35exercise is concerned,
00:36the widget is more of a fine-tuning adjustment tool.
00:39Instead, what we're going to do is actually drag inside of the image window.
00:44We want to take our shadows and send them the opposite direction, so we need
00:48to twist our light source all the way around, and I'm going to do that using
00:52this kind of gesture.
00:53I just want you to see it before I do it.
00:55I'm going to move my cursor for about here around in half circle to about there
01:00inside of the three.
01:02So let's see if it worka out.
01:03I'll go ahead and drag like so. Because the strange thing about this is we're
01:06employing a 2D gesture in order to invoke a 3D modification.
01:11This looks about right, however, so I'll go ahead and release and sure enough
01:15I got my shadows going the other direction and we have a slight dropoff to the shadows.
01:19They are not super huge shadows, in other words.
01:22I'm going to go ahead and click inside the scene in order to interrupt that ray tracing,
01:25and I'm assuming your ray tracing is still turned on as well if you're
01:28working along with me.
01:29Now I'm just going to make a slight adjustment to the blue z-axis by dragging it
01:34over to left a little bit and we end up getting this effect here.
01:37Now let's imagine that you're having a hard time with this maneuvering and
01:40you're not getting the same results as me.
01:43Well, I'm going to go ahead and click in the scene in order to interrupt the render.
01:46The great news is that you can save off your lights and reemploy them later.
01:50So imagine for example that you'd gotten a scene exactly the way you want it
01:55and then you decide you have to edit the text.
01:58After positioning the text the way that we have, then you'd to relight it.
02:02However, if you went ahead and saved those lights, you can reapply the lights
02:05and that's going save your time. And here's how it works.
02:08You go up to the 3D panel fly-out menu and you choose Save Lights Preset and
02:12that's not only going to save Infinite Light 1 here, but it will also go ahead
02:16and save off the lights that are turned off.
02:18Just in case I've made some changes to those lights that I was fond of,
02:22they will still be there if I want to revisit them.
02:24So I've already done that in advance for you. If you want to go ahead and add my
02:29lights to your current lighting, which is not what you want to do, you'd choose
02:32this command, Add Lights Preset. In order to get rid of your lights and replace
02:36them with mine, you choose Replace Light Presets, and that's what I suggest you
02:40do if you're having problems.
02:42Then inside the 02_repousse folder, you'll find a file called White type light.p3l.
02:47That's a light file for Photoshop.
02:49Go ahead and click the Load button in order to load it up and you'll get the
02:53exact same lighting as I have on screen. Of course assuming that your objects
02:58are in the same physical location and that is how you go about adjusting,
03:02saving, and loading lights here inside Photoshop.
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Adding a custom-contoured bevel
00:00In this exercise we're going to add a custom bevel and we're also going to lift
00:03the letters slightly off the background by reducing the depth of the extrusion.
00:08And with that 3D layer selected, I'm going to go up to the 3D menu, choose
00:12Repousse and choose Edit in Repousse, but I do want to mention in passing this
00:17Split Repousse Meshes command.
00:18It's very useful. We're not going to employ it now.
00:21But what it does is it takes the components inside of a mesh and splits them apart.
00:25So if you wanted to split the 3 from the D and manipulate them independently,
00:30then you would choose this command.
00:31However, that's not what we're doing. W're going to choose Edit in Repousse in
00:35order to bring up the Repousse dialog box. And I'm going to change the Bevel
00:38settings by increasing the Height value to 1 and the Width value to 3.
00:43That'll give us a slight diagonal bevel.
00:45That's not what I want. What I want is a flat beveled edge, a little tiny height
00:50one cliff, and then we end up with the face of the letters.
00:54I'm going to do that by modifying the Contour.
00:56So I'll go and click inside of this little semaphore flag in order to bring up
01:00the Contour Editor dialog box. Then I'll click on the line to add a point to it,
01:04and I'll drag that point down to the very bottom, and what we're doing is we're
01:09describing the angle of that beveled edge.
01:12So we're seeing a flat surface upfront, you can see that flat surface out here
01:15in the image window, and then that's our cliff right there.
01:19Go ahead and click OK to accept that modification.
01:22Now I'm going to reduce the Depth value from 0.2 to 0.1.
01:26Now you might ask why the world am I doing this?
01:29If I wanted a 0.1 extrusion upfront, which I did, then I should've gone
01:35ahead and dialed it in.
01:36But what I really wanted was an extruded edge that's every bit as big is the gap
01:41between the letters and the shadow in the background.
01:44So I doubled my Depth value upfront and then I was able to use that Snap to
01:48Ground Plane command in order to snap the letters right in the place, then I
01:52go ahead and reduce the Depth by half and I end up with the exact gap I was looking for.
01:58So now I'm going to go and click OK in order to accept that modification.
02:03Now there's one thing still wrong here so I am going to interrupt the render by clicking.
02:07Notice that this beveled edge is white.
02:10It should be filled with paper texture. So I'm going to double-click on the
02:13layer thumbnail to bring up the 3D panel and I'm going to click on this Material
02:17Drop tool in order to select it.
02:19If you're working along with me, your tool should still be loaded with a paper
02:22texture, but if you're not sure just go ahead and press the Alt key or the
02:26Option key on the Mac and click on the face of one of the letters.
02:29Then release Alt or option and click inside of one of the beveled edges in order
02:33to fill all the beveled edges with that texture.
02:37And now this time I'm actually going to let the ray tracing run and you'll
02:41see as it runs how the noise inside of the shadows are smoothing away and
02:46that's something that happens with every single pass of this progressive rendering engine.
02:51And the big difference by the way between the two quality settings,
02:54Ray Traced Draft and Ray Traced Final, is the amount of noise you get inside
02:58of your final image.
02:59Ray Traced Draft is going to leave a lot more noise, but it's like four or
03:03five times quicker.
03:05Whereas Ray Traced Draft is is going to leave a lot more noise, Ray Traced Final
03:08is going to smooth away most of that noise, but it takes about four or five times longer.
03:13All right, so there is the final rendered version of the scene. I'll go ahead
03:17and hide the 3D panel so we can see it.
03:19But I've got one more exercise waiting for you, in which I demonstrate the
03:23appearance of every single one of those 18 presets inside the Repousse dialog box.
03:28Stay tuned!
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The Repoussé presets
00:00In this exercise I'm going to demonstrate the appearance of every one of those
00:0418 presets that you find inside of the Repousse dialog box.
00:07I've gone ahead and saved this version of the image by the way as
00:11Video-final type.psd.
00:12It's inside the 02_repousse folder and so is this file right there, which is
00:16called Repousse shape presets.psd.
00:20What I've done-- I'll go ahead and press the F key a couple of times to switch to
00:23the Full Screen mode.
00:24I've created half-sized versions of that 3D type file, subject to each one of
00:28the presets, and I've also included the Presets icon and they're listed in the
00:31exact same order. They are three wide inside the panel and six lon,g just like this file.
00:38The first option just ends up giving you no bevel whatsoever. You have flat
00:41letters, you have a standard extrusion.
00:44I should tell you that the depth is much deeper than this.
00:46I went ahead and reduced the depth of each one of these presets, just because
00:50otherwise we'd interrupt the ground plane and it'd look ridiculous.
00:53The next one applies a flat beveled edge, like so.
00:57I've also reduced the size of the bevel so it fits inside the letters.
01:00Notice this guy right there. He is the hilarious one.
01:03I love this preset, because it's drawn wrong.
01:07Notice it shows the bevel going out and then the face coming back in and that's
01:12actually the opposite of how the effect works.
01:14It creates a dived bevel right there. So the contour goes inward not outward.
01:20Next we have this kind of flat beveled edge with a round cliff associated with it
01:24and it produces this effect here.
01:26This is an inflation effect so a standard inflation effect. The front
01:30letters are inflated.
01:31In the next preset both the front and back surfaces are inflated and we've got
01:35a little bit of strength going on too. So we have some kind of pillow letters as
01:39you can see, and I'll go ahead and scoot this over a little bit so that you can
01:43see everything that there is to offer inside of this little image.
01:46Notice I changed the angle of our view. So I changed the camera setting so that
01:50we can see a bit of the back of these letters. There is no extrusion associated
01:56with this effect, so you just end up with these kind of pillowy objects.
02:00Let's check the next group here. This one inflates downward, so the inflation
02:05actually goes inward instead of outward, which is an option with Repousse.
02:09This next preset goes ahead and creates a back face that is bigger than
02:12the front face, and the third preset in the third row goes ahead and
02:16creates a slanted extrusion.
02:19Moving to the fourth row here, we start getting into some pretty ridiculous
02:23effects in my opinion, especially when applying to text.
02:26This one creates a big twirl as you can see and the reason we have the shadows
02:32midway is because we're cutting through the ground plane at this point, which is
02:37possible. It's something you have to watch out for.
02:39I didn't correct for it, however, because I wanted you to see what happens.
02:42This guy corkscrews like crazy and that might end up looking okay if I
02:47applied it to just one of the letters. Because I applied it to both letters
02:50at a time, the letters are wider than they are tall and we end up getting a very
02:55peculiar effect indeed.
02:56And if that wasn't weird enough for you, why we've got an even weirder one right there.
03:01So a ton of corkscrewing going on.
03:04In this case I believe it's a twist value of 560 degrees.
03:08It's the same value for both of these presets here.
03:11However, we're twisting around in the middle here in the middle image and we're
03:14twisting around the right-hand side on the right-hand image.
03:18Next we have our Revolution options, and in this case I went ahead and split
03:22apart my letters and I hit the D and just left the three visible because
03:26otherwise you wouldn't believe what weird looking effects we end up getting.
03:30And in this case we're doing a 90 degree revolution with a lot of depth so it's
03:35going way back there.
03:37In the next one we have a 180 degree revolution but there is not nearly so much
03:41depth associated with it, so we end up getting two letters that are reflected
03:45neighbors to each other, and I went ahead and assigned that paper texture to the rear surface.
03:51In this next case we're revolving again 180 degrees but around a
03:54different reference point.
03:56And this final revolution option, I believe it's 185 degrees if you care,
04:00so another 5 degrees worth, but it's really a function of having a
04:04different reference point.
04:05That's why the three goes off the canvas. This one is pretty interesting I think.
04:09We have just a little bit of a gap left over, as indicated by this 3D Pacman icon here.
04:14And we end up getting a 3 that wraps all the way around itself and creates a
04:19kind of mushroom effect.
04:20Now this isn't very useful for a 3 but these kinds of revolutions can be
04:25extremely useful indeed.
04:26Imagine if we started with kind of a shape that indicates half an apple and
04:30then you revolve it all the way around and you've got yourself a 3D apple,
04:33which is pretty awesome.
04:35And then finally I went ahead and reinstated the D and applied this 270
04:38degree revolution, which revolves the objects around their center which is
04:42why the D bends in two.
04:44For what it's worth, those are the graphical depictions of the 18 presets that
04:49are available to you in the Repousse dialog box.
04:53In the next chapter we'll take a look at Repousse as applied to shape layers
04:56and layer masks.
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3. Drawing 3D Objects with Repoussé
Turning any 2D layer into 3D
00:00It's easy to think of Repousse exclusively as a tool for extruding type, but
00:05where it really shines is in its ability to generate 3D objects from 2D artwork.
00:11See, generally speaking, Photoshop is incapable of creating models,
00:16the underlying wireframe meshes that define 3D objects.
00:20In other words you can texture, light, and render a 3D scene, but you
00:25can't really draw it. Which means you often have to import models created in other programs.
00:31But Repousse is the exception.
00:33Repousse lets you take a 2D layer and extrude, inflate, revolve, or even tug it
00:41into something that has form and depth.
00:44In this chapter, we'll create a convincing antique metal sheriff's badge, in which
00:49we cut holes in an extruded star and convert circles into round balls at the
00:55stars points, all based on simple shape layers.
00:59I'd even show you how to take a sub path, which Repousse calls a constraint, and
01:04pull it outward to create a series of remarkably organic ridges and valleys in
01:09the 3D object. By which I mean here's how to create 3D models in Photoshop.
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Creating the base shape layers
00:00All right, just as a frame of reference, here's the final version of the old
00:03weathered sheriff badge that we'll be creating.
00:05And it's our most complicated projects so far, because it includes this time
00:09around four meshes and the meshes are as follows.
00:12In the background we've got a big star shape
00:15that's responsible for this dark texture inside the lines and the type.
00:18Then we've got another star shape immediately in front of it that has the
00:23stripes and the letters cut out of it.
00:24The third mesh is this collection of six balls that surrounds the star.
00:29And then finally we have to represent the interior of the R as an independent
00:35mesh, for reasons that will become clear as we work through this project.
00:38The background is not part of the scene.
00:40It's an independent stock image.
00:42So we're once again taking advantage of the Ground Plane Shadow Catcher, but
00:45this time we have a couple of shadows that we're casting using two spotlights.
00:50Now, it's all built-- Even though it looks like we have some text inside the scene,
00:54it's all built from vector- based shapes inside of Photoshop.
00:58And we're going to start things off by creating those shapes before we give them
01:02depth and volume inside of Repousse.
01:03So I'm going to switch to this image.
01:06It's called Sheriff shapes.psd and it's found inside the 03_shapes folder.
01:10And you may see a couple of guidelines on screen, if not, then
01:14press Ctrl+Semicolon,
01:15or Command+Semicolon on the Mac, in order to bring those guidelines up.
01:19This document also contains some live text.
01:22And it's set in Birch Standard, which is one of those fonts that should ship
01:25along with the Creative Suite.
01:26If you don't have it though, it doesn't matter all because I've gone ahead
01:30and represented all the letters as a shape layer, and that's what we'll
01:33eventually be working with. But I just wanted you to see how this whole thing was put together.
01:37All right, I'm going to start things off by drawing a big star and I want that
01:41star to be yellow, and it doesn't matter at all. We're going to be covering up
01:44the colors that are associated with these base shapes, but I just want to be
01:48able to tell all the shapes apart from each other as we build them.
01:51So I'm going to dial yellow into the Color panel.
01:53And that's a Hue of 60 degrees, Saturation 100% and Brightness 100%.
01:58Your star drawing tool inside of Photoshop is the Polygon tool.
02:02So drop down to whatever shape tool you see down here toward the bottom of the
02:05toolbox and select the Polygon tool.
02:08Then change the number of Sides to 6 and finally click on this little down-
02:13pointing arrowhead next to the blob and turn on Star.
02:16Now, it's hard to figure out exactly how you need to indent the sides, but
02:21if you go ahead and draw a star now, you'll see that it's not a sheriff's star at all.
02:25It's too spiky.
02:26So I'll go ahead and undo that.
02:28What you need to do is set the Indent By value to 33.3.
02:32And I just came up with that by happenstance, but it works perfectly.
02:36And then I want you to drag from the intersection of those two guidelines up
02:41into the center of the star.
02:42And if you want to constrain the shape so it's absolutely up and down, then
02:46press the Shift key as you drag, and then release like so and you will have
02:50drawn the star shape that we need to work with.
02:52Go ahead and rename this shape rear, because it is going to be our rear star.
02:56All right, the next step is to create all the balls, and I hesitate to call them
03:01spheres because they're not ultimately spheres and they certainly aren't circles.
03:05They are these sort of blobby things, as you'll see, that we're going to
03:08create using that Inflation feature inside of Repousse.
03:12Just because it's the easiest way to work. If we were to use real spheres,
03:16we would have precious little in the way of positioning options available to us.
03:20You don't have power duplication.
03:22You can't rotate around a specific origin point.
03:25It's a big pain in the neck.
03:26Whereas if we get all our balls arranged in advance and then go ahead and
03:30extrude them, we're in much better shape.
03:33So I've gone ahead and clicked on the balls layer to make it active.
03:35I am going to switch over to my Black Arrow tool, which you can get by pressing
03:39the A key, and then click on that shape to select it.
03:43Then you need to press a keyboard shortcut. This is the only way to get to this.
03:47Which is Ctrl+Alt+T or Command+Option+T on the Mac.
03:51It's a method for duplicating the selected object and it's going to help us
03:55make quick work of duplicating these circles.
03:57Then, drag that little target right there, which is the origin for the
04:01transformation, go ahead and drag it down to the intersection of the guidelines.
04:05Then go up to the Options bar and change the Rotate value to 60 and then press
04:11the Enter key or the Return key on the Mac.
04:12Now, I've got another keyboard shortcut for you. You have to mash your fist
04:17and press the T key. So that's Ctrl+Shift+ Alt+T or Command+Shift+Option+T on the Mac.
04:22And keep doing it. You've got to do it four times in a row there in order to
04:26complete all the circles.
04:28And that's your power duplication, which is not necessarily the most intuitive
04:33feature inside of Photoshop because it's based on keyboard shortcuts.
04:36However, it doesn't even begin to exist inside the realm of 3D.
04:40All right, now that we've created all the balls, we need to create another
04:44version of this star that has the text and the stripes cut out of it, and
04:48we haven't even made the stripes yet, and we're going to create that shape in
04:52the very next exercise.
Collapse this transcript
Cutting holes from shapes
00:00In this exercise we are going to complete our shape layers by creating a
00:03duplicate of the star layer and then cutting the letters and the bars that we
00:07still have yet to create out of that star.
00:10I've saved my progress as Symmetrical circles.psd.
00:13It's found inside the 03_shapes folder.
00:15In order to cut the letters out of a Shape layer the letters need to be a
00:18Shape layer as well.
00:20So if you have access to the font Birch Std you would presumably go ahead and
00:24click on this type layer here and press Ctrl+J or Command+J on a Mac to create a
00:28copy of it, so you don't lose the original type layer.
00:31Then you would right-click in an empty portion of this layer like so and choose
00:35Convert to Shape and that will convert those letters to path outlines.
00:40However, I've already done it in advance for you.
00:42So I am just going to press the Backspace key or the Delete key on the Mac to
00:44get rid of that layer.
00:46Turn off the live editable type layer and turn on the vector-based version of that same layer.
00:50All right, now I am going to click on the vector mask thumbnail in order to make
00:54it active so we have access to the path outlines and I am going to go ahead and
00:57zoom-in to 100% by pressing Ctrl+1 or Command+1 on the Mac.
01:02Now the bars above and below the text are copies of this I right here.
01:07So you don't have to draw it or anything.
01:08We'll create the bars entirely using transformations.
01:11So using your Black Arrow tool, which I assume you still have selected, go ahead
01:15and click on the outline of the I and then press and hold the Alt key or the
01:19Option key on the Mac and drag that I to some other location, and because you
01:23have the Alt or Option key down you make a copy of the I.
01:26Then go up to the Edit menu and choose Free Transform Path or press
01:30Ctrl+T, Command+T on a Mac, right- click anywhere inside the image window,
01:34and choose rotate 90e CW or CCW. It doesn't matter which just as long as you
01:39perform a 90e rotation.
01:41Then I am going to go ahead and drag this guy down and into the letter slightly
01:46until it's about right there.
01:47Notice the I is also centered along that vertical guideline.
01:51Okay, press and hold the Alt key once again or the Option key on the Mac and
01:55drag either the right or left handle in order to scale the I equidistant away
02:02from that vertical guideline like so and I want to take the I until it's base
02:06there is about midway into the first F.
02:09Then finally I want to scoot the I up by pressing Shift+Up Arrow five times in a row.
02:13So one, two, three, four, five and that looks like pretty good placement there.
02:18Press the Enter key or the Return key on the Mac in order to apply your changes.
02:22Now I need to create a duplicate of the I on the other side of this horizontal
02:26guideline and I'll do that by pressing Ctrl+Alt+T or Command+Option+T on the
02:30Mac, which is a keyboard shortcut that performs a transformation on the
02:34duplicate of the path outline and then I am going to take that little target
02:39there and I am going to move it down so that it snaps into alignment with the
02:42horizontal guideline.
02:44Then right-click anywhere inside the image window and choose Flip Vertical and
02:48you'll end up getting a bar underneath the letters. Press the Enter key or the
02:52Return key on the Mac in order to apply your change.
02:54All right, now we need to grab all these guys and copy them so we can paste
02:58them into the star.
03:00Now that's pretty hard to do with the star visible on screen.
03:03So go ahead and turn off that rear layer and then marquee all of the black
03:08shapes with the black arrow tool.
03:09Just avoid the circles and you'll be good and that will select all of those shapes.
03:14Then go up to the Edit menu and choose the Copy command or press Ctrl+ C,
03:17Command+C on the Mac.
03:19All right, we are done with that layer now, so go ahead and turn it off.
03:22Turn the star layer on, click on it to make it active and press Ctrl+Alt+J or
03:28Command+Option+J on the Mac and let's go ahead and call this duplicate layer
03:32holes, because it's the version of the star with the holes in it.
03:35Click OK to create the duplicate layer.
03:37Just so I can tell things apart I need this layer to be a different color.
03:41So I am going to double-click in this color swatch to bring up the Color Picker
03:44dialog box and I am going to change the Hue value to 30.
03:46So we are looking at bright orange. And click OK.
03:49All right, make sure that your vector mask thumbnail is selected here inside the
03:53Layers panel, then go up to the Edit menu and choose the Paste command or press
03:58Ctrl+V, Command+V on the Mac, which goes ahead and registers those path outlines
04:02exactly in that same place from which you copied them.
04:05Now, we want these path outlines to cut holes in the larger star shape, so go up
04:09to the Options bar and click on the Subtract from shape area icon and that'll go
04:14ahead and express those letters and bars as holes.
04:17All right, those are our base shapes, now what I advise you do-- you don't have
04:21to do this-- but before you apply Repousse to any of the shape layers which you
04:26know basically busts up the shape layer so you can no longer modify them as shapes,
04:30you probably want to grab all this stuff and protect it.
04:35The way I recommend you do that is click on the rear layer, Shift+click on the balls layer
04:40in order to select all those layers. You can also press Ctrl+Alt+A or
04:44Command+Option+A on the Mac to select all layers. And then go up to the Layers
04:48panel fly-out menu and choose New Group from Layers and go ahead and call this
04:52new group originals and then click OK.
04:55Now, twirl open that originals group, click on balls in order to select it, and
05:01then press the Ctrl key and click on these other two visible layers, holes and rear,
05:06and that's the Command key on the Mac and very important: do not click on
05:12the vector thumbnails because that will just generate a selection outline.
05:16And if you do accidentally generate a selection press Ctrl+D or Command+D to deselect
05:20the image then try again.
05:22but basically you've got a Ctrl+ Click or Command+Click in an empty area.
05:26Then if you're into these tricks we got another one here. Press the Alt key
05:30or the Option key on the Mac and drag in an empty area of one of these selected layers.
05:35Do not drag inside the vector thumbnail or Photoshop things you are trying to
05:38duplicate that vector mask. Instead drag out here with the Alt or Option key down.
05:43Drag all the way to the top of the Layers panel so you get that black
05:46horizontal bar and drop and that'll create a copy of all three of those layers.
05:52So you can see we now have copies of these layers both outside the folder and
05:56inside the folder as well and at this point I'm going to go and twirl closed that
06:01folder and turn it off so that those objects are safe and sound.
06:05So just a precaution. You can choose to do it or not, totally up to you.
06:08In the next exercise we're going to extrude the six circles inside Repousse.
Collapse this transcript
From circles to "near spheres" in Repoussé
00:00In this exercise I'm going to show you how to use Repousse to turn circles into
00:04very close approximations of spheres.
00:07Now what in the world do I mean by that?
00:08Well, I am back here inside the final version of this 3D illustration and if you
00:13look at each one of these balls that surrounds the Sheriff's badge, it might
00:17look at first glance like these are perfect spheres. But check this out.
00:21If I turn off the leather layer, then you can get a better view of the shadow
00:25and you can see that the balls of the shadow have little edges cut out of them
00:29here and there, and that they're giving away the fact that we're looking at
00:34very complicated polygons, and you can even see something of a straight edge on
00:38this ball down here.
00:39Now you may wonder at this point, all right, well, so if we don't get perfect
00:43results out of Repousse, why use Repousse?
00:45I mean you can create spheres. You saw that when we're making Saturn.
00:50Problem is if we represented each one of these guys as an independent sphere,
00:53then we would have to meticulously position each and every one of them at the
00:59endpoints of that star, and there's no automation tools to help us out so we
01:03would really have our work cut out for us.
01:05Secondly, we want this sort of rough approximated look, because after all,
01:09the Sheriff's badge is made out of pounded metal. So you don't always want exacting
01:13perfect results from your 3D artwork.
01:15Anyway, I'm going to go ahead and switch over to our composition and progress. I'll press Ctrl+;
01:20or Command+; on the Mac to hide those guidelines, because we don't need them anymore.
01:25Then make sure that the Balls layer is active here inside the Layers panel,
01:28and go up to the 3D menu, choose Repousse, and choose either Layer Mask or Selected Path.
01:34Now Selected Path may be dimmed for you.
01:36It depends whether the vector thumbnail is active or not.
01:39But the two commands when both available do exactly the same thing, even if you
01:44only have a single path outlined selected inside the shape layer.
01:48The reason we have this duplicate layer mask command is because you can also use
01:52Repousse on layers that have pixel-based layer masks.
01:55In any event choose a command, you'll get the warning, click Yes in order to
01:59enter the dialog box, and then you'll end up getting these sorts of extruded
02:04logs by default. We don't want those at all.
02:06In fact, we're going to take advantage of one of the presets, and remember back
02:10at the end of the previous chapter, there was that one preset that turned the
02:14text in to sort of fluffy pillows and we had to view the text at a different
02:18angle to see what I was talking about?
02:20Well, that's this one right here, Inflated Sides. Go ahead and click on it and
02:24that will actually turn those circles in the spheres, just like that. You don't
02:28have to do anything else.
02:29It gets rid of the extrusion by setting the Depth value to zero.
02:32It sets the Inflation to both the Front and Back sides, the Angle is 90 degrees, and
02:37the Strength is 0.15.
02:39You could experiment with the Strength and see if you came out with something better.
02:42But this ends up looking great to me. So all you need to do after clicking on
02:46that preset is click OK and you've done the deal.
02:49that's how easy it is to convert circles into spheres using Repousse.
02:54All right, now we need to assign some textures. So double-click in the 3D layer
02:58thumbnail in order to bring up the 3D panel and then click on balls Front
03:03Inflation, click the little page icon next to Diffuse and choose Load Texture.
03:08Navigate your way to the 03_ shapes folder and find the file called
03:12weathered metal.jpg.
03:13it's another image from the Fotolia Image Library.
03:16Click on the Open button and that will go ahead and apply that texture to the
03:20face of those six balls.
03:22Now if you look closely at these guys, you'll see that they have great edges,
03:26either above or below them, and that's the backs showing through.
03:29So we should apply that same texture to the backs.
03:32I'll go ahead and click on balls Back Inflation.
03:34You could try to use your Material Drop tool, but it's hard to get into those areas.
03:39So the better thing to do is to select the Back Inflation, click the page icon
03:42next to diffuse, choose the Load Texture command, find that same file, weathered
03:47metal.jpg, click the Open button, at which point Photoshop will give you the
03:52best error message I've ever seen out of the program.
03:55It tells me "You already have a texture in the scene with the path and your
03:59pathname will be different.
04:01Proceeding will create a second reference to your?" OK. Cancel. That's excellent.
04:08Basically, that's a message I was trying to avoid in the second chapter and it
04:12is telling you that you didn't need to work this way.
04:16Sure, it gets the idea. You want to apply the same weathered metal texture to the
04:21backs as well, but really it's the only option we had.
04:24So I'll click OK in order to go ahead and use that exact same weathered metal textures.
04:30So it didn't create a duplicate copy of it. We're still using the same one and
04:34that's why there's just one that's listed here inside the Layers panel.
04:37All right, so that completes the six balls around the Sheriff's badge.
04:40In the next exercise we're going to take on the orange star with the holes.
Collapse this transcript
Adding an active constraint
00:00In this exercise, I'm going to show you how to work with constraints.
00:03Now, the most obvious example of a constraint is a hole, such as the hole inside
00:08of the R. However, there are other applications for constraints as well.
00:12You can basically, bend an object in a specific direction, and that's what I'm
00:16going to show you right now.
00:18I have saved my progress as Six approximate spheres.psd and I'm going to go
00:23ahead and click on that holes layer to make it active.
00:26And then I'll go up to the 3D menu, choose Repousse, and choose Layer Mask in
00:30this case, because my vector mask is not active.
00:34I'll get the error message. I'll click OK.
00:36And then right away all of what were formerly holes inside of this orange star
00:40end up filling up with gray.
00:42Now, here is the problem.
00:43All of these internal constraints, as they're known, all these internal path
00:48outlines are Inactive by default.
00:51You've got to wake them up one at a time.
00:54You can either set them to Active or Hole.
00:57Now you'll do this for one and only one path outline initially, and it's hard
01:01to predict which one.
01:02I believe it's the one that's on top.
01:04However, the best way to gain control over things is to switch to one of these
01:08Constraint tools down here.
01:10I'm just going to go ahead and click on the Rotate 3D Constraint tool, and
01:14then click on one of these paths and it gets a heavy dotted outline.
01:18This is the craziest interface. And you can't select more than one path outline at a time.
01:23And then, you would change its Type from Inactive, which is doing nothing.
01:27The idea is you might just have a path outline that you don't want to delete.
01:32You just want to keep it around.
01:33So it'll just be an Inactive constraint. Or you make it Active.
01:37I'm going to show you what that means in just a moment. Or you make it a Hole,
01:40which is a fairly obvious application of things, and then you get a hole inside
01:44of the star and so forth. All right!
01:46I'm going to Cancel out of here.
01:47We're going to do that, we're going to set up the holes in the next exercise,
01:50because first I want you to understand what's going on with the larger world of
01:55constraints in general.
01:56I'm going to switch to this document that's called Constraint demo.psd, and I
02:01want you to go to your Paths panel and click on this small star path.
02:05And you can see that I've got a small star inset inside of the larger one.
02:09Now I'm going to switch back to my Layers panel and I'm going to double-click
02:14on the star layer to bring up the 3D panel, and I'll click on star just to make
02:18sure it's the active mesh. All right!
02:20Now I'm going to go ahead and hide the panel.
02:23I want you to go up to the 3D menu and choose Repousse and at this point you
02:27can add that path as a constraint by choosing this command, or here is
02:32another way to work.
02:33That will open Repousse by the way.
02:35The other way to work is to just choose the Edit in Repousse command.
02:38I just want you to see both options that are available to you, because this is
02:42pretty different stuff if you've never worked with constraints before, and then
02:46you drop down to this Add(Path) button. And that's what we're going to do.
02:49Just click on Add(Path) and that will add that path as a constraint.
02:52Now it starts off Active in this case, because we manually added it. That's nice.
02:57Go ahead and click on it with one of these Constraint tools just to make sure
03:01it's truly ready to go here, and then let's make some modifications.
03:05For example, let's say we want to pull the star forward.
03:08If we push it backward into the larger star, then we're going to cut a hole in
03:12the front face and reveal the yellow with back face. It looks terrible.
03:15So let's pull it forward instead, and you can do that using your Slide tool if you want to.
03:20You can actually drag this thing around.
03:22However, what I'm going to do is I'm going to change the Y value to -100, and
03:26that pulls that path forward.
03:29Positive Y values would push it backward.
03:32And then I want to show you these Angle and Strength values right here.
03:35I'm going to set the Angle value to 90 degrees and that's creating 90 degrees
03:39and that's creating a kind of chasm right here along this constraint outline.
03:43You can't see it so well because we're looking straight down at it.
03:47Then, I'm going to raise the Strength value to its maximum, which is 1.
03:50Strength has a range from 0 to 1 and that's it. All right!
03:53Click OK.
03:54It doesn't look like we've done all that much except create this kind of
03:57crease in the star.
03:59But what we've done is create this amazing mountainous growth in the middle of the star.
04:04I'm going to click after we get done with the first shadow paths there, in order
04:08to interrupt the render.
04:09Then, I'll go over to the Paths panel and turn off the small star path by
04:12clicking underneath it.
04:14Switch back to the Layers panel.
04:15I'm going to go ahead and select my Camera tool and I'm going to rotate my view
04:21of things like so, and you're beginning to get an idea of what's going on here.
04:25Check out that incredible mountain that we've created in the middle of the star.
04:30Before I go rendering it, I'm going to drag it down by dragging up actually,
04:35because I'm changing my view of things upward. Dragging up on the green arrow head.
04:41I'm also going to move this a little bit forward by clicking to interrupt
04:45things and dragging away from the blue arrows so the thing comes toward me,
04:50because I'm moving forward and that's too much, a little too much of a
04:54direct under view I think.
04:56So I'm going to rotate the Z-axis just a little bit like so, so I can see
05:02about this amount here.
05:03I suppose it'll be fine. All right!
05:05I'll let the shadow go ahead and sort of render in the background there.
05:08That's good enough.
05:09We don't need any more detail or clarity than that.
05:11Click in order to interrupt things.
05:14Switch back to my Rectangular Marquee tool to get the widget off screen and now
05:19I assume we're still working on that same mesh.
05:21So I'll go back to the 3D menu, choose Repousse, and choose Edit in Repousse.
05:25So you can get a better sense of what's going on here now that we have this
05:31better view of things. All right!
05:32So I'll go ahead and find that constraint, because currently it's not selected.
05:37So I've got to grab one of my Constraint tools and I'll click right in there in
05:42order to select that constraint. And I got it.
05:44Now I can switch to either one of my movement tools here, either the Pan tool or
05:49the Slide tool in order to find my -100 value.
05:53And I could change that if I want to.
05:54I could go ahead and reduce the height of that constraint by lowering that value
05:59to -50 for example, or I can increase the height to -150, but -100 actually
06:05works out pretty well.
06:06I know there is tumorous growth here isn't really an effect that you'd want.
06:11But we're going to change it around here.
06:12I just want you to see what happens now.
06:14If I change the Strength value to 0, everything settles down considerably.
06:19If I raise it back up, let's say I decided to take it to 0.4 then I add some
06:24swelling to the tissues here, and if I change my Angle value, let's say I take it
06:30up to 120, and then I'm going to change the angle of those edges in the angle at
06:35which this growth occurs.
06:37If I don't like to be a growth, if I want it to go down, I would enter a negative value.
06:41Let's try -45 and see what we come up with there.
06:44Actually, you know what,
06:45I think I'll take it down even farther. I'll take it to -90.
06:49And so we get this nice valley right here at the point of the inner star.
06:54I might add a little bit of Inflation too.
06:56I'll take the Inflation value up to 90 degrees and we end up with this
06:59very interesting effect.
07:01Now, it doesn't look anything like a sheriff's badge, which is why we're not
07:05going to apply it to our artwork.
07:06But it is definitely intriguing, and you do have that kind of control.
07:11So you can use a path outline to grab a specific portion of an extruded shape
07:17and determine its location.
07:18I could even spin this star around if I wanted to by assigning that path outline
07:24as an Active constraint, there inside the Repousse dialog box.
07:28In the next exercise, I'll show you how to take those constraints and turn
07:32them into holes.
Collapse this transcript
Converting constraints into holes
00:00I went ahead and saved that file as Alien star.psd and I decided that it needed
00:05a kind of pearl in the center of that sunken star and what's interesting about
00:09this I think is it gives us a preview of what's going on with materials.
00:13The pearl itself is just a sphere that I added to the scene.
00:16But if you click this down-pointing arrowhead next to this little sphere that
00:21represents the material that I applied and you click the right pointing
00:24arrowhead and then you choose Default (for Ray Tracer) and then click on the
00:29Append button-- I've already done it so I am not going to--
00:32then you get a list of extra materials that ship along with Photoshop.
00:35I applied this one right here, which is called Metal Silver (Brushed), and then I
00:40turned around and increased the Reflection value to 50% so that we get a ton of
00:46reflection around that pearl.
00:48Anyway that's a little bit of a sidetrack, although the strange and
00:51interesting one I think.
00:52I'm going to return to my file in progress, which is Six approximate spheres.psd,
00:57and make sure your holes layer is active, then go up to the 3-Dpanel, choose
01:02Repousse and choose Layer Mask. Andd if you get the alert message, click the Yes
01:06button and then what I need you to do is go ahead and select one of these
01:10Internal Constraint tools and click on the first path. Go ahead and click on the
01:15bar above the text for now and then change it from Inactive to Hole and you know what,
01:20we don't need these big huge extrusions.
01:22So I am going to set the Depth to zero actually for the star and then I am going
01:26to go ahead and assign a Bevel as well.
01:28I am going to take the Height value up to 1 and the Width to 0.5 so that we
01:33have just a slight amount of edge around each one of these holes and around the badge in general.
01:39All right, next I am going to select the bottom bar and I am going to change it
01:43to hole and at this point you might be asking, "Wait a second, you can't possibly
01:48have to select each and every one of these Internal Constraints independently of
01:53each other" and the answer is yes, I am afraid you do.
01:56There is no method for selecting many internal xonstraints at a time.
02:00Now notice something peculiar here. I've lost that little preview that tells me
02:04that I'm hovering over a letter.
02:06So I'm just going to have to hope for the best here.
02:09If I click on something and then the Type changes to Inactive, that's a
02:13good indicator that I have found a hole or at least something that I want
02:17to turn into a hole.
02:18In this case I went ahead and got the H, which is good, and then it tells me that
02:22it's selected after the fact.
02:24So, Repousse does-- especially if you're starting to run a little low on memory--
02:29It tends to be the problem and this machine right now is not super cranked
02:32in that department.
02:33You may end up having some screen refresh problems.
02:36Anyway, just keep clicking on the letters and sending them to the Hole mode.
02:41I just clicked on the eye that time because we're going to come back to R.
02:44The R presents a little bit of a problem. And then I'll grab the F and I'll change
02:50it to Hole and then I'll wait for a moment and grab the other F. I apologize on Repousse's behalf.
02:57They should definitely have a mechanism here for you to be able to marquee
03:01multiple paths, because most certainly this is the kind of thing you might be
03:06doing on a regular basis.
03:07The truth of the matter is that Repousse is not a big fan of lots of
03:11internal constraints.
03:12Anyway, I just clicked on the R. it's the only one left.
03:14I am going to change its Type from Inactive to Hole and the program is going to
03:20bark at me and tell me you know you can't change this constraint to a Hole
03:24because it contains other constraints. So the problem is this R would become a
03:29hole with a hole inside of it.
03:31Well what in the world does Repousse do with that?
03:34Well of course what it ought to do is that same thing that the shape layer did automatically.
03:38It ought to turn the whole inside of the R back into an opaque area, but
03:43Repousse is not capable of such sorcerer's magic.
03:46So you have to click OK and you have to click the inside of the letter in order
03:51to select it and then you got to click on the Delete button down here in the
03:55bottom right-hand corner of the Repousse dialog box and wait that out and
04:00a moment later if the screen refresh is working properly, we would see that the
04:04inside of the R is gone. However, in our case it's not really keeping up with us.
04:08So I am going to click on the outside of the R and change the Type from Inactive to Hole.
04:13Now I could solve this problem by the way, the problem with the screen
04:16refresh, by either quitting the software and restarting it or possibly
04:20restarting my machine.
04:21I am choosing not to do so because I want you to see that sometimes we do have
04:25screen refresh problems when working with Repousse.
04:27It's not the end of the world. You can still work around it.
04:30Anyway you now see that the entire R is a hole and I'll go ahead and click on
04:35the OK button in order to accept those modifications.
04:39So we now have an extruded object albeit without a ton of extrusion going on.
04:44And you know I did forget one thing in all my griping there.
04:48I am going to go back up to the 3D menu, choose Repousse and choose Edit in Repousse.
04:52I wanted to add just a slight bit of inflation to the sheriff's badge and I am
04:56going to do that by changing this Front Angle value to 5 degrees. Nothing more.
05:02So not a big change. Click OK.
05:04At this point you are not even going to see the results of it because it's not
05:07filled with any kind of meaningful texture. We just have orange.
05:10All right, so far so good.
05:12that was a fair amount of tedium, but it's going to be worth the effort I assure you.
05:16In next exercise we're going to combine the holes and balls layer into a
05:21single 3D scene.
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Merge, texture, gloss, and shine
00:00In this exercise we're going to merge and texture all portions of our star,
00:04except for the interior of that R. That will be the only thing outstanding.
00:08And along the way I'll introduce you to a couple of attributes that are
00:11essential for creating metallic effects and those are Gloss and Shine.
00:16I've saved my progress as Extruded orange star.psd and I've got my holes layer
00:21selected here inside the Layers panel.
00:22I'm going to Shift+Click on the balls layer to select it as well, then go to the
00:263D menu and choose Merge 3D Layers.
00:28And something to note here. When you're assembling a 3D scene with multiple
00:32meshes, you have to merge those meshes together, the way we are doing it right
00:36now in pairs, so two at a time.
00:39All right, I'll go ahead and choose that command and Photoshop names the new
00:42layer after the bottom one.
00:43No sense in changing the layer name right now, because we have more layers to merge.
00:48I'm going to go ahead and zoom in, and I want to copy that texture from the
00:51balls and put it on the face of the star, but first I want to change the
00:54texture that I've assigned to the balls, by clicking on the Front Inflation attribute there.
01:00And notice the Gloss and Shine values. They both control the highlight, so
01:04they're both essentially shininess attributes.
01:07However, Gloss controls the size and spread of the highlight and Shine controls
01:12the intensity of that highlight.
01:13You're not going to get anything out of Shine unless you raise the Gloss value.
01:18So we'll start by taking the Gloss value up to 100% and then I'll take the Shine value.
01:24Notice what that does.
01:25It turns those near spheres almost absolutely white.
01:28And I'm going to intensify and isolate those highlights by taking the
01:32Shine value up to 75%.
01:35Notice then we get these small little sharp highlights that look downright
01:39metallic and you can see a little preview here inside of the 3D panel.
01:44All right, you could do the same for the Back Inflation as well, but we're not
01:47seeing enough of it to worry about.
01:49So, I'm going to go ahead and grab my Material Drop tool.
01:52And I can mimic all that stuff the texture, the Gloss and Shine values,
01:56everything, by pressing the Alt key or the Option key on the Mac and clicking
02:01on one of those balls and then clicking inside the face of the star in order to apply that effect.
02:07Now you'll notice that there is a fair amount of orange going on here and
02:09you may reckon that somehow Photoshop is merging this texture with the
02:15previously orange fill.
02:16And that's not the case.
02:17It just coincidental that we're sticking with this orange theme here.
02:21All right, now I'm going to hover over the Bevels and click inside of them in
02:25order to apply the texture to the Bevels.
02:27All right, we're done with that. Now I'll press the M key in order to switch
02:30back to the Rectangular Marquee tool and I'll click on that Rear layer in order
02:34to select it, the layer called Rear that is.
02:36And we need to go ahead and extrude it as well.
02:38So I'll go to 3D panel and choose Repousse and choose Layer Mask and click the
02:43Yes button and wait for Repousse to come up on screen.
02:46Now this time around I am going to assign a Depth value, a very small
02:50Depth value of 0.02.
02:53Otherwise, during the render process it's very possible we'll see through
02:57the front material that we end up assigning to this extruded shape, to the yellow below.
03:03And we'll have a bunch of weird yellow lines. So I want to avoid that problem.
03:07Otherwise, there is nothing to be done inside of this dialog box.
03:11We don't need a Bevel, we don't need anything.
03:12So just go ahead and click OK in order to create that new 3D object.
03:17Now this one, I'm going to go ahead and assign a texture to in advance of
03:21merging, because it won't be using the same texture.
03:24It's going to be using a darker version of that same image that I've saved
03:28in advance for you.
03:29And to get to it, go ahead and click on rear Front Inflation, which is the only
03:33thing we have to worry about.
03:35Click on little Page icon next to the word Diffuse choose Load Texture,
03:39navigate your way to the 3D shapes folder, find this file, which is called Darker metal.psd,
03:45it's the same image with an adjustment layer piled on top of it, and click Open
03:49in order to fill in that texture.
03:51All right, now Shift+Click on the Holes layer to select it, go out to the 3D
03:54menu, and choose Merge 3D Layers.
03:57As I say, we have to build things up in pairs and we end up getting this
04:02extraordinary effect.
04:03Now, I know we still have to render it and we still have to add some
04:06background stuff and all that.
04:08So it's nothing to whistle Dixie about so far, but here is the thing. We don't
04:12have any glaring errors.
04:14This is what's remarkable about the way that we're building this file.
04:17Normally, if you were just sort of working your way through a file, you can
04:21expect that things are just going to come apart at the seams, like this
04:25rear face would be a front of the front face and the balls would be in
04:28totally the wrong position.
04:29You won't even know where they went because they would be so far in back of the
04:32star that they'd be hidden.
04:33And so that's the kind of stuff that you want to keep an eye out for. That does happen.
04:38In our case, miraculously, everything just keeps plopping into the exact place.
04:43And a lot of it has to do with the fact
04:45we haven't rotated or moved a single mesh in advance of merging the scene. That helps a lot.
04:53If you start moving things before the merges, then good luck!
04:56Because they're going to be all over the place.
04:58And you don't have any sense of relative positioning until you perform the
05:02merge. Before that all of the scenes are completely independent of each other.
05:05You might have different camera angles and so forth.
05:08Anyway, we're in pretty good shape here.
05:10In the next exercise, we're going to add the interior of the R and we'll deal
05:14with some unexpected repercussions.
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Fixing texture and bevel
00:00In this exercise we're going to create the interior of the R, and along the way,
00:04we're going to see what can go wrong essentially.
00:07Basically, how the texture can get strangely scaled, how Bevel and Extrusion Depth
00:13are both related to the size of a specific object, and so forth.
00:18I've saved my progress as Textured star.psd and I'm going to go ahead and twirl
00:23open originals there, because I need to get back to some of my original shape
00:27layers. Luckily I did not throw them away or discard them or convert them into
00:32Repousse objects that I can never get back.
00:35The layer I specifically want is this one, Sheriff, the shape layer that is.
00:39I'm going to go ahead and scroll back to the top here and I'm going to press
00:43the Alt key or the Option key on the Mac and drag from an empty portion of the
00:47layer up like so to create a duplicate of it, and all the way to the very top of the panel.
00:52And then I'll release and then I'll go ahead and twirl close Originals and then
00:55I'll turn off this copy of the Sheriff layer.
00:58Now I'll switch to your Black Arrow tool. Make sure that you can see the path
01:02outlines. If not, go ahead and click on the vector mask thumbnail and I want you
01:06to drag through the letters like so.
01:08So you're dragging through all the layers to create a marquee around them.
01:11You're avoiding the two bars, because the bars have a mistake, a fairly fortuitous
01:16mistake as it turns out, that we will be fixing in the next exercise, but I want
01:20to keep them around.
01:21Now that ends up selecting, because we're using the Black Arrow tool, that ends up
01:25selecting the interior of the R. So we need to switch over to the White Arrow tool,
01:29the so-called Direct Selection tool, and then Shift+Alt+Click or
01:33Shift+Option+Click on this path outline to deselect it, then press the Backspace
01:38key or the Delete key on the Mac in order to get rid of everything but the bars
01:43and the interior of the R.
01:44All right, next what I want you to do is switch back to the Black Arrow tool,
01:49click on one of the bars and Shift+ Click on the other, and then go up to the
01:53Edit menu and choose the Cut command or you can press Ctrl+X or Command+X on the
01:58Mac in order to cut those shapes to the clipboard.
02:00All right, let's go and rename this layer Inner R, because that's what it is.
02:05And then I'm going to the Paths panel here and I'm going to create a new path
02:09by dropping down to little page icon and clicking on it, and I'll rename this
02:13path Bars to fix, and I'll go ahead and paste the bars in the place by going up
02:18to the Edit menu and choosing the Paste command or pressing Ctrl+V or Command+V
02:23on the Mac, and that goes and pastes those bars into that path container.
02:27All right, now let's go back to the inner R vector mask here in the Paths panel,
02:30switch back to the Layers panel, and then go on to the 3D menu, choose Repousse,
02:36and choose Layer Mask or Selected Path, doesn't matter which one, click the Yes
02:40button, and wait for the extrude dialog box to come up on screen.
02:44All right, so I'm going to enter those same settings we've been using. We have
02:47no depth associated with the face of the star, the one with the holes, so I'll
02:52change that value to zero, and I had the height up at 1, and I had the width set to 0.5.
02:57All right, so click OK in order to accept those exact same settings we employed before.
03:04Now I'm going to Shift+Click in the rear layer, so that both Inner R and Rear
03:08are selected, go up to the 3D menu, choose Merge 3D Layers, and wait for
03:12those two layers to merge together, because once again, we have to merge them in pairs.
03:17Then once they do, go ahead and bring up the Extrude panel.
03:21Let's go and zoom in a little bit so we can see what's going on more closely.
03:25Notice you can barely see any bevel at all. Just those random stray pixels.
03:29that's our bevel right now.
03:30All right, let's go ahead and grab the Material Drop tool and Alt+Click or
03:35Option+Click inside the face of the star and then go ahead and click inside of
03:40the R and we get this incredibly scaled little itty-bitty texture inside of
03:46that R area, and that has nothing to do with that texture setting inside the
03:51Repousse dialog box.
03:53You can change it from Scale to Tile to Fill, to whatever you want, and
03:57that will not fix this problem, because that option only addresses the extruded sides.
04:01It doesn't address the face.
04:03So our problem here is that we need to press Ctrl+Z or Command+Z on the Mac to
04:08undo that change, and I need to go ahead and find here inside the 3D panel inner R,
04:14click on its Front Inflation, and then go ahead and click on the page icon
04:19next to Diffuse, click Load Texture, go to 03_shapes folder, go ahead and scroll
04:24down the list to Weathered metal.jpg, click the Open button, laugh at the
04:28hilarious alert message, click OK in order to apply a non-scaled version of the
04:34texture that matches exactly with the texture around it.
04:38All right, now, we're still missing the bevel. Okay, so what we need to do is
04:43click on Inner R, the mesh in the 3D panel, in order to select it. Drop down to
04:48little R icon and click on it in order bring up the Repousse dialog box.
04:52And I believe I need to take this Width value.
04:57That's where you should start, is with the Width value. I believe I need to
04:59take it up to 8, and that looks pretty darn good. It looks like it's going to serve us okay.
05:04Or let's try 10.
05:06Actually I'm going to try 10, because you may get different results from me,
05:08because every time I do this I get something slightly different.
05:11So 10, all right, so what is 10 divided by 0.5?
05:14You know, it's not an equation most people are familiar with, but the answer is
05:1820, because you're dividing 10 by one half.
05:21So we'd multiply the height value times 20 as well and we'd end up getting
05:25hopefully a comparable result. Because darn it, these are not absolute values;
05:29they're relative values that are based on the size of the object that
05:32we're working with.
05:33All right, go ahead and click OK in order to accept that modification and now
05:38we can go ahead and use that Material Drop tool.
05:41So it is still selected for me. I'm going to go head and Alt+Click or
05:44Option+Click inside the R, what the heck,
05:47in order to lift that texture, just to make sure I have it scaled right and
05:50I'll click inside the bevel in order to apply that texture, and we have now
05:55textured everything.
05:57The only problem that remains is the fact that it didn't make the bars wide
06:02enough and we're going to fix that problem, because it helps demonstrate what
06:06you do when things go wrong, in the next exercise.
Collapse this transcript
Editing an internal constraint
00:00In this exercise we're going to fix the size of those bars above and below the
00:04word Sheriff, because I messed up here. The top or the bottom or whatever this
00:09is of the sideways I is not supposed to be aligning to the top of the first F,
00:13but rather the top of the second F.
00:14Now the reason I'm leaving this mistake in place is because I want you to
00:18understand how these internal constraints work and how to fix problems like
00:23these and how not to fix problems. Because as you're about to see in a moment,
00:27you can't do it directly inside Repousse. You have to take two swings at it.
00:32I've saved my progress as All textures are go.psd, and I am going to
00:36double-click on the 3D layer thumbnail to bring up the 3D panel, and then I'll
00:40click on the holes mesh to make sure it's active, because that's the mesh that
00:43contains these internal constraints.
00:45Then I'll drop down to this little R icon. Click on it in order to bring up the
00:49Repousse dialog box.
00:50And now let's see what happens if I go ahead and scale one of these objects.
00:55I am going to click on the Scale 3D Constraint tool right there, and I am
00:59going to click on this bottom line, and I could just drag if I wanted to or I
01:03could change that X value.
01:04Let's say I decide to take it up to 1.5.
01:07Notice what happens.
01:08That scales this thing to 150% of its former size, but it also plays with a texture.
01:14It also moves the texture outward.
01:16So we've turn the bar into a kind of scary, strange mouth.
01:20It's definitely not something we want.
01:22So what you really want to do is click on the Delete button in order to get rid
01:27of that constraint and then we're going to have to, in a separate path here, go
01:31ahead and grab the top bar by clicking on it. Make sure you don't drag or
01:35anything like that, and then click Delete in order to get rid of it as well.
01:40Now you might say, "Well, there go our bars, how on the world do we get them back?"
01:44Well, that's why I say, we're going to have to take a second pass. One pass
01:48inside Repousse to get rid of the bars, click OK, another path of editing
01:52inside Repousse in order to put the bars back in place. But first we need to
01:57scale them as paths inside the Paths panel, so that we're not doing any damage
02:01whatsoever to our 3D scene.
02:03So switch to the Paths panel. There is my bars to fix path outline, sitting
02:08there waiting for me.
02:09Very hard to see them on screen because of the way path outlines are
02:13displayed in Photoshop CS5.
02:15Many users, by the way if you think this is crazy that they're basically
02:19invisible, you're not the only one. Lots and lots of users have complained about this one.
02:23hopefully we'll see it addressed in the future.
02:25I'm going to switch to the Direct Selection or the White Arrow tool.
02:29Now I can barely see the right side of the top bar, so I am going to use my
02:33White Arrow tool to marquee fully around it like so, and then I'll drop all the
02:38way down so I can't help but select the right side of the bottom path as well.
02:43And sure enough it's selected. You could barely see it, once again, but
02:46it's there. And now I am going to press Shift +Right Arrow 1-2-3-4-5-6 times, let's say.
02:54And I am counting because I need to make sure to do the same thing on the other side.
02:58I'll marquee from about her, so that I can't help but snatch the left sides of
03:04both of the bars, and drag all the way down to this location.
03:08And I do indeed have the left sides, all those anchor points, and I'll press
03:12Shift+Left Arrow this time, 1-2-3-4-5-6 times.
03:17All righty, let's switch back to the Black Arrow tool and I'll click on one of
03:21the paths and-- Well, I can't even see it! I'll just go ahead and marquee around both
03:26the paths and hope for the best, and I think I've selected them.
03:28All right, now let's go back to Layers panel. The Rear layer is selected, holes
03:33is selected, the holes mesh. So now I'll drop down once again to the little R
03:38icon and click on it in order to bring up the Repousse dialog box.
03:42So very important that you have your path outline selected, if you're
03:45working along with me.
03:46And then I want you to click on the Add Path button in order to add both of
03:52those paths to the internal constraints. You'll have to wait a moment for
03:56Repousse to do its thing.
03:57Now it looks like they are coming in these holes, but they're not.
04:00They are coming in as active paths and they are pressing into the star surface
04:04and they're basically digging into the background.
04:07That's not what we want.
04:08So using one of these tools, click on a path outline. Be sure not to drag.
04:13We don't want any little drag as that'll move it around and mess up the texture and everything.
04:18Even if it's a hole, if you move that path around you're going to drag the
04:22texture along with you. You're going to get those kind of liquefy effects.
04:25Anyway, I'm an going to change the Type from Active to Hole and then wait for
04:29that change to complete, and as soon as I get my cursor back I'll click on the
04:33top path like so, and then I'll change its Type from Active to Hole as well, and
04:38then I'll click the OK button in order to apply my modifications.
04:42So that's how-- just in case something like this happens to you.
04:46That's how you go about modifying the size and shape of your internal
04:50constraints when working with Repousse inside Photoshop.
Collapse this transcript
Rotating and positioning by the numbers
00:00All right, so we have got all of our meshes aligned the way we want them.
00:03We've set all the textures in place and yet it still seems like we have a lot
00:07of work before we end up getting to our final piece of artwork.
00:10For example, we have got to set in place a Ground Plane Shadow Catcher.
00:14We've got to light the scene and we have to set the camera angle.
00:18And that's the kind of stuff that takes a while to do when you're
00:21working through a project.
00:22We are going to blaze through it because I've done it in advance.
00:25I have all the numbers. We'll be of course investigating these themes in larger
00:29detail in subsequent chapters.
00:31But for now I want you to see how you can do it by the numbers.
00:35All right, so I am going to switch to my image at hand and it's called Better bars.psd.
00:40And for starters here I will go ahead and turn on the Ground Plane Shadow
00:44Catcher because we are going to need it and Photoshop is going to say, hey, you
00:47know, you need ray tracing in order to see what's up there.
00:50So, I will click OK.
00:50All right, the next thing to do is to go ahead and grab my Object Rotate tool or
00:56whatever tool is living down here underneath the Shape tools.
01:00And now notice that we have these orientation numbers that are available to us,
01:06when either of the Rotate tools are selected.
01:08Either rotate the 3D object or roll the 3D object.
01:12And then if you have drag the 3D object selected or slide the 3D object,
01:18then you get these position values.
01:19And those six values together determine the exact position of the object in 3D space.
01:26Now, if ever you want to get a sense of what 3D space is, I mean, is it ever diagramed
01:33where we are in the world inside of Photoshop?
01:36Yes, it is. And for a second, I am going to go all Tron on you.
01:40We are going to go up to the View menu, choose the Show command, and then choose
01:443D Ground Plane and now you can see exactly what the ground plane looks like and
01:49you can see your coordinates.
01:50So, basically we are very close to the center of the world here because that's
01:54where the red line meets the green line, where the X-axis meets the Y-axis, and
01:59then the Z-axis is going up.
02:01It serves as the depth of the scene.
02:03All right, so my point of course is that I went ahead and wrote down the values
02:07associated with the star and here they are. For position, because that's what I'm
02:11looking at right now.
02:12450 is fine for the X-value.
02:14That will do just great, but for the Y- value, we want 590 and then for the Z
02:19value, we want -820.
02:20Go ahead and enter those values, press the Enter key or the Return key on a Mac
02:26in order to place the star there right midway through the ground plane.
02:31So, it's stabbing into the ground at this point.
02:33Well, that's because its angle's wrong.
02:35So, switch over to one of the Rotate Tools and then we need to change one of
02:39these orientation values.
02:40Y and Z are fine at 0 on 0 piece but X needs to be 50 and we'll end up
02:46getting this result there.
02:47And now we can check if it's actually standing more or less on the ground.
02:51It's actually raised just a little bit above the ground and we can see what
02:54that looks like by bringing up the 3D panel, by double-clicking on the Layer thumbnail.
02:59And with Scene selected, as it is, I'll go ahead and change the quality from
03:03Interactive to Ray Traced Draft and just wait it out until we get the basic
03:08shadow roughed out down there at the bottom of the screen.
03:11So, you can see where the ground plane is anyway.
03:13Now, this lighting is totally wrong and I don't like it at all.
03:16But something else that I'm kind of noticing here as well, is these interesting
03:21sort of oblong balls that are at the points of the star.
03:24I'm noticing I didn't assign any texture to my extrusion on the bottom
03:28portion of the stars.
03:29So, I could go ahead and select that rear object to make it active.
03:33And actually, you know what? I'm going to use that Material Drop tool and I'll
03:36go ahead and Alt+Click or Option+Click inside the letters.
03:39Hopefully that'll work for me. And then I'll click along that edge in order to
03:43hopefully applying that little bit of darkness there.
03:47All right, that looks fine.
03:48Now, as I say, the lighting is totally wrong, the camera angle is
03:52altogether wrong as well.
03:53So, I'm going to press the Escape key this time in order to stop the render,
03:57another way to work.
03:59And let's go ahead and dial in those camera values by switching to the Camera
04:03tool and in this case, it's a Camera Rotate tool.
04:06So, we'll adjust the Orientation values first and then we'll dial in
04:09the Position values.
04:11For X, it's -136, for Y, its 360, and then for Z it is -180.
04:18All right, let's go ahead and give that a try.
04:22Now, we might not be seeing anything at this point, because we are pointing
04:25the wrong direction.
04:26It's very possible
04:27we are just looking in a random piece of ground, which does seem to be the case,
04:32so we are pretty far away from where we need to be here.
04:35That's okay because we are going to go ahead and change our position now by
04:39clicking on either the Pan or this Line tool. And I have got the Pan tool
04:42selected and I am going to change the X value not that much, just to 437, and
04:48then I'll make that Y value -868.
04:52And then finally, let's go ahead and change the Z value to 700.
04:56And miraculously that all of a sudden takes us to exactly where we need to be.
05:01So, just bear in mind, if you are trying to find your way around, that's one way
05:04to work. Another way by-the- way is to save off a custom view.
05:08So, if you like your view and you want to come back to it later, then you can
05:12save that view by clicking on this little floppy disk right there and naming it
05:17whatever, Perfect star view in this case, and then clicking Ok.
05:20In that way, you can just sort of zip around the scene, figure out if everything
05:26is where it needs to be, and then come back to this view anytime you like.
05:30All right, I am going to have to click in order to stop the render and make
05:33the dialog box go away.
05:34The last thing we need to do is to establish the lights.
05:37Now, the lights are currently-- I am going to go ahead and twirl closed all these meshes.
05:41We currently have three different Infinite Lights and I don't want Infinite
05:45Lights this time. I want spot lights.
05:47Rather than spending a lot of time going through spotlight, because
05:50that's really a subject better suited to another chapter, I am going to go up
05:53here to the fly-out menu and choose Replace Lights Presets.
05:57And then navigate your way to the 03_shapes folder.
06:00You'll find Star lights.p3l.
06:03Go ahead and click Load in order to load up those lights and now we'll go ahead
06:06and let that ray trace do its thing because we have now established exactly the scene.
06:11Ooo, with one big exception.
06:13I am going to click here to stop that ray trace.
06:15The big exception is the interior of the R.
06:18Because I did not use that Material Drop tool in order to create that texture,
06:22I do not have the right Gloss and Shine values.
06:24So, I'm going to go ahead and twirl open in our inner R. Click on the Front Inflation.
06:29And by the way, if you ever have problems with clicking on one of these items,
06:32try clicking on a mesh and then click on a material.
06:35And I'll drop down here to Gloss and I am going to change that Gloss value
06:39to 100% and press Return and press Escape after that in order to escape out of
06:45the render and then I'll enter a Shine value of 75% and that should take
06:50care of that problem there.
06:51Now, we have a nice shiny interior of the R and we can let the ray tracing do its thing.
06:56Naturally, this is not a particularly long ray tracing process by the way.
07:00It just takes a couple three minutes.
07:02However, we are of course for the sake of expediency
07:05going to speed up the process.
07:06All right, so, there is the final scene. The object is rotated and
07:09positioned properly.
07:10We have two spotlights shining down on the object, we've got perfect camera
07:15position, and we fix the gloss and the shine inside the art.
07:19All that's left is to finish off the composition with a few 2D layers and we'll
07:23be doing precisely that in the next exercise.
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Sharpening and introducing a background
00:00All right, in this exercise we're going to go ahead and finish off the
00:02composition with a few 2D layers and 2D effects.
00:06Namely I am going to start by sharpening this image because it seems to me to
00:11be a little bit soft.
00:12If we zoom in here, the focus is a little softer than I would like to see it,
00:16like some really nice sharp transitions.
00:19I've saved my changes as Perfect view.psd, and before I can apply a filter to a
00:233D layer I need to convert that 3D layer to a Smart Object.
00:27And I can do that either by choosing Convert for Smart Filters here or by going
00:31over here to the Layers panel flyout menu and choosing Convert to Smart Object.
00:36Either is going to work out just fine.
00:38Now what that does is it places the 3D object inside a protective container.
00:42You can always go back and modify that 3D object anytime you like just by
00:46double-clicking on its thumbnail, here inside the Layers panel, and that'll open
00:50the image in an independent window.
00:52All right, now I am going to go to the Filter menu, choose Sharpen, and
00:56choose Smart Sharpen.
00:57Or if you've loaded D keys, you can press Shift+F6.
01:00And these are the values I am going to apply.
01:02A very high Amount value of 250%, a Radius of 0.5 pixels, and I am going to set
01:07Remove to Gaussian Blur. Because this is an artificial scene as opposed to one
01:12that was captured with an actual digital camera,
01:14Gaussian Blur usually works best.
01:16Not always, but typically works best.
01:19All right, I'll click OK in order to accept that modification.
01:22Now, that is going to add a little bit of haloing.
01:25Notice that we are sharpening not only the star but also the shadows in the background.
01:30Now if that bothers you,
01:31if you want to sharpen just this star and nothing more, then you could modify
01:34the contents of this Filter mask right there.
01:37Anything that you paint to black is going to become de-sharpened essentially,
01:40and anything that remains white is going to be sharp.
01:44However, I am going to leave those halos in place, because the effect of those
01:47halos will be largely eliminated by the 2D background.
01:50So next what I am going to do is go up to the Image menu and choose the Canvas
01:55Size command, or you can press Ctrl+Alt+C, Command+Option+C on a Mac.
01:59And with Relative turned off I am going to increase the Width value to 1400 pixels.
02:04Now if I were working still with a 3D object here, that could really mess up the scene.
02:09However, because that 3D object is safely stashed away inside a Smart Object,
02:14we will get predictable results.
02:15So I'll go ahead and click OK in order to expand the canvas like so.
02:19Let's go ahead and press Ctrl+0 to zoom out a little bit, and then Ctrl+Plus
02:23or Command+Plus on the Mac to zoom back in.
02:26And now, I am going to bring over this Rich leather.psd background that I've
02:32also provided for you inside the 03_shapes folder.
02:35I'll go ahead and right-click on this layer and choose Duplicate Layer and
02:39inside the Duplicate Layer dialog box I will choose Perfect view.psd, because
02:43that's the name of the image that I am working on, and I'll click OK and then
02:48I'll switch back to that image in progress there.
02:51The leather layer came to the front.
02:52That's not where I wanted.
02:54I want it in back of the star of course, and I end up getting this effect here.
02:57And you can see, as I said, that the halos mostly drop away.
03:01Actually, I can't see them at all with all this activity here.
03:05And I think the star looks really good.
03:07So you know what? I am just going to get rid of that filter mask by
03:09right-clicking inside of it and choosing Delete Filter Mask.
03:12You can always right-click on Smart Filters and choose Add Filter Mask if you
03:17want to ever bring the filter mask back and do some work on it.
03:20All right, that's good enough for this exercise.
03:22In the next and final exercise, we'll go ahead and enhance the color of the star
03:28and we'll also adjust the brightness of the entire scene.
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Enhancing the colors of a 3D scene
00:00All right, so just a couple more things to do.
00:02First of all I look at the star and I think it looks like it's carved out of
00:07some organic material. I think it looks great, but it's a little granite-y for my taste,
00:13as opposed to metallic, and also some of it looks like there's some kind
00:18of coating that's covering it a little bit, and those are the kinds of problems
00:22I could fix by going back in examining the materials and changing out the
00:25textures and all that jazz.
00:27But here I am in Photoshop where I can take a scene and modify it and that's what
00:31I'm going to do it will save me a lot of time.
00:33It's going to be a lot less work as you'll see.
00:36And then we'll adjust the overall contrast of the scene using a
00:39Levels adjustment layer.
00:41I've saved my progress to Star on leather .psd, and I've got this other file open
00:46as well. It's called Shiny metal.jpg, yet another one of these textures from the
00:50Fotolia Image Library. And what I'm going to do is right-click on the background
00:55layer, in an empty portion of the background layer, inside the Layers panel
00:57choose Duplicate Layer, and go ahead and assign this new layer to star on
01:03leather, and call this new layer simply gold, and then click OK.
01:07All right, now switch back to the Star on leather.psd document and you can see
01:11there is my golden place.
01:13I'm going to press the Alt key or the Option key on the Mac and click the
01:17horizontal line between gold and rear, and let's go ahead and change the name of rear there.
01:22It should be star, because that's what it is, and that goes ahead and creates a
01:26clipping mask so that we're just seeing the gold inside the star layer, and you
01:30can see the star layer includes the shadow as well. So we're golding up
01:34everything at this point, much too much of course.
01:36I'm going to click on a gold layer and switch out the blend mode from Normal to
01:40Soft Light, which is the most delicate of the contrast modes, so it's going to
01:45apply a fairly subtle effect as you can see here, but not nearly subtle enough.
01:50So I'm going to double-click in this empty area to the right of the word gold,
01:55and what I want to do is just gold up some of the highlights in the star and
01:59leave the shadows as is.
02:01So I'm going to drag this black slider triangle that's associated with the
02:04underlying layer slider to about 90 I think works well, and what that's saying
02:10is any place where the underlying layers, all of them in the composition have a
02:16Luminance level of 90 or darker, those pixels will show through the active layer.
02:20Now that ends up creating some harsh transitions, so I'll press the Alt key or
02:24the Option key on the Mac and drag the left half of this triangle until the
02:28first value there reads 60.
02:30So anything with a Luminance level of 60 or darker is going to force its way
02:34through. Anything from 90 to 255, which is white, is going to defer to the
02:40contents of the active layer, and anything from 60 to 90 is going to become
02:45gradually more opaque.
02:46All right, next I'm going to take the Opacity value down to 60% as you see up
02:52here at the top of the dialog box and I'll click OK. And we end up with this effect
02:56here, which I quite like.
02:57Now we are going to have some gritty transitions between these non-yellow
03:01shadows and the yellowish highlights, but that's great.
03:05That just adds to the signs of rust and age and everything that's going on in
03:09this old, but very well preserved sheriff's badge.
03:11All right, the final thing to do is to adjust the lighting of the scene. Again,
03:16I could have worked very, very hard with my spotlights in order to get the
03:20lighting exactly right. Or I could just go ahead and had a Levels adjustment
03:25layer, which is what I'm going to do.
03:26So I'll press the Alt key or the Option key on the Mac, click this black white icon,
03:30choose Levels, I'll go ahead and call this new layer Contrast because
03:34that'll be its primary job, click the OK button or press Enter or Return.
03:38And I'm going to change the shadow value to five and then I'll take the
03:43highlights value, the white point value, down to 239 and then I'll Shift+Tab over
03:48to gamma and press Shift+Up Arrow to raise it to 1.1, and we end up with this
03:52final effect there and that is the effect that we are looking for.
03:56I'll go ahead and press the F key a couple of times to switch to the full
03:59screen mode and zoom in on the image, and this is the final sheriff's star,
04:03created by combining vector-based shape layers with Repousse here inside
04:07Photoshop CS5 Extended.
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4. Mastering the Tools: Object, Camera, and Mesh
Navigating in 3D space
00:00Photoshop CS5 Extended offers more than 20 tools devoted to 3D, which is a bit overwhelming.
00:07To put it in context, Photoshop gives you just 18 Brush tools and some of them
00:13date back to the beginning of the program.
00:15The 3D tools just showed up a few years ago and yet they outnumber all other
00:20categories of tools in Photoshop Extended.
00:24Moreover, only 10 of the tools are available from the toolbox.
00:28The others are found only in the 3D panel or the Options bar.
00:32And yet every one of them is indispensable.
00:35You need them to orient 3D objects, determine your view of the world, and adjust
00:41the position of independent wireframe meshes.
00:45Plus you have the 3D widget, which operates differently depending on whether
00:50you're adjusting a scene, a camera angle, a light source, or a mesh.
00:56It's a lot to absorb, which is why I am going to keep the sample file that we
01:00use in this chapter very simple. There is a chair.
01:04There is a background.
01:06Otherwise it's all about you and how you navigate in 3D space.
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Importing a model from Google SketchUp
00:00In this exercise I'm going to show you how to take 3D model created inside of
00:04Google SketchUp and import it into Photoshop CS5 Extended. But first I want you
00:09to have a sense of what we're trying to accomplish inside of this chapter.
00:12In the previous chapters we were building these frankly beautiful 3D compositions.
00:17In this chapter we're just going to take this image right here, which comes to us
00:21from Bart K of the Fotolia image library.
00:23It's your standard everyday average frankly low-quality photograph.
00:27But what I like about it, it has this obvious sense of two-point perspective,
00:32and we're going to import a chair into that photographic scene, and of course
00:35we'll position the chair and light the chair and so forth, but that's about the extent of it.
00:39We'll ultimately end up switching out this chair for this gargantuan chair right here,
00:43as if it's an art installation or something like that, just so we can get a
00:47sense of some of the things that can go wrong and how to fix those problems.
00:50However, I'm keeping the project simple because we've got a lot of tools that
00:54we have to grapple with here and I want you to have a firm sense of how these tools work.
00:59Now I've mentioned to you that Photoshop doesn't provide any modeling tools,
01:02none whatsoever. You have Repousse, which allows you to take 2D layers such as
01:07text layers and vector-based shape layers and convert them into 3D objects, but
01:11that's the extent of it.
01:12And while it might I suppose be possible to fabricate this chair using Repousse,
01:17you would be at it for an awfully long time. There is much more efficient ways
01:21to work and those ways are to work with an independent modeling application.
01:26Now I might go-to app is SketchUp, not because Photoshop and SketchUp work all
01:31that well together, they actually kind of don't, but rather namely because
01:36SketchUp is free. You can download it from sketchup.google.com. For both the Mac
01:41and the PC the standard edition of the software is free, so you don't need any
01:463D modeling experience to get started.
01:48There is free videos at the Google site. There's frankly even better SketchUp
01:52videos from George Maestri here at the lynda.com Online Training Library.
01:57And finally SketchUp includes a community site where folks can trade their
02:01models and there is just thousands upon thousands of these things to cull from.
02:04So you can get started very quickly.
02:06Problem is things can go wrong as you bring these models into Photoshop.
02:11Let me show you what I'm talking about.
02:13I'll go ahead and switch to this file here.
02:15It's called Low back.skp and I created this model. And by the way I am not a
02:20SketchUp aficionado, but I was able to create this model here inside SketchUp.
02:25And then what you do is you export the file. You can't just save it because
02:28Photoshop doesn't support SketchUp's native SKP format. You have to go up to the
02:32File menu, choose the Export command, and then choose 3D Model.
02:36Then make sure to set the export type to the Collada file format, which is a DAE
02:41extension, because that'll serve you best. And then finally in this you only have
02:46to do once, but you have to do it, click on the Options button and turn off this
02:50checkbox Preserve Component Hierarchies.
02:52Now problem with turning this checkbox off is without those component
02:56hierarchies the meshes can kind of drift away from each other, as we'll see.
03:00However, if you turn a checkbox on, why Photoshop really does a bad job of
03:05interpreting the file.
03:06So turn that checkbox off. This is a known issue by the way; Adobe is aware of
03:10it and Adobe in fact recommends the checkbox be turned off. Then click OK.
03:13You only have to do that once. Then go ahead and export the file.
03:17Now I want you to notice something about this chair.
03:19It is up-right. Now that may seem like an obvious thing to point out to you but
03:23in just a second you will wonder if it really was.
03:26But it is absolutely up-right. The bottom of the chair is resting on the ground
03:29plane and the legs are drifting below. I could fix that if I wanted to, but
03:33it is not really all that necessary.
03:35However, despite the fact that it's up-right, ready to go, it's absolutely
03:39aligned to the X, Y and Z axes, when I bring it into Photoshop it's a different matter.
03:45So I'm going to switch back to that original image, which is called Checkerboard
03:49floor.jpg, and to import that file I'll go to the 3D menu and choose New Layer
03:54from 3D File, and then I'll go ahead and locate that SketchUp model subfolder and
03:59click on Low back.dae and click on Open in order to open that file, and curiously
04:05it arrives on its back.
04:07So Photoshop has not oriented the chair properly at all.
04:11Well that's kind of a drag but it's not that big of a problem, because we can
04:14lift that chair and set it up-right in no time whatsoever, and I'll show you how
04:18to do exactly that in the next exercise.
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3D explained: XYZ position and orientation
00:00In this exercise I am going to introduce you to the X, Y and Z axes, which define
00:053D space inside Photoshop, and give you a sense of how you might work with the
00:09position and orientation options.
00:11Now this gets a little bit technical, I'll warn you up front, because we're
00:15talking about spatial design, and some of you are going to get it and some of you not so much.
00:21I don't expect anyone to completely take it in and remember every bit
00:25of information here.
00:26It's just a way of giving you a sense of what's going on in the world of
00:303D inside Photoshop.
00:33So here we have the chair which Photoshop has chosen to import on its back and
00:36I've gone ahead and called this file Poor chair.psd.
00:40Now I am going to switch to the Camera tool which is located directly above the
00:43Hand tool inside the toolbox and specifically you want to make sure if you're
00:47working along with me that you have the 3D Rotate Camera tool selected.
00:51Also, notice up here in the Options bar that the View is set to Default.
00:55The Default camera angle is always in place for every new 3D layer you create
01:00inside of Photoshop.
01:01That said, you can override it using this tool anytime you like.
01:05To get a sense of what that ground plane looks like, let's go ahead and go to the
01:08View menu chose Show and then choose 3D Ground Plane.
01:13Notice what's going on here.
01:14The X-axis is red, the Y-axis is green, the Z-axis is blue.
01:19Well, we are not seeing the blue axis, because the Z-axis is perpendicular
01:23to the ground plane.
01:24The ground plane itself is ultimately a 2-D plane like the ground and therefore
01:29it is defined by just two axes, X and Y. The strange thing is that with
01:33Photoshop's Default view that Y defines the horizon and X defines depth, which is
01:38different than most programs.
01:40Of course you can override that any time you want using this tool, just by
01:43dragging around inside the image window and then I could go ahead and set that
01:48red X-axis along the horizon and now the Y-axis defines depth.
01:53That still doesn't explain, however, why the chair is on its back. We need
01:56to modify that chair.
01:58So how in the world do we do that with some degree of accuracy?
02:01Well, let me show you what's going on inside this diagram, which I call
02:04Photoshop 3D geometry.psd.
02:07I am going to go ahead and turn off that ground axis now by going to View menu,
02:11choosing Show, and choosing Ground Plane. And then I am going to turn on a layer
02:15group here inside the Layers panel.
02:17It's called the axes, this folder right there, and we see not only each one of
02:21these axes as it is angled according to the default camera, but we also see the
02:26direction of positive movement.
02:28So for example, with the sphere layer active here I'll go ahead and select from
02:34this tool slot either the 3D Object Pan tool or the 3D Object Slide tool.
02:39Either one will do. I'll go ahead and select Pan for now.
02:42Then you can change any of these three position values.
02:45So if I change the X value to let's say 50 and press the Enter key or the Return
02:50key on the Mac, quite strangely the object moves away from us.
02:55Again that's just subject to the default camera angle, nothing more. We can
02:58always change that but that is the direction in which we are going to move that object.
03:02All right, I'll press the Escape key and then press Ctrl+Z, Command+Z on the Mac.
03:06Esapec of course in order to interrupt that rendering.
03:09All right, now let's change the Y value to 50 and watch it moves in the
03:13direction of this line, which is to say by default to the left.
03:17All right, I am going to press the Escape key and then press Ctrl+Z, Command+Z on
03:20the Mac in order to reinstate that sphere.
03:22Now let's change the Z value to something not quite as big, because otherwise
03:26the sphere is going to leap off the screen.
03:28I'll change this value to 25 and notice that goes ahead and moves this sphere
03:31upward, which is what we would naturally expect I think, in the direction once
03:35again of those arrows in the diagram.
03:37I'll go ahead and press the Escape key and press Ctrl+Z, Command+Z on the Mac
03:41to undo that movement.
03:42Now for orientation, which might be the part that really makes your brain hurt here.
03:46But it's the information we need in order to pick up that chair.
03:50So we've got this sphere that's mostly covered with black-and-white checks but
03:53then we have some yellow and purple checks down here at the bottom and that'll
03:57help us track orientation.
03:58In order to get to the numerical orientation values, I need to switch to either
04:02the Rotate tool or the Roll tool and I'll switch to the Roll tool for now.
04:07All right, now for the Orientation options, which are the ones that are most
04:09likely to make your brain hurt but they're also the ones that we need to use in
04:13order to pick up that chair.
04:15Here inside the Layers panel I have another group called 3-D rotations.
04:18This is what it looks like when I turn it on.
04:20Each one of these curving lines represents the direction of a positive rotation
04:25value, either X, Y or Z. So red is X, green is Y, and then blue is Z and in each
04:31case we are rotating around the corresponding axes.
04:34So it happens to be if the axis is declining away from us, a positive X value
04:39applies a counterclockwise rotation,
04:41a positive Y value applies a clockwise rotation, and then a positive Z value
04:46another counterclockwise rotation.
04:49Again, I do not expect you to remember that but that is the way it works.
04:53To see it in practice let's go ahead and switch to one of these two tools here,
04:56either the Rotate tool or the Roll tool. I'll go ahead and click Roll and that
05:00gives us access to the Orientation values, and I will enter an X value of 90 degrees
05:04and press the Enter key or the Return key on the Mac, and sure enough we are
05:08rotating the sphere in a counterclockwise direction, which is why what was
05:12formerly the bottom of the sphere moves up into the right.
05:15Now what I'd love to be able to tell you is we could just keep a bunch of
05:19different rotation values on top of each other.
05:20But if you start doing that, it gets confusing.
05:23Because as soon as I rotated that sphere up into to the right I swap the angle
05:27of the Y and Z axes.
05:29It may be a little difficult to understand, but that's what just happened.
05:32So when you're applying these kinds of rotations numerically you typically only
05:36want to modify one or two axes of orientation.
05:39So for example if I want to get a sense of what's going on with Y and Z,
05:43I should undo X by pressing Ctrl+Z, Command+Z on a Mac.
05:47Then let's change the Y value to 90e and we'll see it move up and toward us in
05:52accordance with the direction of that green arrow right there.
05:56Now as I say, we can go ahead and combine two rotation values with each other and
06:00still make sense of it.
06:01So I'll press the Escape key to stop the render and I'll change the Z value to 90 degrees
06:05as well and as soon as I apply it, we're going to rotate that sphere in a
06:10direction of the blue arrow, so what was formerly the front part of the sphere
06:15becomes the left side.
06:16All right, so that's all very well and good.
06:18How do we take this very and apply it to the task at tipping the chair upright?
06:21I will explain exactly how in the next exercise.
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Adjusting orientation by the numbers
00:00In this exercise I'm going to show you how to take the information that you see
00:03inside this diagram, which I've gone ahead and updated it and called it
00:07Elaborate diagram.psd, and apply it to your 3D rotations inside Photoshop.
00:13So I've gone ahead and reverted to the saved version of Poor chair.psd, and this
00:17is the one subject to the default camera angle.
00:20Now what I'd like you to do is make sure that you have the 3D Object Rotate
00:25tool selected, so that you have access to your orientation options up here in the Option bar.
00:30Then take a look at your chair on its back and think to yourself, what do I need
00:35to do to make you go upright? And it helps to actually trace, without dragging
00:40inside the image window, just trace with your cursor the direction in which you
00:44would like to rotate this object.
00:46In my case I want to rotate it up and to the right. That would be a clockwise
00:51rotation. Let's go ahead and switch back to the diagram.
00:54If I repeat that same gesture I can see that I'm tracing in the opposite
00:58direction of the red arrow.
01:00So apparently what I need to do is enter a negative X-orientation value,
01:04presumably a variation of 90 degrees, since the thing is directly on its back.
01:10So let's go ahead and try that out.
01:11I go to the Orientation options here and I'll change the X value to -90
01:16degrees and press the Enter key or the Return key on the Mac and sure enough
01:20that does the trick.
01:21All right, we've got another problem though.
01:23The chair is facing to the right, whereas if I switch back to SketchUp we can see
01:27that it's pointing to the left.
01:29So apparently I need to apply this sort of rotation this time.
01:33Let's switch back to Photoshop. And if I were to describe the orientation that
01:38I'm drawing here inside the image window it would be a kind of clockwise
01:42orientation around a clock that's lying on the floor.
01:46All right, so let's switch back to Elaborate diagram.psd and as I perform that
01:51exact same gesture I'm tracing in the direction of the blue arrow.
01:55Now I was telling you that that's actually a counterclockwise rotation, which it is,
01:59but that's because it's along the Z- axis declining away from us meaning the
02:03clock would have to be on its face, but who cares What really counts is I'm
02:08tracing in the direction of the blue arrow, so that needs to be a positive Z
02:12orientation value and presumably once again 90 degrees.
02:17So let's go ahead and switch back to the chair image and change the Z value
02:21to 90 degrees and press the Enter key or the Return key on the Mac in order
02:25to apply that change.
02:26Now the chair isn't exactly where it needs to be because the ground plane
02:29isn't oriented properly and that's ultimately a function of the camera angle,
02:33so I'll have to modify that independently, but had the chair come in like this
02:37in the first place,
02:38I would have been happy, so we have gotten it right.
02:41Now then, that's one way to work. That is to say, look at the image sort of
02:46gesture around to determine what direction you need to rotate the darn thing,
02:50then go to my elaborate diagram and check your gestures against the diagram.
02:55It's going to work for some people; for other people it's not going work so well.
02:59So what I'm going to do in the next exercise is show you an alternate way to
03:02work with the 3D widget.
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Feeling your way through rotate and roll
00:00In this exercise I am going to show you how to tip that chair upright.
00:03But this time rather than relying on a diagram, we are going to feel our way
00:07through the composition using the Object Rotate tool.
00:10I have reverted to the saved version of Poor chair.psd once again, and I'd like you
00:15if you're working along with me to go ahead and select that 3D Object Rotate tool,
00:19make sure the Low back 3D layer is selected in the Layers panel and you
00:23should see your colorful XYZ widget on screen.
00:25If you don't, then go to the View menu, choose Show, and choose 3D Axis.
00:31All right, having done that you may recall that each one of these colored axes
00:35here features three gadgets: this arrow, this little art, and then this block.
00:40If you drag on the arrow-- and it needs to turn yellow before you start
00:44dragging by the way.
00:46If you drag on the arrow then you're going to move the object, in this case up
00:50or down because we're dragging along the blue Z-axis.
00:53Now, I don't want that of course so I'll press Ctrl+Z, Command+Z on a Mac.
00:57If you drag on this lower block then you'll scale the graphic.
01:00So if I drag up I am going to increase its height and I say that in quote
01:04fingers because it's really the depth of the chair.
01:07It just happens to be on its back.
01:09And if I drag down I'll reduce its height.
01:11All right I'll go ahead and press Ctrl+ Z or Command+Z on the Mac to undo that
01:15movement, and if you drag on the arc then you are going to rotate the object.
01:19That is change its orientation, and that's what I want to do.
01:22So I am going to drag down like so in order to rotate the chair forward.
01:26All right, now we need to spin the chair toward us and that means changing one
01:30of these red gadgets for the X-axis.
01:32The problem is I just can't get to them at this point.
01:35And so I am going to go ahead and rotate the Y-axis down a little bit like so,
01:38just so I have greater access to the red gadgets, and then I'll go ahead and
01:42hover over its arc and drag around to the right, like this, and then I'll go
01:48back to the Z-axis and this may seem strange. The reason the chair is tilting
01:52forward is because I applied an X-axis rotation.
01:56Problem is now all the axes have gotten kind of mixed up and they are now in the
02:00directions you see them.
02:02So that's why I am saying we are just kind of feeling our way through the modifications.
02:06We are just going with what we see on screen.
02:08So I'll go ahead and drag that blue arc in order to tilt the chair backward.
02:14Now at this point, you know that you want 90 degree rotations, because that just makes sense.
02:20And also if you leave these weird orientation values in place here, you can end
02:24up compounding your rotations.
02:27So if you've got a bunch of sort of weird mesh rotations mixed in with a bunch
02:31of weird object rotations then you heap on some weird camera rotations,
02:35it can get very confusing if you have any desire to go back and change the
02:38numerical values in the future.
02:40So what I suggest you do at this point is look at your orientation values and
02:44round them either up or down to the nearest 90 degree equivalent.
02:49In the case of X1 I am seeing -94.9, and so I think -90 degrees is closest.
02:55Press the Enter key or the Return key on the Mac.
02:56Now for Y it's 5.1 degrees. Well 0 is the closest in this case, so I'll go ahead
03:02and enter 0 and press Enter or Return in order to apply that value.
03:06And then I look at Z and I see 101.6.
03:09It's closest 90 degree equivalent
03:11is going to be 90 degrees. Press Enter or Return and the deed is done.
03:15So that's a way just to feel your way through it and still get very specific results.
03:19All right maybe that's not what you want either. I am going to go up to the
03:22File menu and choose the Revert command in order to restore that saved version of the file.
03:28Here is another way to work.
03:30Now you can just drag with this Object Rotation tool if you want to.
03:34And pretty much just drag wherever you think you need to drag.
03:37I can't really provide you with any constructive tips here, because the original
03:40direction of your drag and the end of your drag all go toward determining
03:44exactly what kind of 3D rotation you apply, but you could just sit there and
03:48sort of drag around until you think you're about to get the results you want.
03:53If you want a little help then you have access to the Shift and Alt keys.
03:58If you press-and-hold the Shift key while you're dragging, then you're going to
04:01rotate exactly back and forth.
04:04So you're not rotating around a specific axis; you are rotating in my case
04:07around the perceived vertical axis.
04:10So whatever that might be. You might also try pressing Shift while you drag up
04:14and down and then you are rotating around the perceived horizontal axis, which is
04:19being invented ultimately on the fly.
04:21And then let's go ahead and put this guy back up here like that so I can show you Roll.
04:25Now you have a specific Roll tool that you can take advantage of.
04:29But another way to get to it is to press-and-hold the Alt key or the Option key
04:33on the Mac, and if you drag while pressing the Alt key then you're rotating
04:37around a perceived axis that's coming directly at you.
04:41So once again that's Shift if you want to drag around a perceived vertical axis or
04:46if you want to drag around a perceived horizontal axis and then Alt or Option if
04:50you want to rotate around an axis that's coming directly at you.
04:54After you take advantage of all these wonderful tips and tricks and you end
04:57up getting something that looks reasonably good, then again you go up to
05:01your values in the Options bar and you change them to the nearest 90 degree equivalent.
05:05So X in my case is -92.7; change it to -90. Y in my case is 1.9 so change it to 0.
05:14Press the Tab then Z in my case is 88.6 and change it to 90 degrees and I end
05:20up getting that same result.
05:21So pick your poison. You can work anyway you like.
05:24But as I say, when performing object rotations, if you stick with multiples of
05:2890 degrees you are going to make your edits a lot easier in the future.
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3D movement: Drag, slide, pan, and walk
00:00In this exercise I am going to show you how to drag and slide inside Photoshop,
00:04alternately known as panning and walking.
00:07So you drag or slide a 3D object; you pan or walk your camera.
00:12I've saved my changes as Upright chair.psd and I am going to start things off by
00:16going to the 3D menu and choosing Ground Plane Shadow Catcher, so that I can use
00:21a chair to cast a shadow.
00:22Photoshop tells me I need to ray trace to see the shadow.
00:25I say OK because of course I know that.
00:28Now I want to go ahead and set my chair down on the ground plane by going up to
00:31the 3D menu and choosing Snap Object to Ground Plane. And the ground plane seems
00:36to be very high at that point.
00:37We will lower it by adjusting the camera.
00:39So what I want you to do is click and hold on the Camera tool and choose 3D Pan
00:43Camera, so that we can pan our scene.
00:46Now the way this tool works is if you pan to the right, notice I am dragging
00:50to the right, then you're panning the camera to the right which means the
00:53scene shifts to left.
00:54It's just like if you move your head to the right everything around you appears
00:58to move to the left, and then of course if you pan to the left everything shifts
01:02to the right, or you can pan upward, in which case everything shifts downward or
01:06pan downward, in which case everything shifts upward.
01:09Notice your view of the perspective of the scene shifts as well.
01:13That's very important and we'll see what a difference that can make as we
01:16work through the series.
01:18The other option that's available to you is this tool right there.
01:21Notice that it's called the Walk with 3D Camera tool and what it means is you
01:24can walk away from the scene and things will get smaller or you can walk toward
01:28the scene and the perceived size of the objects will grow bigger.
01:31Notice it's not called the Zoom tool, because you're not changing the focal length.
01:35You can change the focal length of a camera inside of Photoshop and that is
01:39something we'll discuss when we come to the dedicated camera chapter in a later
01:43course of this series. But while you can take advantage of that tool if you
01:47want to here is another way to work.
01:48There is a couple of different keyboard modifiers that you can take advantage of.
01:52If you drag and press the Shift key then you will constrain the angle of your
01:56drag to perceived horizontal or perceived vertical.
01:59It has nothing to do with the X or Y axis.
02:02It's the actual perceived horizontal and vertical of the scene and then if you
02:07press and hold the Alt key or the Option key on the Mac and you drag down,
02:10you will walk away from the scene. If you have Alt or Option key down as you drag up
02:15you'll walk toward the scene.
02:17You can still pan side to side while you're performing this operation, just not up and down.
02:22All right, so what I am going to do is Alt+drag or Option+drag away from the
02:26scene and then I am going to drag up a little bit.
02:30Now at this point I'm noticing the angle of my camera is wrong.
02:33So I am going to go ahead and switch over to my Orbit the 3D Camera tool and I'm
02:39going to change these Orientation values numerically, because we've already been
02:42through orientation by now.
02:44I am going to change the X value to 90.75 and that ends up setting the scene way
02:49down, as you can see. It also ends up flattening the seat of the chair, which is
02:53definitely something I'm interested in at this point.
02:56Our Y value of 0 is just fine.
02:57It's close to what it was. And then I am going to change the Z value to -112.
03:01Now you have to watch this because these values, these orientation values, are
03:06relative to the positioning values.
03:08So if we go in now and change the position of the camera, which we're going to
03:11do, we've got to go back and recheck our orientation values later.
03:15So I'm going to switch back to the Pan tool right there up in the Options bar
03:20and then I'm going to Alt+drag down in order to walk away from the scene a
03:24little bit and it'd help if I Alt+drag down a little farther up so that I have
03:28more room to work, and that would be an Option+drag of course on the Mac, and I
03:32can go ahead and drag this guy back and forth as much as I want.
03:36I can drag it down if I want to in order to raise that chair because
03:40that's lowering my view.
03:42I am also going to Alt+drag or Option+drag up in order to step toward the
03:46chair a little bit.
03:47So you end up doing a lot of back-and-forthing.
03:49To make a long story short.
03:51Here is the Position values that I came up with.
03:53The X value is -130.
03:56I am going to take the Y value down to -47.2 and then the Z value down to 10.
04:03Now that's still not quite right and I suspect it is because I messed up my
04:07orientation. So let's switch back to the Orbit tool there and check our values.
04:12-90.74, that's fine, but 112.57 that's not okay.
04:17It should be -112 and we end up getting this here.
04:20All right, now let's do a little bit of work on positioning the object itself.
04:24I am going to click and hold on the Object Rotate tool and I am going to choose
04:273D Object Pan tool, which confusingly is known up here in the Options bar as the
04:33Drag the 3D Object tool.
04:35But either way, whether we are dragging or panning-- and I would argue that we're
04:38dragging at this point--
04:39we are moving the object back and forth and up and down.
04:42Now I don't want to move it up and down too much because after all it should be
04:46more or less on the ground plane.
04:48So I'm going to Shift+drag it back and forth here and you should know, check out the widget.
04:53Green is now up and blue is coming at us.
04:55So the green and blue axes ended up changing places and I guess you could argue
04:59that the blue and red axes change places as well and that's because we
05:03completely changed the orientation of the chair and in doing so we changed the
05:07orientation of the widget.
05:09So everything becomes super-relative when working in 3D here inside Photoshop.
05:14All right, so I have position values to enter as well. Oh!
05:17I forgot to pass along a tip here, which is if you want to move the object closer
05:21to you or farther away then you can take advantage of this Slide tool or you can
05:26just press the Alt or Option key.
05:28So if you Alt+drag upwards, you are going to move the item farther way.
05:31if you Alt+drag downwards, you are going to move it towards you.
05:34All right, once again I have some specific values to add here.
05:37I am going to change the X value to 13, the Y value to 8.3, and then I'll change
05:43the Z value only slightly to -3.79 and press the Enter key, and you can just give
05:48it a second check here by going up to the 3D menu and choosing Snap Object to
05:52Ground Plane. But it should be at exactly the right location. And that's how you
05:57go about dragging and sliding 3D objects as well as panning and walking the
06:02camera here inside Photoshop.
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Assigning materials and lights
00:00In this exercise we're going to finish off the scene by wrapping a material
00:04around the chair, then we'll go ahead and load a couple of spot lights, ray
00:07trace the shadows, and finish off the composition with a Gradient Map adjustment layer.
00:13I've saved my progress as Small chair in place.psd, and the first thing I'm
00:18going to do is apply that material.
00:19So I'll double-click on the 3D layer thumbnail here inside the Layers panel and
00:24notice that we have a group of meshes called SketchUp, because they came from
00:29SketchUp, and then we have a series of these meshes that are indicated by the
00:34sort of wireframe cylinders here.
00:35So we've like ID3 and ID14 and so forth.
00:39Then nested inside many of the meshes, some of which are nested inside each other,
00:43we have these materials, which are indicated by these little squares, and
00:48they're all named ID5. So we have one surface texture across the entire chair
00:53and that ID5 item is also listed here inside the Layers panel.
00:57If I switch at any one of these ID5s with the material, they'll all be replaced.
01:02And I'm going to do that right now by clicking on one of the ID5s, clicking on
01:06the down pointing arrowhead next to this sphere that indicates some material,
01:09and then scrolling down a list until I find stone marble, clicking on stone marble,
01:14and just like that every one of the texture is replaced, ID5 is replaced
01:20here inside the Layers panel with Marble-1 Diffuse-1, and we have a chair
01:24rendered in stone marble.
01:26Now it's got a little bit of color as you can see in the upper left hand corner.
01:29We're gone a remedy that when we apply that Gradient Map adjustment layer.
01:33All right, the next thing to do is to go ahead and twirl close SketchUp, so that
01:37we can see the couple of infinite lights that are applied.
01:40I want to replace those lights with new spotlights, but if I go up to the flyout menu,
01:45that Replace command is dimmed.
01:47Well, if you run into that situation, then here's what you do. You click on
01:50the lights you want to get rid of, so I'll click on Infinite Light 1 drop down
01:54to the bottom of the panel, click on the little trash can icon, Infinite Light
01:582 will become selected next automatically, click on the trash can again.
02:01We have no lights leftover.
02:03So all we have is a little bit of ambient light and the chair is very dark.
02:07Now go up to the fly-out menu, choose Add Lights Preset, navigate your way into
02:11the 04_3D_tools folder, find the file called Small chair lights.p3l, click Load,
02:17and we now have a couple of spotlights.
02:19All right, the next task is to click on Scene to make sure it's active and
02:23let's go ahead and ray trace this scene by choosing Ray Traced Draft.
02:27Now of course, this is going to run the progressive render across the file.
02:30Now this is a pretty small file.
02:32It's not going to take a long time to render. Just the same we're going to go
02:35ahead and fast forward the process and cut to the chase here. And now we're
02:39looking at the final version of the chair with all the ray trace shadows.
02:43The final step is to apply that Gradient Map adjustment layer.
02:47So I'll close the 3D scene panel, so we can see what we're doing, and I'll press
02:50the Alt key or the Option key on the Mac, click the black/white icon at the
02:54bottom of the Layers panel, and choose the Gradient Map command.
02:58And because I had Alt or Option down, the New Layer dialog box comes up.
03:02I'm going to call this new layer rubytone and click OK, and what the
03:06Gradient Map adjustment layer does is it replaces all the luminous levels in
03:10the image with a gradient.
03:11So right now we're saying anything that's black make black, anything that's
03:15white make white, anything that has some level of gray in between make some
03:19level of gray in between.
03:20In another words, we're not really doing much until we assign a
03:23different gradient map.
03:25And what I'd like you to do is click the down-pointing arrowhead next to that
03:28gradient and load a gradient that I've created in advance for you.
03:31So click the right-pointing arrowhead and then choose the Load Gradients
03:35command, and then here inside the 04_3D_ tools folder find a file that's called
03:40Bathed in red.grd. Click the Load button.
03:44That will load just one gradient whose name not surprisingly is Bathed in red.
03:48Go ahead and click on it to load it, and now there we keeping black black, we're
03:52keeping white white.
03:53We're mapping the gray levels, the various shades of red, in between and if you
03:58want to see exactly what's going on there, then you can click on the Gradient
04:01bar and that will show you the gradient that I've created for you.
04:04Here inside the Gradient Editor, you can also make modifications to that
04:08gradient if you're so inclined.
04:10I'll go ahead and click the Cancel button, because I didn't do anything in that
04:13dialog box and I'll hide the Adjustment panel, and that is the final version of
04:18the small chair layer.
04:20In the next exercise we're going to bring in a different version of the chair,
04:23and we'll see that it not only lands on its back, but the legs are broken off.
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Editing and replacing a model
00:00I've saved my progress as Simple red scene.psd.
00:03It's found inside the 04_3D_tools folder.
00:06I figure this chair looks halfway reasonable, especially if it's being lit
00:10from lights inside of the structure. It doesn't look at all like the light
00:14streaming in from outside.
00:16However, what doesn't look right at all is its dimension.
00:20After all if these are benches off to the side, then this chair has no business being this big.
00:25Also, what's it doing in the middle of everything and why is it made of stone?
00:29So then I started thinking, wouldn't it be great if the chair was
00:31an installation piece
00:33and the whole purpose of this building was to house this giant piece of marble?
00:38So I ended up coming up with this final composition here, but notice that
00:42there is quite a few differences. Not only is the chair in general larger, but
00:47the back of the chair is much taller, we have fewer columns and we have this
00:52much thicker header at the top, which means I need to go back in the Sketchup
00:56and make some changes.
00:57Well, there is no live link between what I'm doing in SketchUp and Photoshop, so
01:01I'm going to have to re-import the model.
01:03So I'm going to switch to SketchUp for a moment and you can see that this is
01:06that version of the chair that we've already imported.
01:09Now I'm going to switch over to another SketchUp image, which is this guy with a
01:14taller back, the bigger header and so forth.
01:17Now what I want you to really see here is that's all I changed. I changed the
01:21size and number of columns. I changed the size of this header. I changed the
01:25height of the columns.
01:27That is it. I didn't do a darn thing to the seat or the legs, didn't touch them at all.
01:32And yet, watch what happen. The very same export settings, the same Collada DAE
01:37format, and yet we get pretty significantly different results.
01:41So let's switch back over to Photoshop here. I'm going to go back to my
01:45composition at hand and I'll turn off that low back layer.
01:48Let's create a new 3D layer by clicking on the background layer, going up to the
01:523D menu, and choosing New Layer from 3D File.
01:55And then I'll enter that SketchUp models folder, select Tall chair.dae, there it is, click Open.
02:01And this time not only is the chair on its back, but three of the four legs are
02:07broken off of the chair and this is what I was talking about with the occasional
02:11hierarchal problems between SketchUp and Photoshop, and I don't know which
02:16programs' fault it is.
02:17I don't know whether it's SketchUp not providing the right data or
02:20Photoshop's misreading the data.
02:22It really doesn't matter.
02:23It's still up to you to fix this problem.
02:26Well, fortunately, righting the chair, tipping it upright, is exactly the same as
02:31it ever was and by the way that is an actionable operation.
02:35I'm going to go ahead and bring up my Actions panel, which you can also get by
02:39going into the Window menu and choosing the Actions command, and then I'm going
02:43to click on the fly-out menu icon and choose Load Actions, and I've got this
02:48Chair actions.atn file right ready to go for you.
02:51Click on the Load button and notice it has two actions, Pick up chair and Repair
02:55legs, and I'm going to show you both of them.
02:57Click on Pick up chair, twirl open the action, and you can see it's not many steps.
03:02Basically we're transforming the 3D object. So we're putting in exactly
03:06where it needs to be, making at upright, and so forth.
03:08And I'm also transforming the camera and I'm snapping the 3D object to the ground plane.
03:13So to give it a shot, just go and click on the Play button and there it is.
03:17However, notice if I close the panel for a moment that the legs are still
03:21strewn willy-nilly here.
03:22Well the other action actually takes care of that. If you click on Repair legs,
03:26also not that complicated of an action. There are just six meshes that
03:31are six independent pieces of this model that need to be repositioned and glued together.
03:36So if I go ahead and play this action by clicking on the Play button down here
03:39at the bottom of the Actions panel, Photoshop goes ahead and puts all the legs
03:43exactly where they need to be.
03:45Well, that's all very well and good and it's nice to know that you can record
03:48an action of this kind of thing if you need to, which proves to be especially
03:51useful if you find yourself having to re-import a model over and over again.
03:56But what in the world did I just get done doing?
03:59Well, I'm going to go ahead and back step a few operations by bringing in my
04:03History panel and clicking on Set 3D Camera Position, because that was after we
04:08got done righting the chair, that is tipping it upright. We've already seen how that works.
04:12Adjusting the camera position we've already got a sense of what's going on there.
04:17Now let's just go ahead and take care of the legs, and to take care of the legs
04:20what we need to do is we need to adjust the independent meshes and you do that
04:26by double clicking on the thumbnail for the 3D object here inside the Layers
04:29panel and figuring out what each one of the meshes are. So we have a fair
04:34amount of meshes to deal with here, although it's not nearly as complicated as you think.
04:38And we also have to address these meshes using one of these mesh tools
04:44that's available here in the third slot on the left-hand column, here inside the 3D panel.
04:50And that's just what we're going to do starting in the following exercise.
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Repositioning independent meshes
00:00In this exercise, I am going to show you how to adjust and reinstate the
00:03positions of individual meshes inside of a model.
00:07I've gone ahead and saved my progress as Busted legs.psd found inside the
00:1204_3D_tools folder, and it features this wonderfully fortuitous mistake in
00:16which three of the four legs of my chair model have fallen off the chair.
00:20Now I called it a fortuitous mistake because it's a kind of thing that might
00:23happen to you and I want you to have a sense of how to fix the mistake
00:27particularly if you don't feel like getting to the bottom of it.
00:30We could spend a tone of time trying to work out what happened and trying to
00:34make changes in SketchUp.
00:36But truth be told where this model is concerned, it's very easy to fix the
00:40problems, especially since it's a really peculiar bug. Watch this.
00:45If you went ahead and just opened this Busted legs.psd file, one of the things
00:50we need to do in order to see the bottom of the chair is I need to switch over
00:55to the Camera Rotate tool and then I need to go ahead and rotate the chair.
01:00And notice the second I do, the legs spontaneously grab onto the chair and
01:06that only happens by the way if you back stepped in the History panel as I
01:11showed you at the end of the previous exercise, or if you went ahead and just opened this file.
01:16Anyway, if you go back in time, if you do any backstepping then, Photoshop
01:20automatically reassembles the legs the minute you move the camera.
01:23So, talk about luck.
01:25That's an awesome thing and I suppose that's one way to sometimes to care of the problem.
01:29But you may find that the problems are a little stickier than that.
01:32So, I do want you to know the manual solution and I do want you to know how to
01:36work with the mesh controls in general.
01:38So, what I am going to do is I am going to go ahead and get rid of this Tall
01:42chair layer by pressing the Backspace key or the Delete key on a Mac.
01:45Then go up to the 3D menu, choose New Layer from 3D File.
01:49Locate that Tall chair.dae file, click Open and then armed with my 3D rotate tool,
01:55I am going to go ahead and rotate this guy in 3D space like so.
01:59And this time, the legs do not automatically glom on, which is a good thing from
02:05a teaching perspective of course. A bad thing from trying to get worked on, but
02:09again, I want you to understand what's going on.
02:11Let's examine what's happening with these various mesh items.
02:14I am going to go ahead and pan the camera to the right, so that I'm moving this
02:17guy away from the panels.
02:19And I am going to double-click in the 3D thumbnail in order to bring up the 3D Scene panel.
02:23And you can see that we have a ton of meshes.
02:25Some meshes nested inside of other meshes.
02:28And the best way to figure out what's going on is to turn one of the meshes off
02:31and then turn it back on.
02:32Now, you might not be able to see this happening in the background, but that's a
02:35big header of the chair.
02:36So, I am going to double-click on the name here and change it to header.
02:39And then this item right here, I believe is the seat and indeed it is.
02:42And so, I'll go ahead and rename ID3 seat like so and twirl it close.
02:47All right next I believe we come up on the legs.
02:50So, if I turn this guy off, it's going to turn off this little item right there,
02:55which is the front right leg. So, I'll go ahead and turn it back on and rename it
02:59leg FR, so that I am keeping track of what's going on. Might as well twirl these
03:04guys close for a moment.
03:06ID39, if I turn it off and then back on, that's the one leg that's in good shape.
03:10So I'll call it leg FL for front left and I'm going to twirl it completely
03:14close because it's fine.
03:16And then this one back here is ID64, which is the back right leg.
03:22So, let's go and name this guy leg BR like so and then twirl closed the
03:27individual meshes inside that mesh because we need to come back to them.
03:31Then this guy, I am willing to bet is leg BL. Sure enough it is.
03:35Go ahead and rename it as well.
03:36Now, you don't have to do this naming.
03:38I am just doing it to keep track of what in the world I'm up to right now.
03:42So, what's happening in the case of each one of these guys, leg FR let's sa?
03:47It's specifically is this little mesh that's right there on the bottom of the
03:51seat and it's in the right place, and then we've got these other two items here
03:55including ID30 which is the easiest to see. I'll turn it off.
03:59It's the BL leg.
04:00It's in the wrong place of course. Turn it back on.
04:02Well, one of the things I could do is I can switch to my Mesh tool and I
04:07definitely need to switch to the Mesh tool at anyway.
04:09And I should mention, by the way, the Object tool affects the entire object.
04:12The entire contents of the 3D layer.
04:15It appears at the top of the list inside the 3D panel.
04:18It also appears inside the toolbox.
04:21Meanwhile the next tool down is the Camera tool. That affects your view of the
04:24entire scene so that you can move the objects and the lights all at once and
04:29that tool also appears here inside the toolbox.
04:32The other tools only appear inside the 3D panel and they include the Mesh tool,
04:37which allows you to modify the individual meshes inside of a 3D layer, and then
04:42you've got the Light tool as well which lets you modify the lights and so forth.
04:46Anyway, I am going to grab that Mesh tool and you have got the option of
04:51rotating the meshes. We don't want to do that; we want to move them.
04:54So, I am going to switch to the 3D Mesh Pan tool, which allows you to move the
04:58meshes back and forth, up and down.
05:00If you want to move them in and out, you use the Slide tool.
05:02I am going to grab that Pan tool and I am going to drag this little guy here to
05:07a different location and hope at some point that I get him in a place.
05:11That's a little bit difficult. I can press the Shift Key in order to constrain
05:14my movement or I'll press Ctrl+Z Key, Command+Z on a Mac to undo that movement.
05:19I can also take advantage of the widget. And notice
05:22this guy here, if I drag on the right arrow and I am going to go ahead and drag
05:26to the left, as soon as I press Crtl+Z or Command+Z Key on the Mac, Photoshop
05:30automatically switched me to the wrong mesh there.
05:32So I'll press Ctrl+Z Key, Command+Z Key again. Grab the right mesh ID22 and then,
05:38drag on that red arrow head.
05:40And I go ahead and move that guy right into place and at some point I'll go
05:43ahead and release and then I'll look at my value X 15.04 and I'll think, I bet it's an even value.
05:50So, I will just go ahead and change it to 15.
05:51Now, what makes me think it's an even value?
05:54Well, I am guessing it's a whole number mistake that was made somewhere along the line.
05:57Although I really have no idea. I am just kind of making that up.
06:00But here's something else I could do.
06:02I can click on that leg FR item right there, which I know is in the right
06:05position, and I can check its position X: 15, Y: 0, Z: 0, by golly!
06:12I bet if I just clicked on ID30, which is this guy right there and I change
06:16his position from X: 30 to X: 15,
06:19then I've fixed the problem and sure enough I do.
06:22All right, you know what?
06:24Let's check out the opposite leg because it appears it just needs a Z-axis
06:28modification and that would be this guy down there, leg BL.
06:32So, let's twirl close leg FR so that we have a little more room to work.
06:36And I am going to check out its position and notice it says X: 0, Y: 0, Z:
06:39-16 and that's the piece that's in the right place.
06:44If I turn off, there it is right there. That's the guy that just left.
06:47And I turn it back on.
06:49Sure enough, he is in the right place.
06:50So, let's go ahead and grab the cap there.
06:53And notice its Z value.
06:55Its X and Y values are 0 just as we saw before but its Z value is -32.
07:00So, it's off by twice.
07:02So, I'll go ahead and change that to -16 and it puts that right back in place.
07:06Then I'll grab ID105 and I'll change it to -16 as well and that goes ahead and
07:12reinstates the position of that.
07:14You know what? I bet this guy has X and Z problems associated with it, because
07:19he was in alignment with both legs when he was out of place.
07:23So, let's go ahead and try that.
07:25That would be leg BR.
07:26Notice the leg BR position, this is the good item, this guy right there, is
07:31everything we saw before. It's X: 15, Y: 0, Z:
07:33-16 and these guys say exactly twice those values. So, X: 30, Y: 0,
07:41two times 0 0 and then C: -32.
07:45So, I will just go ahead and set those guys the right value.
07:48X: 15, tab over to the Z value and change it to -16 like so. It puts that right
07:53where it needs to be.
07:54Let's click on ID80, same dif. Change the X value to 15 and then change the Z value to -16.
08:01And we go ahead and absolutely fixed that chair. Totally awesome in my opinion.
08:07Anyway, I am going to close that header item because that includes the entire chair.
08:11You know what? I'll just go ahead and name this entire chair, because somehow or other it is that thing.
08:17And I am going to grab my Camera Rotate tool again and I am going to go ahead
08:20and rotate the position of my view and I might rotate it back and forth as well,
08:26and maybe side-to-side here by changing the Y orientation. And you know what?
08:31This isn't anywhere near the effects we want.
08:34So, on the next and final exercise, I will show you how to change the camera,
08:37the position, the size, the materials, the lights and we'll retrace the shadows. Join me.
08:42Won't you?
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Finishing the giant marble chair
00:00All right gang, in this exercise we're going to go ahead and finish off the scene.
00:02We're going to set up the camera, we're going to re-position the object,
00:05we're going to enlarge it, because it needs to be gargantuan of course.
00:09We're going to set it down the ground plane, we're going to turn on the shadow
00:11catcher, we're going assign the material, we're going to load some lights and
00:15we're going to ray trace out those shadows.
00:17I've saved my progress as Large floating chair.psd, found inside the 04_3D_tools
00:23layer, and let's start things up by switching over to the Camera tool, and then
00:27I am also going to hide the 3D panel for a moment.
00:29And I can currently see my orientation values here and they are nothing like
00:33what I want them to be.
00:34So I'm going to change the X value to -90.75 and then the Y value should be zero
00:40and the Z value should be -112, and you'll notice that the chair has completely
00:45left the building. Don't worry about that at all.
00:47It's just because we're pointing the camera entirely the wrong direction.
00:51All right, let's go ahead and select one of the positioning tools, specifically
00:54the Pan tool in this case, and I'm going to change the X value here in the
00:58Options bar to -178.2, change the Y value to -52.7, and I'll change the Z value
01:06to 7, and we'll be done with it, and there is the chair sitting there on its side.
01:11Now this might be because I never bothered to write the chair in the first
01:15place, which I think is true. I think I just re-imported and start work on it.
01:18So why don't we take a look at the object Rotate tool setting. Sure enough, the
01:22orientation is the chair flat on its back.
01:25So let's change the X value to -90 and let's change the Z value to 90 and we
01:31end up getting this little dinky chair there. Fair enough.
01:33All right, now I'm going to select that Drag tool here in the options bar and
01:37I'm to change the first position value to 13, the Y value to 8, and the Z value
01:44to 3.68, and that ends up leaving this guy floating in the air.
01:48I think if I choose 3D and Snap Object to Ground Plane, it will go ahead and knock it down.
01:53The problem is I still need to scale this chair, so I'm going to switchover to
01:56the Scale the 3D Object tool, because this way I can keep track of my numerical
02:01values there, and I'm going to drag that cube until I increase the size of the
02:06chair pretty significantly, and then I'll release and see what I got going, and
02:10really what I wanted is all three of these values to be 1.76.
02:14So I'll just go ahead and enter 1.76 for each of these, and of course you can
02:20go your own way. These are just the values I came up with.
02:22Now my guess is that the chair is sinking through the ground plane and so to
02:27confirm whether it is and account for that of course, go to the 3D menu and
02:31choose Snap Object To Ground Plane.
02:33That should go ahead and raise that guy up there.
02:35And I'm going to double check my positioning options and there I find these
02:39little different from before, but it should work.
02:41All right, now let's go ahead and make sure that the Ground Plane Shadow Catcher
02:43is turned on, which it wasn't. Click the OK button.
02:46It says you understand you've got the ray trace. Let's bring up the 3D panel by
02:51double-clicking on the 3D layer thumbnail, and I'm going to twirl open entire
02:55chair and find one of those ID5 items here, because that's the one and only
02:59one material and you can see ID5 default texture listed here inside the Layers panel.
03:03Click the down-pointing arrowhead next to this sphere.
03:06Go ahead and click on one of the predefined materials in Photoshop, stone
03:10marble, in order to assign that material to the entire chair so that we have a
03:14big chair sculpture.
03:16All right, twirl entire chair closed.
03:18Let's go up to the fly-out menu,. This time we have the option of replacing the
03:22lights. Don't know why, but it's there, so let's go and choose that command.
03:25Click on Big chair lights.p3l. This time we load three different spotlights and
03:30I set them up so that we're not entirely brightly lining the top of the chair,
03:34because it's so far up in the rafters.
03:36Then finally I click on Scene and I drop -down the Quality and I change it from
03:41Interactive Painting to Ray Traced Draft, and I let Photoshop do its thing.
03:45Again, it shouldn't take that long in order to lay down these shadows. We have
03:49three sets of shadows going on. They're very soft shadows, so it'll appear
03:52little noisy at the draft setting, however, they suit the scene just fine.
03:57Now of course, we're going to go ahead and speed things up.
03:59All right, so there is the final ray trace version of the scene.
04:02I'm going to go ahead and hide the 3D panel so we can take it in, press the
04:05F key a couple of times, and zoom into the hundred percent view level. Let's
04:09get that widget off screen by pressing the M key to switch to the Rectangular Marquee tool.
04:13Well, what once was a humbled chair and its back with broken legs is now the most
04:18imposing marble chair you've ever seen.
04:20Thanks to the wealth of 3D object camera and mesh tools, here inside
04:25Photoshop CS5 Extended.
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5. Designing and Applying Materials
The stuff of the real world
00:00Creating objects and setting up a scene is all very well and good.
00:04Otherwise how do you make 3D?
00:07But in short order you'll want to emulate the real world.
00:12For example, how do you make metal?
00:13Not some faux, pretend, plasticky effect. Real metal.
00:17How do you make glass?
00:19How do you make the stuff of the real world?
00:23The answer is materials.
00:25A material is first and foremost a diffuse color.
00:29Now by diffuse, I mean the color of the object before light, opacity, and
00:34reflections are applied.
00:36For example, gold is ultimately yellow, but then it reflects everything around
00:41it and becomes gold.
00:44Material also conveys opacity, but on a volumetric basis, meaning the front is
00:50translucent, the back is translucent, and the surfaces build on each other.
00:55An object also reflects. It refracts.
00:59Light comes off of it. Light absorbs.
01:02There is shine and there is gloss.
01:06And every one of these properties you will know over the course of the next movies.
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Making a spherical panorama
00:00All right gang. Here is the final version of the composition that we'll be creating over the
00:03course of this chapter.
00:05As you can see we have these three floating spheres, each of which is wrapped
00:09in a variation of the metal chrome material that ships along with Photoshop CS5 Extended.
00:14Now quite amazingly I think, not only do each of the Spheres reflect each other
00:19but they also reflect the larger scene and they reflect this guy in the
00:23foreground that we can't even see.
00:24Well the guy and the text above him turn out to be behind us and miraculously,
00:30Photoshop sees through us to the thing in back of us.
00:33Now that may seem obvious. Of course the machine cannot see us, but just try to
00:38imagine capturing a reflected image using a camera.
00:41It's very difficult to make sure that either you as a photographer or the camera
00:45are out of the frame.
00:46But that kind of stuff is absolutely routine in the world of 3D.
00:50Now the larger scene around us is a fourth mesh that's known as the spherical
00:54panorama and there's this big sky and grass scene that's wrapped inside of that
00:59sphere. Let me show you what I'm talking about.
01:01I am going to turn off everything but the 3D layer by Alt+Clicking or
01:05Option+Clicking on the eyeball in front of the scene layer here in the Layers
01:08panel and I am also going to turn off the layer mask by Shift+Clicking on
01:12that layer mask there.
01:13The layer mask by the way is responsible for curtailing these aberrant masks
01:17that are cast upon the ground plane.
01:19Now the reason I am turning everything off is because it's going to make a lot
01:22more sense as we zoom in and out of the scene using the Camera tool.
01:26So I am going to click and hold on the Camera tool here and select the 3D Walk tool.
01:31You may recall that you drag up in order to zoom into the scene like so and you
01:36drag down to zoom out from the scene and at a certain point right there we are
01:40going to go out of the spherical panorama.
01:43So we just went through the wall of that larger sphere that holds the entire
01:48scene and you can see here wrapped onto the back of the sphere is
01:51that guy and the text.
01:53So that's what each one of those chrome spheres was seeing. Now we're rendering
01:58out that cash shadow on the ground plane and of course that doesn't make any
02:01sense outside of this large sphere.
02:04Albeit it is kind of a squished sphere as you can see here.
02:07So I am going to go ahead and click to interrupt the render and then I'll drag
02:11up in order to walk my way back into the scene. I walk through that wall.
02:15Now note that I still having my mouse button down so we are not ray tracing the
02:18scene and I want you to notice that ray tracing is not only responsible for
02:22shadows but it's also responsible for reflections.
02:25Now you may take issue with that.
02:28You might say, "I see reflections on each one of these spheres," but here's the thing.
02:32Those are actually environmental textures which are another way of creating
02:35reflections in materials and I'll explain how those work in a future exercise.
02:39But we are not seeing the guy and we're not seeing the text, so we are not
02:42seeing the true reflection of the scene.
02:44As soon as I release, then the render begins and at this point you can see that
02:49the guy and the text and a different version of the reflection start appearing
02:54as well as the shadows down here on the ground plane.
02:57Anyway, now the question that comes, how do we go about creating a
03:00spherical panorama?
03:01What I'd like you to do is go ahead and interrupt the render and then
03:05switch over to this image.
03:06It is called Seamless scene.psd and it's found inside the 05_materials folder.
03:12Right now we are only seeing the background image.
03:14It comes to us by the way from Galyna Andrushko of the Fotolia Image
03:18Library, about which you can learn more at fotolia.com/Deke, and it is in
03:22fact not a seamless panorama.
03:25In other words it doesn't repeat seamlessly horizontally, which is something we
03:28need if we are going to be able to spin at leisure inside the scene.
03:33So, let me show what I'm talking about.
03:35With the background layer active I'll go up to the Filter menu, choose Other,
03:39and choose this final command Offset, which allows us to wrap the image around itself.
03:44So I've gone ahead and set the horizontal value to 1166 pixels, the reason being
03:50because that's half the overall image width.
03:53So what's happening is we're shifting the image 1166 pixels to the right and
03:57those pixels that get lost in the right-hand side of the image wrap back around onto
04:02the left-hand side of the image and we see that seam right through the center.
04:05Now it's an awfully big scene.
04:07It will become a problem later. I just want you to know it's there.
04:10All right, go ahead and click on the Cancel button if you're working along with
04:13me because we're going to leave it alone for now.
04:15Now I want you to go over to Layers panel and I want you to double click on the
04:19name of the top layer.
04:20It's an adjustment layer that's called brighten.
04:22I'm going to change its name however to scene.
04:26The reason being that in just a moment Photoshop is going to pick up the name of
04:29that top layer, when it names the new 3D layer inside this composition.
04:34So now I am going to Shift+Click in the background layer so that all of these
04:37layers whether active or not are selected.
04:39Then go up to the 3D menu, choose New Shape from Layer, and choose Spherical
04:44Panorama and that will automatically go ahead and wrap this scene, all of these
04:48layers in fact, inside of a large sphere.
04:52Now we can't really see the sphere because after all we're locked inside of it
04:56and we're very close to one of the walls at this point.
04:59If I switch to the Orbit tool up here in the Options bar and then I drag down
05:03inside the image window, I'll see upward inside of my spherical panorama.
05:08If I want to look at something lower in the scene then I'll go ahead and drag
05:12upward like so and now I can see the horizon line.
05:15However, what I need to do in order to get this scene right is I need to
05:19position the 3D object and I need to position this specific spherical panorama mesh.
05:26Normally what you do is just drag around with the various tools the way I showed
05:30you back in a previous chapter.
05:32However, to make quick work of things, I am going to dial in a few numerical
05:36values I advise you to do the same thing.
05:38That way we can just make some fast initial progress.
05:41So for starters I want to set the angle of my camera and I want to set the angle
05:45so we have a reasonable view of the ground plane.
05:48So might as well go to the View menu, choose Show and then choose 3D Ground Plane
05:53in order to turn it on, and now here's the values I want you to enter. With one of
05:57the rotate tool selected, either the Orbit tool or the Roll tool, go ahead and
06:01change the orientation values as follows.
06:03The X value should be -90, the Y value should be zero, which it is for me, and the
06:08Z value should be 90, which it also is from.
06:11All right now I want you to select either the Pan or the Walk tool here, once
06:16again in the Options bar, and change the X value to something very large, 4130.8
06:22and then go ahead and press the Enter key or the Return key on a Mac.
06:26In my case we went ahead and changed the 4130.7.
06:30That's not a significant difference so it's not a problem.
06:33The Y value should be 414.7. That's fine.
06:36The value should be -2723 and then press the Enter key or the Return key on the
06:44Mac and you'll end up seeing something like this, which is the back of the bottom
06:48edge of the panorama and you can clearly see one of the seams.
06:51All right, so we've got the camera in place. So let's go ahead and save off that
06:55camera position by clicking on that disk icon and I am going to go ahead and
06:58call this guy Final view and click OK.
07:01In that way we can come back to this view anytime we like by selecting it
07:05from this pop-up menu.
07:06I should tell you that those saved camera angles are stored along with the
07:10document. They are not going to be made available to other documents that you
07:13work on inside of Photoshop, just FYI.
07:17All right we still need to position the overall object and we need to position
07:20the spherical panorama mesh as we will do exactly that in the next exercise.
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Setting orientation and position
00:00All right, now that we've established the final camera angle, we need to set the
00:04location and the size of the overall spherical panorama.
00:08And that's a two-step process.
00:10First, we have to establish the size of the object itself and then we have to
00:13establish the size of the spherical mesh inside of that object.
00:17We're going to do so entirely numerically.
00:19Even though you would normally use the tools, we're going to use numbers just so
00:23that you and I achieve exactly the same results.
00:26I've saved my progress as Makes no sense so far.psd, found inside the
00:2905_materials folder.
00:31You can see that we're outside of the bottom seam of the sphere.
00:35So first thing I want you to do is go ahead and grab the 3D Object Rotate tool
00:41from the toolbox and I want you to just confirm that the Orientation options are
00:46set to 0, 0, and 0, as they should be by default.
00:50All right, next let's go ahead and select either the Drag tool or the Slide tool.
00:53It doesn't matter which.
00:54Now the X and Y values should be set to 474.2 and 414.7.
01:00Again, those are default settings, but if you're not seeing those settings go
01:03ahead and dial them in.
01:04I am going to select the Z value here and change it.
01:08Now this is a big change, to -3002.9, and then press the Enter key or the Return
01:14key on the Mac in order to establish that change.
01:17Now you'll see that we've moved into the object.
01:20The ground plane is now cutting through the sky.
01:22Of course, the ground plane should really cut through the ground.
01:24So we're going to make those changes to the mesh.
01:27So go over here to the Layers panel, double-click on the scene thumbnail to
01:31bring up the 3D panel, click on the Spherical Panorama mesh, which is indicated
01:36by this little wireframe cylinder icon.
01:39Then I want you to go ahead and select from the third tool slot the 3D Mesh Rotate tool.
01:44Let's go ahead and make some tiny modifications here to the Orientation values.
01:48First, I want you to change the X value to -0.3 and then I am going to change
01:54the Y value to 2, so very slight modifications here.
01:58And then finally this is the big change.
02:00I am going to change the Z value to 80.7 and press the Enter key or the Return
02:05key on the Mac to make that change.
02:06Now what we're doing there is we're spinning the sphere to get rid of the seam
02:11so that seam is in back of us.
02:12However, it's still going to show up as a reflection later inside the spheres.
02:16All right, next I want to you to select either the Pan tool or the Slide tool
02:20here in the Options bar.
02:21The X value should already be set once again to 474.2.
02:24I don't know what's so magical about that number but we're keeping it.
02:28And I am going to change the Y value to 376.6 and then go ahead and change the
02:35Z value to 1184.8, and press the Enter or Return key in order to invoke that change.
02:44Now the ground plane is cutting near the ground but it's still cutting over it.
02:48There's one more change I want to make.
02:49You may recall in the previous exercise that the spherical panorama, when we got
02:53outside of it, was not a perfect sphere.
02:56It was actually shorter than it was wide or deep.
02:59So we're going to have to go ahead and scale this panorama in kind by clicking
03:04on the Scale the Mesh icon here in the Options bar.
03:07You can leave the X and Y values as they are.
03:09I am going to go ahead and change the Z value to 0.8 and then the press the
03:14Enter key or the Return key on the Mac to bring up that ground level.
03:18Now you'll notice if you're seeing the ground plane-- and of course if you're not,
03:21go to the View menu, choose Show, and then choose 3D Ground Plane. But assuming
03:25that you're seeing it, you'll notice that the ground plane is still a little bit
03:28higher than the ground level.
03:30And there's a good reason for that.
03:31Once you cast a shadow on the ground plane when it's being cut like this by
03:36another object, the end of the shadow is going to be extremely abrupt.
03:40It's not going to match this very soft edge to the landscape.
03:44So I decide to take the ground level a little bit higher, which is defined by the
03:47Camera view by the way.
03:49And that way we had a little extra wiggle room and then we'll turn around to use
03:52a layer mask to get rid of that extraneous shadow.
03:55Now that might have seemed like a lot a busywork, but it is good busywork
03:59because it established our basic scene.
04:01In the next exercise, we're going to create our first sphere, import it into the
04:04scene, and then move it inside of the panorama.
Collapse this transcript
Moving a sphere into a panorama
00:00Now you may recall that a final composition features three floating chrome spheres.
00:05In this exercise we're going to create the first sphere and we're going to move
00:08it into the panorama and set it up right here in the middle of the scene.
00:12I've saved my progress as Base panorama.psd.
00:15It's found inside the 05_materials folder.
00:17And what I want you to do is create a new layer by pressing Ctrl+Shift+N,
00:21Command+Shift+N on the Mac, and call it sphere 2 because it will be the middle sphere.
00:25This is an empty layer so it's ready to receive a new shape.
00:29Go up to the 3D menu, choose New Shape from Layer, and choose Sphere, and you'll
00:33see a big white sphere there in the middle of the scene.
00:36Problem is it's not really part of the scene and as I've been telling you so
00:39far, unless your 3D models are all part of a single scene they won't interact with each other.
00:45So to get them to interact make sure that sphere 2 is selected, Shift+click on
00:49scene in order to select it as well.
00:51And then go up to the 3D menu and choose Merge 3D Layers in order to
00:56combine them together.
00:57You'll notice two things here. First of all your 3D layer should still be called
01:00scene because where 3D merges are concerned Photoshop always grabs the name of
01:04the lowest layer and you'll also see your sphere disappear.
01:08And that's fairly puzzling.
01:09The problem is it went elsewhere.
01:12Because we made those modifications to the spherical panorama, the sphere has
01:16basically landed in the wrong location.
01:18So we have to go out and find it. No problem though!
01:20Go ahead and grab that 3D Walk Camera tool.
01:23And then I want you to drag down so you move out of the sphere and let's go
01:27ahead and rotate the entire scene from the 3D widget by dragging the orientation
01:31gadget on the red X axis.
01:33And notice as you do so you'll see that black sphere emerge from the right side
01:39of the spherical panorama.
01:41Now the reason it is black is because it's unlit. It doesn't have any light
01:44source whatsoever so devoid of light,
01:47it just appears black.
01:48All right, what I want you to eventually do is rotate the entire scene so the
01:52red X axis on the ground plane appears absolutely horizontal.
01:57Then go to the Layers panel and double-click on the Scene thumbnail to bring up the 3D panel.
02:02Click on Sphere and you know what, double-click on Sphere and go ahead and call
02:06it Sphere_2, just so we can keep track of these darn things.
02:11With that mesh selected I want you to drop down to the Mesh tools, the third
02:15group of tools here inside the 3D panel, and switch over to the 3D Mesh Pan tool like so.
02:22And then you can drag inside the scene. Or better yet if you want more control
02:26go ahead and drag to the left from his green arrowhead, which is associated of
02:30course with the Y axis.
02:32And it's probably going to take a couple of drags.
02:34So first time you drag, you probably won't see the black sphere coming to the place.
02:38So go ahead and drag a second time and if that still doesn't work go ahead
02:42and drag a third time. There it is.
02:44It's enormous.
02:45Notice that it's just huge and it's started to gobble up our spherical panorama,
02:50which was not small in the first place I have to tell you.
02:54Now we need to reduce the size of that sphere, because this is a big problem.
02:59And we're going to do that by switching over to the Scale the Mesh tool here
03:02inside the Options bar and we're just going to dial in some settings.
03:05So change the X value to 15 and then I am afraid you are going to have to change
03:10the Y value to 15 and the Z value to 15 as well manually like so and that
03:16reduces the size of that sphere tremendously.
03:19Now it's hard to tell where it is, because it's inside the panorama.
03:23So let's go ahead and reset our camera angle by switching to the Camera
03:27tool, it doesn't matter which one, and then go out to the View popup menu there
03:31in the Options bar and choose that final view option that you saved in the first exercise.
03:36That will go ahead and move us into the scene and there is the sphere. Unbelievable!
03:41Now you might not see the sphere because it might be in back of you or it
03:45might be on one of the far sides where you can't quite get to it.
03:48In any case you can sit there and drag it around or you can use that 3D widget
03:52in order to get it in the place.
03:54However, don't do it using this tool.
03:57You've got to switch to the proper tool.
03:58I'm going to bring the 3D panel back up and what you'd want to do is switch over
04:02to one of the Mesh tools if you're going to take advantage of the widget, or you
04:07could just do as I do and enter some more numerical values.
04:10The Orientation value should be by default 0, 0 and -90 for X, Y, Z respectively.
04:16Let's change the position values by clicking on the Pan tool and then the X
04:21value I want you to enter, and again I just came up with these values through
04:24trial and error, is 600 even.
04:27And you'll see later that when you're trying to position multiple objects
04:30symmetrically from one another it's best to work with whole numbers and in my
04:35case I'm working with multiples of 10 as you'll see.
04:38I'm going to change the Y value to 420 and press the Enter key or the Return
04:42key on the Mac in order to apply that value and then I'm going to change the Z
04:46value to 100 and we end up with this sphere placement right here.
04:51Now the good news is the little sphere is inside of the big spherical panorama.
04:56The bad news is the scene thus far is entirely unlit.
05:00In the next exercise I'm going to show you how to add yet another variety of
05:03light source, one that will light the entire scene.
Collapse this transcript
Adding and positioning a point light
00:00In this exercise, we're going take advantage of the third kind of light source
00:04that's available to you inside of Photoshop and that's the point light and
00:07we are going to use a single point light to illuminate this entire scene.
00:12I've saved my progress as the Dark sphere.psd.
00:14It's found inside the 05_materials folder and I'm going to go ahead and zoom out
00:18a few clicks and actually press the F key to switch to the Full Screen mode so I
00:23have a lot of room to work here.
00:25I'm going to double-click on my layer thumbnail to bring up the 3D panel.
00:29See this infinite light source right there? As I recall it's not even inside the
00:32spherical panorama, so it's not getting to our little sphere.
00:35I am going to go ahead and get rid of it by clicking on it to make it active and
00:39then clicking on the trashcan there at the bottom of the 3D panel.
00:42All right, let's go ahead and add a new light source.
00:44But something I want you to notice. See how I have two camera angles, one is
00:48called Camera_1 and the other is called final view?
00:50Camera_1 was something that Photoshop created automatically as we were working
00:54along. I don't want it.
00:55I just want to tidy things up.
00:57So I'd like to drop down to the trashcan icon, but it's not available. You can't
01:00get rid of it that way.
01:02If you want to get rid of saved views then switch over to one of the Camera
01:05tools, go up to the Options bar, go ahead and choose the Offending view from the
01:09pop-up menu, and you'll switch to that view of course. Don't worry about that.
01:13Then click the little trashcan icon up here in the Options bar and now once
01:18you've done that, you can switch back to the view you were working with.
01:21Hopefully custom view 2 will not be saved when I switch to final view here.
01:26All right we are not seeing it inside the 3D panel, so that's good.
01:29But I just want you to know the little page icon and the trashcan icon, they
01:33only work with light sources and nothing else.
01:35All right, so let's create a new light by clicking on the little page icon and
01:39choosing New Point Light and basically here's how it works.
01:42An infinite light I was telling you is a light that is so far away that it
01:47illuminates the scene with parallel rays of light.
01:50So it's a big huge distant light.
01:52You can't change its position, but you can change its angle.
01:56A spotlight of course is a directional light whose rays go out in a kind of cone
01:59and you can change both the position of the light and its direction.
02:04A point light is like a bare bulb hanging from a ceiling.
02:08You can change its position as much as you like, but it's omnidirectional, so
02:12you can't change the direction.
02:14So in many ways it's the opposite of an infinite light.
02:17Anyway, I am going to go ahead and choose the Point Light.
02:19It's very easy to control.
02:20However, notice here I can't see where the darn thing is.
02:23So I showed you how you can go up to the View menu and choose Show and then
02:28choose 3D Lights in order to see the lights.
02:30However, here's another way to work as long as we have the 3D panel open.
02:33You can drop down to this little I icon right there with a grid underneath it and it
02:38says Toggle misc (miscellaneous) 3D extras. Well, what it means is the same
02:42options we see on the View menu.
02:44So you can go ahead and turn on the 3D light or turn off the ground plane,
02:47all that good stuff.
02:48I am going to choose 3D Light and there is my light source right there, all right.
02:52Again, you can drag it around as much as you want using one of the light tools.
02:57And that would not be the 3D Light Rotate tool.
03:00Even though it appears to be active here inside the 3D panel, once you select it
03:04you'll notice that it's inactive up here in the Options bar and you do not have
03:08access to the orientation values.
03:10So what you need to do if you are going to drag the light around is switch to
03:13either the Drag tool or the Slide tool. Up to you.
03:16Then of course you can take advantage of the widget as well if you want or you
03:20can just go ahead and enter the numerical values that I came up with 600 for the
03:24X value and then we want to make sure that light is poised directly above the
03:30sphere and so the back-and-forth axis at this point is the Y-axis.
03:34So I'm going to match that Y-axis value by changing Y to 420.
03:38So in other words, both the light and the sphere have a Y value of 420 and then
03:44I'm going to change the Z value to 500, which lifts the light source.
03:48All right, now I am going to drop down here to the bottom portion of the 3D panel.
03:51The intensity value by default is one.
03:54The color of the light is white which is normally what you want, unless you want
03:57to add some colored gels to your lights.
03:59Then I am going to leave Create Shadows on and I am going to change the
04:02softest value to 20%.
04:03All right let's get a sense of what we've done.
04:06You might as well go ahead and turn off 3D light and I'd like you to turn off
04:10the 3D Ground Plane as well and I'm going to press Shift+F to switch back to the
04:14Standard Window mode and I'm zooming in here a little bit as well.
04:17I'll go ahead and click on Sphere_ Material located under sphere 2 and I want you
04:22to click the down-pointing arrowhead and you'll see this long list of the
04:25various materials that ship along with Photoshop.
04:27Now I want you to make sure that you're seeing all of them.
04:30I told you to do this in a previous chapter.
04:32However, just to confirm, check to make sure that your final material is called
04:36Plastic Textured (Blue).
04:38If it isn't, then click the right pointing arrow head and choose Default (for
04:42Ray Tracer) and then you get this dialog box click on Append.
04:46In my case, I am going to click Cancel because I already have all the materials
04:49loaded and I'd like you to select this guy, Metal Silver (Brushed), in order to
04:54apply that material. And now to see how everything renders out, click on the
04:58scene to make it active and let's change the quality from Interactive (Painting)
05:02to Ray Traced Draft and go ahead and let it rip.
05:04Of course that very first pass is going to show us most of the highlights and
05:09shadows and so forth, as well as notice we're beginning to see reflections and so
05:15the sphere is reflecting the entire 3D scene as you can see, subject to the
05:20reflect value that's associated with the material.
05:23Now, I don't have a shadow, what happened to my shadow?
05:25Well I didn't give Photoshop anything to cast a shadow on to.
05:29It might be casting a shadow way on the bottom of the spherical panorama, but
05:34that's too far away.
05:35So press the Escape key if you're working along with me to stop the render.
05:39Then go up to the 3D menu, choose Ground Plane Shadow Catcher, go ahead
05:43and click OK in response to the alert message, and the scene will
05:47automatically render again.
05:48Now we are going to speed up the process of course, but you can see the
05:51reflections building on the sphere and you can also see the shadow appearing
05:55underneath the sphere.
05:57Anyway, that's good enough for now.
05:58It gives us a sense of what's going on.
05:59We don't have to see the entire render take place, so I am going to press the
06:02Escape key in order to interrupt it.
06:05If you decide to interrupt a render for some reason and then you want it to
06:08start up again after the interruption, go up to the 3D menu and choose
06:12Resume Progressive Render.
06:14Now if it's dimmed, it means you've applied some major modification that
06:17requires you to start the render all over again.
06:20But if all you did was click to interrupt, then you can choose this command to
06:23resume the render process and Photoshop will once again go about its business
06:27and it will give you smoother shadows and smoother reflections and so forth.
06:32So we now have a scene illuminated by a single point light.
06:34In the next exercise we'll see how to work with materials.
Collapse this transcript
Modifying the attributes of a material
00:00In this exercise we're going to select a different material and we're going to
00:03modify few basic attributes of that material.
00:06I've saved my progress as Single point light.psd.
00:09It's found inside the 05_materials folder.
00:12And with my 3D panel open I am going to click on Sphere_Material in order to select it.
00:17And we're going to switch to a different material in the list here.
00:20I am going to click the down-pointing arrowhead.
00:22And materials by the way are a combination of a bunch of different attributes.
00:25Most notably we've got a diffuse color or texture, which is a base color of
00:30the object before its lit and before we get the highlights and the shadows
00:34and the reflections and the refractions and everything else that adds to that base color.
00:39Plus many of these materials include bump maps, which are surface maps that
00:43rough up the shape.
00:45Anyway, I am going to select one that doesn't have a bump map, which is this guy right here.
00:48it's Gemstone Ruby.
00:50And in my case, that's going to re-invoke the ray tracing process.
00:53And it's going to be pretty slow, so we're going to speed it up here.
00:56But I want you to see how the program kind of hangs at this point.
01:00The pop-up menu stays up on screen, you have to click in order to get rid of it,
01:05and if you do that you're going to interrupt the ray tracing process.
01:08Also, we don't see our values update over here on the right side of the panel.
01:12The Opacity of this effect is not a 100 %.
01:14Anyway, I am going to click for a second to interrupt the process.
01:18Click again in order to hide that panel.
01:20Now we can see the real values that are at work.
01:23Now I am going to go up to the 3D menu and choose Resume Progressive Render, so
01:28I can continue from where it left off.
01:30Now I want you to note this Opacity value.
01:32it's not the same as the opacity here inside the Layers panel.
01:36Because the opacity is applied to the front face of the sphere in this case as
01:41well as the back face.
01:42So the translucency levels are building on top of each other.
01:46And the effect gets even more intense over here in the sides.
01:49So the very edges where the sphere is turning around,
01:52that's where you're going to see the biggest buildup of Opacity where as you'll
01:56get your most translucent areas in the center of the shape.
01:59Anyway, I am going to go ahead and click in order to stop this render process
02:02because I am not thinking that this is the most realistic Ruby effect I've ever seen.
02:06But I do want you to notice a couple of things here.
02:09We've got a bit of reflection coming off of the grass down here at the bottom of
02:12the image, and from the sky as well and we have some refraction.
02:16Now refraction is the amount of distortion applied to light as it passes
02:20through the object.
02:22So refraction only becomes important at lower opacity levels.
02:25In our case we're seeing the most obvious refraction here in the form of
02:29the ground level reflected at the top of the object, and some of the clouds
02:32down here at the bottom.
02:33All right, what I am going to do though just to get rid of the ray trace is I
02:37am going to switch to Scene and I am going to change the Quality back to
02:39Interactive (Painting) so we can make a few changes without having to
02:42incessantly interrupt the ray trace.
02:45And I am going to switch back to Sphere_Material.
02:47And I want this to be something of a sapphire effect so I am going to click on
02:50this diffuse color, because notice if I hover over the word Diffuse I do not see
02:54a pop-up texture, which means there is no texture at work.
02:56It's all about the color.
02:57I am going to click on that and to get sapphire I figure it should be a Hue value of 210.
03:01I'll leave the Saturation and Brightness alone. Click OK.
03:05And I don't see any reason why the Opacity should be this low. You can't see
03:10through a sapphire or for that matter a ruby like a pair of sunglasses.
03:14So I am going to raise the Opacity level to 88%.
03:17We'll revisit Bump and Environment later so I am going to skip ahead to Reflection.
03:21Now if you want to turn that thing into a blue colored mirror then you would
03:25take this value up to 100%.
03:25That's not what we want.
03:27I do want some Reflection though so I'll take this up to 35%.
03:31Now Illumination is a little bit of a conceit.
03:33It's the color of the light that's put off by the object.
03:37Now in real life that kind of illumination only happens with light sources.
03:40However, it's a great way by adding a little bit of color illumination here,
03:45it's a great way to make an object shine which can be useful for gems and metals
03:49and other shiny materials.
03:51So I am going to go ahead and click on this color swatch, change the Hue value
03:54to 210, and click OK.
03:56All right, Gloss and Shine you may recall from the previous chapter.
03:59Gloss is the size of the spread, if you prefer, of the highlights that are
04:03bouncing off the object.
04:05Shine is the intensity of those highlights.
04:07So I am going to take the Gloss value up to a 100%.
04:09A Shine value of 82% is just fine.
04:11Specular is the color of the brightest point in the highlight.
04:16Generally, you want that to be white but you can calm it down by dialing in a
04:19darker color if you want.
04:20Ambient light, that's the color of the natural light that just surrounds the object.
04:24So again it's another way for the object to self illuminate.
04:28I am going to click on Ambient and I am going to change the Hue value to once again 210.
04:32Uniform across the board.
04:34Now regarding Refraction, the Refraction index can vary from 1 to 3.
04:38And just to give you a sense of what that means, if the object were space,
04:43if it were just a vacuum, then we would have no refraction and as a result the
04:47Refraction index would be 1.
04:49If the object is supposed to be water or ice, the Refraction index in the
04:53real world is about 1.3.
04:55If it's a sugar-based soft drink that's translucent, anything from Gatorade to
05:00Coca-Cola, then it's going to be around 1.4 to 1.5.
05:04If it's a glass, and this could be a highball or it could be a wine glass,
05:08something along those lines, then it's 1.5 to 1.6.
05:12If it's a gemstone, it's going to be right around 1.77 typically.
05:17So I am going to leave my Refraction value exactly as it is.
05:21And then finally, diamond has a Refraction index of about 2.4.
05:25So just a few examples to bear on mind.
05:27Obviously, you want to change this value to something that looks good.
05:30All right, having dialed in a few adjustments I am going to click on Scene
05:35here at the top of the list and then I'll change the Quality back to Ray Traced Draft.
05:39And just for the sake of expediency we're going to go ahead and super-speed
05:43through this ray trace process.
05:45But even as it works check out those reflections.
05:47You can actually see that seam right there.
05:50That is not a seam in the object itself.
05:53That's a seam in a larger panorama that the sphere just happens to be reflecting.
05:58And we'll ultimately have to take care of that seam once we render out the
06:01trio of chrome spheres.
06:03But in the meantime this is good enough. It gives you a sense of how materials work.
06:06In the next exercise we're going to create a little bit of surface texture
06:10by adding a bump map.
Collapse this transcript
Designing a custom bump map
00:00In this exercise, we're going to design and apply a bump map to our spherical object.
00:05I've saved my progress as Sorta sapphirey.psd.
00:08It's found inside 05_materials folder.
00:11And a bump map allows you to create surface texture inside of an object.
00:15Wherever the bump map is white, that raises that portion of the object and
00:19wherever it's black, that sinks that area of the object.
00:22So you end up creating ridges and valleys.
00:24Now you can vary the Bump value here inside of the 3D panel, assuming that the
00:29material is selected.
00:30So if it's not, go ahead and click on it.
00:32You can vary that Bump value all the way up to 10 in order to create a
00:36deeply carved object, but first you need to create a bump map for the value to work with.
00:40So here is what we are going to do.
00:42Click on the folder icon to the right of the word Bump and choose New Texture
00:46and then let's go ahead and call this guy Sapphire bump map and I am going to
00:50change the Width and Height values to 128 pixels a piece.
00:53The background content should be transparent.
00:55The resolution does not matter.
00:57Now why 128 pixels?
00:59Well, we are going to be working with the Clouds filter and the Clouds filter
01:02seamlessly repeats every 128 pixels automatically and so we are going to
01:08exploit that feature.
01:09Click OK and instead of opening the bump map Photoshop starts re-rendering the scene.
01:14Well, I don't want that so I am going to press the Escape key and now go over here
01:18to the Layers panel and you'll see that Bump is set to Sapphire bump map.
01:22Go ahead and double-click on Sapphire bump map in order to open that image in
01:27the new image window.
01:28All right, the next thing I want to do, because I want this bump map to actually
01:32be bigger than this.
01:33I want it to be four times as large let's say, but I don't know what four times
01:37128 is and I will feel like whipping out a calculator.
01:40So I am going to go up to the Image menu and choose Canvas Size or press
01:43Ctrl+Alt+C, Command+Option+C on the Mac and then here inside the Canvas Size
01:48dialog box make sure Relative is turned off.
01:51Change the Width setting here to percent and that will change the Height value
01:54to percent as well and then change the Width value to 400%, press the Tab key a
01:59couple of times, the change the Height value to 400%, click OK, and you've just
02:04increased the size of both the height and width of this image by 4x.
02:07All right, now let's double-click this layer and we'll call it bump map and then
02:11I want you to click on the flyout menu icon for the Layers panel and choose
02:15Convert to Smart Object in order to convert this empty layer to a Smart Object
02:19so we can apply some filters.
02:21Make sure the foreground and background colors are black and white which you can
02:24do by pressing D for default colors.
02:26Then go up to the Filter menu and choose Render and then choose Cloud.
02:31The whole reason we change the foreground and background colors to black and
02:33white is because those are the colors that are ultimately employed by the Clouds filter.
02:38All right, to build up a little more contrast I will go to the Filter menu,
02:42choose Render once again, and choose Difference Clouds, and then you want to press
02:45Ctrl+F on the PC or Command+F on the Mac as many times as you see fit until you
02:51get sort of this roiling collection of black-and-white fractal noise.
02:55Now I want to show you something here.
02:57I am going to go up to the Filter menu and I am going to choose Other and I am
03:00going to choose Offset, a command that allows you to gauge whether a pattern
03:04really is seamless or not, and I'll enter for example 256 and I am going to
03:09change the Vertical value to 256 as well.
03:11We've just gone ahead and rolled the image around itself and there's not a
03:15single seam at work.
03:16So as I say, Clouds and Difference Clouds, they always seamlessly repeat every 128 pixels.
03:23All right, anyway I am going to cancel out of there because there is nothing
03:25else to be done, except one thing and that is I am going to go up to the Filter
03:29menu, choose Pixelate, and choose Crystallize.
03:33That will give us this sort of semi-gemstone pattern.
03:36It's not really going to look like cut gem, but it will provide a
03:39interesting texture.
03:40I am going to take this value up to let's say 25 and click OK.
03:45Now we've got ourselves a nice surface texture. I am going to right click inside
03:49this filter mask and choose Delete Filter Mask to get rid of it, then I am going
03:52to close this image and click the Yes button here on the PC or the Save button
03:57on the Mac and that applies our bump map.
03:59Now we are not really seeing it too well because we haven't ray traced the scene
04:03and strangely Photoshop is not automatically invoking the ray trace.
04:06Now we could go up to the 3D menu and force it to begin ray tracing by choosing
04:10Resume Progressive Render.
04:12But there's one more change I want to make.
04:14I am going to double-click in the layer thumbnail to bring up the 3D panel and
04:17then I am going to click on Scene and I'm going to click on Global Ambient Color
04:21and right now it's 100%.
04:22I am going to take that down to 65% brightness and click OK and then that
04:28should cause Photoshop to re-invoke the ray tracing process and sure enough here comes the grid.
04:34As usual, we're going to go ahead and speed it up, so don't be frustrated by the
04:37fact that it's happening much faster in the video than it is on your screen, and
04:41in time we are going to see that surface texture, we're going to see the
04:44reflections, we're going to see the shadows, and so forth.
04:47The only change I think I might make here-- I am going to go ahead and click in
04:50order to stop the render.
04:51It seems to me we might have a little higher impact of fact if I raise that Bump value.
04:56So I'm going to click on Sphere_Material again and I am going to take that value
05:00up to something that's not the least bit subtle, let's try 4, and then press in
05:04the Enter key or the Return key again to reinvoke that ray trace.
05:07You can already see along the way here that with the lower level of global
05:11ambient light that the shadow is much darker underneath the blue sphere.
05:15All right, so there it is, the final ray traced version of our cut sapphire sphere.
05:20In the next exercise we're going to introduce the two missing spheres into our scene.
Collapse this transcript
Adding precisely symmetrical spheres
00:00All right now to introduce the other two spheres into the composition.
00:03I've saved my progress as Bumpy sphere.psd.
00:06It's found inside the 05_materials folder.
00:08Just so that we are not plagued by the rendering, I am going to double-click on
00:11the layer thumbnail for scene to bring up the 3D panel.
00:14Click on Scene up here at the top of the list and then change the Quality back
00:18to Interactive Painting.
00:20And next, I'll create a new layer by pressing Ctrl+Shift+N, Command+Shift+N on
00:23the Mac and I'll name this layer sphere 1 and click OK.
00:28Next, go up to the 3D menu, choose New Shape From Layer, and choose Sphere, and
00:32that will introduce as big white sphere into the middle of things. Shift+Click
00:36on Scene so that both of the layers are selected, then go up to the 3D menu and
00:41choose Merge 3D Layers.
00:43Now that will send that sphere who knows where, presumably way to the back of the scene.
00:47Let's go ahead and select Sphere, the new sphere, double-click on it, name it
00:52Sphere_1 or whatever you want to call it, and now with that mesh selected go
00:57ahead and choose the 3D Mesh Pan tool so that we can modify the position of this mesh.
01:03And I am going to enter those same values that we applied to the middle
01:06sphere, which are X: 600
01:08and then for the Y value we want 420, Notice that we've got this big sphere
01:13coming into the scene.
01:15And then finally for the Z value, let's go ahead and change that guy to 100.
01:19And the sphere is much too large of course.
01:22So go ahead and select the Scale the Mesh tool here inside the Options bar and
01:26change every single one of these values independently of course to 15.
01:31So I'll change the X value to 15, the Y value to 15, and finally, I'll click on
01:35the Z value and change that to 15 as well.
01:38And we have this fairly nondescript sphere going on that is covering up
01:43our previous sphere.
01:44Now at this point I want to go ahead and modify the location of that sphere.
01:49I want to move it to the left and then I want to move it backward a little bit as well.
01:52So I am going to grab my Pan tool, and I am going to drag the sphere to the
01:57left while pressing the Shift key, but I went ahead and grab the wrong sphere. That's a drag.
02:03All right, let's press Ctrl+Z or Command+Z on the Mac to undo that movement.
02:07You know instead let's make sure that Sphere_1 is selected here inside the
02:103D panel, which it is.
02:12and I am going to drag from that red arrow over to the right and I would like
02:16to move that sphere backwards as well.
02:18So using the Pan tool I'll drag, while I am pressing the Alt key or the
02:22Option key on the Mac and that's going to send that guy backward, and then I
02:26could go ahead and drag it up while pressing the Shift key to constrain the
02:30movement of the sphere up.
02:33Ultimately however, I am going to give you some specific position values.
02:36So I am going to change the X value to 0 and then I'll change the Y value to
02:41-880, like so, and that's going to move that sphere over to the left, and then I
02:46am going to change the Z value to 700.
02:47All right, let's back off the scene by pressing Ctrl+Minus or
02:51Command+Minus on the Mac.
02:52All right, so remember a couple of these values. X is 0 and Z is 700.
02:58So the next sphere that we bring in will mimic those exact same values.
03:01However, we are going to change the Y value to something different and I'll
03:04explain why in just a moment.
03:06To make the next sphere press Ctrl+ Shift+N, Command+Shift+N on the Mac, call
03:10this guy sphere 3, go ahead and click the OK button, then go up to the 3D menu,
03:15choose New Shape From Layer, choose Sphere, we'll have this big white sphere in
03:20the center of things.
03:21Go ahead and Shift+Click on Scene so that you have both of the layers selected.
03:25Go up to the 3D menu. So the exact same stuff we did before. Choose Merge 3D layers.
03:30That's going to send the sphere way to the back once again.
03:34Now I need to find this new mesh here inside the 3D Panel.
03:36It's called Sphere. I'll go ahead and change its name as Sphere_3 and then
03:41I'll dial-in some position values for starters, and those values are 0 once
03:46again for X and for Y we are going to change the value to -880 and for Z we are
03:52going to change the value to 700, and of course this sphere is way too big so
03:57we need to go ahead and switch over to the Scale tool and I need to dial-in for
04:01X, Y, and Z 15 apiece.
04:03So 15 for X and then for Y go ahead and change that guy to 15 and then for Z go
04:09ahead and change that guy to 15 as well.
04:12So that we have a spherical object instead of a big huge ellipse.
04:16All right, so there it is.
04:17Now here is a deal. I want it to be positioned symmetrically around Sphere_2, so
04:21if I click on Sphere_2 and then we switch over to one of the positioning tools
04:26specifically in this case the Pan tool then I can see that my Y value is 420.
04:31All right, so bear that in mind, 420.
04:33Now, I'll switch to Sphere_3. It's at -880.
04:37What you do is you add 880 to 420, and if you do the math, I am just going
04:43to write it down here,
04:44880+420, then you end up getting a value of 1300. Then you add that value to the
04:51Y position of Sphere_2, which is 420, and you end up coming up with 1720.
04:57And so I am going to switch back to Sphere_3 and I am going to change that Y
05:01value to 1720 and that's going to create an absolutely symmetrical position as
05:07you see right there.
05:09Now there's one more modification that I want to make to this entire image.
05:13It's too large and that's going to interfere with our ray tracing.
05:16So I'm going to go up to the Image menu and I am going to choose the Image Size
05:19command or press Ctrl+Alt+I, Command+ Option+I on the Mac and I'm going to change
05:24the Width value to 1400 pixels.
05:27That will automatically change the Height value to 900 pixels, assuming that both
05:31the Resample Image and Constrain Proportion checkboxes are turned on.
05:35Scale Styles does not matter for this. Go ahead and click OK and that will go
05:39ahead and downsample the entire scene without moving a single one of those
05:44objects, and now we have all three spheres in place.
05:47In the next exercise, we will design and apply a custom chrome material.
Collapse this transcript
Designing and saving a custom material
00:00In this exercise, we're going to design and apply our own custom chrome material.
00:05I've saved my progress as Three symmetrical shapes.psd.
00:08It's found inside the 05_materials folder.
00:11I am going to double-click on the thumbnail here inside the Layers panel for the
00:14scene layer to bring up the 3D panel.
00:16I am going to click in the Material for Sphere_1 because I can best see that
00:21sphere on screen here.
00:23And then I'll drop down to this little sphere icon in the bottom portion of the
00:26panel, click the down pointing arrowhead, scroll my way down the list until I
00:30find this guy, Metal Chrome.
00:32Now as soon as I click on it, it seems to apply a kind of checkerboard
00:35pattern to the sphere.
00:37That happens to be the environment map, and we'll come back to that in the next exercise.
00:42But for now just go ahead and suspend disbelief and trust me that things are
00:46going to look nice here.
00:47Alight, to get a sense of what that chrome looks like, because it looks nothing
00:51like that whatsoever, let's go ahead and click on Scene and then change the
00:55Quality to Ray Trace Draft.
00:57Now we're just going to wait out the render until we see what that chrome effect
01:01looks like when it's applied to the sphere.
01:03And that's good enough.
01:04I am going to press the Escape key to interrupt the render.
01:07And you can see that this chrome item right there is doing a terrific job of
01:11reflecting the other two spheres. Perhaps a little too good of a job.
01:16Now, if you take a spoon, for example, and you look at the back of the spoon and
01:20even if it's a highly reflective surface, it's not this reflective.
01:24It has some sense of metal going on.
01:26So we're going to make some modifications.
01:28I am going to switch Quality back to Interactive (Painting) and I am going to
01:32click on that material for Sphere_1.
01:34And a few modifications we want to make.
01:36The Opacity value of a 100 % is fine.
01:38That Diffuse color of gray is just great because it's a gray metal.
01:42We don't want any bump maps so we're not going to create one.
01:44We do want to take that Reflection value down.
01:46That's part of the problem.
01:47This is not a mirrored surface.
01:49We should take the Reflection down to about 50 % in my estimation.
01:54Then I am going to increase the Gloss value to a 100% so we have nicely spread highlights.
01:59And I am going to reduce the intensity of those highlights by changing the
02:02Shine value to 50%.
02:05The rest of the options don't matter; they're fine as is.
02:07Now let's run another ray trace by going up to Scene and then changing the
02:11Quality to Ray Trace Draft and letting it rip.
02:13And you can see how this is a much better chrome effect, at least it is in my opinion.
02:17We have some sense of metal going on inside of that scene.
02:21Also notice that wicked highlight that's coming out of the clouds and what
02:25we're seeing there is that point light at the very top of the scene.
02:28That's good enough.
02:29I am going to press Escape key once again in order to stop the render.
02:33But you can see that all of the objects are now casting shadows even if the
02:37shadows go up and beyond that grassy knoll.
02:39All right, now what we need to do is take that chrome material and apply it
02:43across all three spheres.
02:44And the wonderful thing inside Photoshop is you can define and save your own materials.
02:50So we've already defined it. Click on Sphere_Material underneath Sphere_1.
02:54And click on the down-pointing arrow head next to the sphere and then click on
02:57the right-pointing arrow head and let's go ahead and choose New Material.
03:01I am going to call this material Better chrome and then click OK.
03:05All right, now what I want you to do is click on the Material under Sphere_2,
03:10down here in the bottom portion of the panel, scroll to the very bottom of the
03:13list, and you'll find our new material Better chrome.
03:16Click on it to apply it to that shape.
03:19That's going to re-invoke the ray tracing.
03:21Click in order to interrupt that process because we need to change the material
03:25for Sphere_3 as well, so click on it.
03:28Then click the down-pointing arrow head and then go ahead and click on Better chrome.
03:33And now you can let the ray tracing rip.
03:35You can see that's going a lot faster this time by the way, by virtue of the
03:39fact that we reduced the size of the image.
03:41All right, so I think a couple of passes of ray tracing is plenty.
03:44I am going to go ahead and press the Escape key in order to stop the process.
03:48These chrome spheres look great at this point, except there's one problem.
03:53I am going to go ahead and zoom in.
03:54What's with the checkerboard?
03:56The checkerboard is showing up all over the place here.
03:59All right, so what we're seeing is this little guy right there that I am tracing.
04:03That is the reflection of Sphere_2 inside of Sphere_1.
04:07But then this checkerboard pattern is a reflection of Sphere_1 being reflected
04:12in Sphere_2 and then back into Sphere_1.
04:15So if you've ever seen a couple of mirrors, one in back of you and one in
04:18front of you, and the way they repeat back and forth forever and ever, that's
04:22what's happening here.
04:23Only Photoshop stops the reflection process for the sake of expediency, if
04:27nothing else, after a couple of reflections.
04:29We're seeing that checkerboard pattern
04:32as it works inside of the chrome material reflected back on the second pass.
04:38And what that is, is the environment map.
04:41So we need to swap out the environment map.
04:43We need to get rid of the checkerboard, replace it with a larger scene.
04:47I am going to show you how to do exactly that in the next exercise.
Collapse this transcript
Replacing an environment map
00:00In this exercise I'm going to show you how to swap out those little checkerboard
00:03that are appearing inside the reflections in each and every one of these spheres,
00:08by replacing the environment map.
00:10I've save my progress as Custom chrome material.psd. It's found inside the
00:1405_materials folder and if I double click on the thumbnail for the Scene layer
00:18here inside the Layers panel.
00:19that will bring up the 3D Scene panel.
00:21Now I'll go ahead and click on any one of these materials here that is
00:24associated with any of the sphere layers and you'll see right there is an
00:28item called Environment.
00:30The environment map is an image that's automatically reflected inside of a 3D object.
00:35Now you might think in this case we don't need such a thing because after all
00:39we're reflecting the overall scene, but Photoshop at a point is wondering, "Well,
00:44what am I supposed to reflect here, what is this thing, what is the innate image
00:49that's associated with the object that I'm reflecting?"
00:52And so we need to give it that information.
00:54Right now it's this checkerboard and we can see that checkerboard.
00:58I'll go ahead and close the 3D panel here
01:01by returning to the Layers panel. And notice underneath the word Environment is
01:05this item called 0 Default Material Map. If you double click on it, you will
01:09open that checkerboard pattern.
01:11What I'd like you do is just go and turn it off.
01:13Now that's not enough, because if we just turned off the checkerboard, then all of
01:18those little spheres would turn white instead. We need to go ahead and add our
01:21own image to this environment.
01:23So first thing I'm going to do is go up to the Image menu, choose the Canvas
01:27Size command, and I'm going to change the size of this environment map so it
01:31matches the size of our overall composition, which is you may recall-- make sure
01:36relative is turned off-- is 1400 pixels wide by 900 pixels tall. Then click OK.
01:43Photoshop will tell you you're clipping the image. It doesn't matter.
01:45It's empty at this point, so click Proceed.
01:48Then notice that I've already opened Seamless scene.psd and I'm going to go
01:52ahead and turn all of these layers on, and I'll explain what's going on with
01:55these layers in a future exercise.
01:57But for now just go ahead and turn every single one of them on, then press
02:01Ctrl+A or Command+A on the Mac to select the entire image, and then to copy a
02:06merged version of those layers,
02:07That is the composite view of all the tayers together, press Ctrl+Shift+C or
02:13Command+Shift+C on the Mac.
02:14All right, then I'm going to switch over to that 0 Default Material Map
02:18window and I'm going to press Ctrl+V or Command+V on the Mac in order to paste the image.
02:23Now you probably get this profile mismatch warning.
02:26It does not matter.
02:27We should not be seeing it because we asked not to in our color settings way
02:31long ago, but just click OK.
02:33All right, now I need you to zoom out so you can take in a lot of the pasteboard
02:37and we need to scale this image, so that it fits inside of its new home
02:41by going up to the Edit menu and choosing the Free Transform Command, by
02:45pressing Ctrl+T, Command+T on a Mac and then drag that bottom right handle until
02:50it snaps into alignment with the bottom right corner of the canvas and press the
02:54Enter key or the Return key on the Mac in order to accept that change.
02:57All right, I'm going to zoom back in. Now if you want to keep things tidy, you
03:00might want to go ahead and rename that layer and I'm going to call it Landscape.
03:04This isn't essential by the way, just good housekeeping.
03:07And now I'm going to close the image window and click Yes here on the PC or Save
03:12on the Mac in order to save my changes.
03:14Now I'm back in the Seamless scene.psd document. Press F12 in order to revert
03:19that image to its original appearance and switch back to the image at hand and
03:23we're not seeing a render.
03:25So we're not seeing any of the reflections or the shadows or any of that stuff.
03:29 So in order to re-invoke the render, go up to the 3D menu and choose
03:33Resume Progressive Render.
03:35So Photoshop will once again go ahead and ray trace that scene, and now you can
03:39see that we have realistically rendered double reflections inside of each and
03:45every reflected globe.
03:46All right, that takes care of that problem.
03:49Now we still have a larger problem, which is this big seam across the edges of
03:54the various globes, and what's happening here is these globes are reflecting the
03:58scene that we can't see on the interior of the spherical panorama. Also, we've
04:04got something of a seam, sort of just this general weirdness down here at the
04:08bottom of the grass, and I'm going to show you how to resolve both of those
04:12problems in the next exercise.
Collapse this transcript
Resolving seams in a 3D panorama
00:00In this exercise I am going to show you how I resolved these various seams that
00:03appear inside the reflections in each one of the orbs.
00:08I've saved my progress as Proper orbs within orbs.psd, found inside the
00:1205_materials folder.
00:14I want you to notice the two seams that we have.
00:16First of all there is this big scene seam where the left and the right hand
00:21sides to of the seam are wrapping around to touch each other and then we have
00:24this other seam at the bottom of the image, down here at the ground level, and you
00:30can see it best inside of the left hand orb and the right hand orb, but it
00:34appears down here in the middle orb as well.
00:37So we need to correct for all those problems.
00:39Go to the Layers panel and notice under the word Diffuse is the word scene.
00:43I want you to double-click on it.
00:45That is the scene that's being wrapped around the interior of the
00:48spherical panorama.
00:49Now I am going to click on the background layer to make it active.
00:53I was telling you there is that Offset command.
00:54I will go to the Filter menu, choose Other, and choose Offset and it allows you
00:59to gauge the seams across your image. And I went ahead and changed the Horizontal
01:03Value to 1166 because that happens to be half the width of this image, and then I
01:08clicked OK and I've got quite the seam going on.
01:12Now normally if I were trying to do a really good job, a really meticulous job
01:16because the image had to stand on its own, then I would spend probably 15
01:20minutes to half an hour on this process trying to get these two halves of this image to match up.
01:26However, it's not worth that much work when we are creating a spherical panorama.
01:29You can get away with some quick and dirty edits.
01:32So here is what I did.
01:33I went ahead and grabbed the Rectangular Marquee tool and I selected a general
01:36area around the scene.
01:38Then I went up to the Edit menu and chose the Fill command.
01:40You can also get to it by pressing Shift+Backspace or Shift+Delete on the Mac
01:45and then inside the Fill dialog box make sure Use is set to Content-Aware, which
01:49is that Content-Aware Fill feature that was introduced in Photoshop CS5, and
01:53click OK and then you let Photoshop do its thing.
01:56It is going to integrate details outside of the selection and repeat them inside
02:00the selection and it's anyone's guess whether your results will match mine.
02:04Now in my case it has done an okey -dokey job along the clouds here.
02:08It has done a terrible job along the ground.
02:10So I'll select this region and then I will press Shift+Backspace or Shift+Delete
02:15to bring up the Fill dialog box again.
02:17Use is still set to Content-Aware. I'll click OK. And basically it is just
02:22a matter of doing that over and over again until you get some fairly smooth results.
02:26Now it may take a while.
02:27It may take multiple passes, but eventually you'll get something that
02:31looks reasonably good.
02:32This doesn't look good at all.
02:33I'm not suggesting you stop here.
02:34You would continue to select regions press Shift+Backspace or Shift+Delete,
02:39let the command do its thing, see what it comes up with, and so forth.
02:43Once you get a decent result, then you go back up to the Filter menu, choose the
02:48Other command, choose Offset, and regardless of what Offset value you applied
02:53before, just change it from Positive to Negative and that will go ahead and
02:57reset the image. Click OK.
02:59All right, well here is what I came up with.
03:02If you turn on the seamless layer and click on it to make it active, I'll press
03:06Ctrl+Alt+F or Command+Option+F on the Mac to bring back up the Offset dialog box
03:11with the last applied settings and you can see there is my seam.
03:15So it is by no means perfect.
03:17I would never try to pass off this image as something I was remotely proud of.
03:20However, once again it's going to work well enough for this 3D scene.
03:24Anyway I am going to cancel out.
03:26Now you're still going to have some problems.
03:27For example, I am going to zoom in to this lower left region of the image.
03:31Notice that I have some regular grass going on here and all of a sudden there is
03:35this big huge grass showing up next-door.
03:37Well, that huge grass was created by Content-Aware Fill.
03:41It is by no means a perfect feature.
03:42it's just an easy one to use, and then I've got this cloud that looks like the
03:46silhouette of a lion and it's repeated right over there.
03:49Those kinds of problems you're going to have to go ahead and solve manually
03:52using the Healing Brush and that's what I did to get this healing layer,
03:56the next layer up in the stack.
03:58So you can see I resolved the way that grass looks a lot better. I still have a
04:01couple of lions silhouettes. Who cares.
04:03Anyway, I am going to zoom back out.
04:05You could spend as much or as little time on this project as you like.
04:08All right, now I need to resolve that pucker that was appearing at the bottom of
04:13the grass and I'm going to do that by adding this gradient layer and this
04:17gradient layer is no great shakes.
04:19I just selected a bright shade of green.
04:20I said the Gradient tool to create a foreground of transparent gradient and I
04:24tried to create a very small gradient at the bottom of the image, on an
04:28independent layer by the way.
04:29That's the best way to work.
04:30But notice it is set to the Normal mode.
04:32So I didn't even attempt to add any blending. But that will ensure by the way
04:36that we get no seam down here at the bottom of the image and we get this
04:40little bottom of the image and we get this little bright spot that actually
04:41looks pretty good. Then I decide to brighten up the whole thing using an adjustment layer.
04:46So go ahead and turn on all the layers if you are working along with me.
04:50Then go up to the close box and click on it and click the Yes button here on the
04:54PC or the Save button on the Mac in order to update your larger composition.
04:58Now of course the ray tracing has abandoned us, but we can see that we have much
05:02better seams going on. But what we're seeing by the way here is the environment map.
05:07This is not the true reflection.
05:09So to see the reflection, what we need to do is go up to the 3D menu and
05:12choose Resume Progressive Render and then wait for Photoshop to do its ray tracing pass.
05:18Anyway as usual we're going to speed up this process, but you can already see as
05:22things are going by that we have much less in the way of seams going on inside
05:27of our image. We don't have nearly that pucker going on at the bottom.
05:31Now there are still a few little seams but I doubt anyone but you is going
05:34to notice that once you complete the composition.
05:37All right, so I am going to press the Escape to interrupt that rendering.
05:41Now we still got some problems going on.
05:43Notice that the cast shadows along the ground plane extend out beyond the
05:48grassy knoll. We've got to fix that, and we also have some pretty weak contrast going on.
05:53We are going to resolve all those problems the old-style Photoshop way with
05:57layer masks and adjustment layers in the next exercise.
Collapse this transcript
Masking aberrant shadows and adding contrast
00:00In this exercise, we're going to trim away these access shadows and bolster the
00:04overall contrast of the scene, using some old-school Photoshop features namely
00:09layer masks and adjustment layers.
00:11I have saved my progress as Less apparent seams.psd.
00:14It's found inside the 05_materials folder, and you may wonder what's going on here.
00:19Why do we have these shadows above the grassy knoll?
00:22Well, if I switch over to my Camera tool, it doesn't matter which one, and then
00:26I go up to the View menu and choose Show and then choose 3D Ground Plane,
00:30you can see that the ground plane cuts through the surface of the larger
00:35spherical panorama in this kind of arc.
00:38That's described by the shadow that you see there.
00:40Now, you may wonder well, then why didn't you take the ground plane down
00:43just a little bit, so that it intersected this kind of grassy knoll?
00:47And the reason is well, we have a cut shadow.
00:49Notice that it's a very sharp edge and it doesn't match the softness of the grassy knoll.
00:54So what I decided to do instead was raise the ground plane slightly to give
00:58myself some wiggle room, so that I can mask away that extra shadow, and that's
01:03what we're about to do now.
01:04So go ahead and press the M key to switch back to the Rectangular Marquee tool.
01:08Go to the scene layer here inside the Layers panel, drop to the bottom of the
01:11Layers panel, and click on the Add Layer Mask icon to create a layer mask. All right!
01:16Now I'm going to zoom out and click here, and I'm going to switch from the
01:18Rectangular Marquee tool to the Elliptical Marquee, and I'm going to drag like
01:24so in order to select along that grassy knoll, and I'm pressing the Spacebar in
01:28order to more or less precisely align my ellipse to the scene.
01:32And this looks pretty darn good to me about right there.
01:36I think it's going to work.
01:37And once you get an ellipse more or less like this one here, then go to the
01:41Select menu and choose the Inverse command.
01:43You can also press Ctrl+Shift+I, Command+Shift+I on a Mac.
01:46Then, finally, go up to the Select menu, choose Modify, and choose Feather, and
01:52then enter a Feather Radius value of 3 pixels, and click OK. All right!
01:56Now I'm going to go ahead and zoom in so I can better see what I'm doing.
01:59I'll switch to my Brush tool, which you can get by pressing the B key.
02:02Make sure the foreground color is black.
02:04In my case, I have to press the X key in order to swap my colors.
02:08And if I right-click inside of the image window, you can see that the Size of my
02:12brush is 250 pixels.
02:13That's not that essential.
02:15It could be smaller than that.
02:16Very important that the Hardness, however, is 0. All right!
02:18I'll press the Enter key or the Return key in a Mac in order to hide that panel,
02:22and then just brush those extra shadows away like so.
02:26Now, you might look at that and say "Wow, that's great Deke.
02:29Problem is you're revealing transparency in the background.
02:32This doesn't make any more sense than some shadows that are leaping off the ground."
02:36True enough.
02:37So I'll press the M key a couple of times to switchback to my
02:40Rectangular Marquee tool.
02:41I'll press Ctrl+D, Command+D on a Mac in order to deselect the image and I'll
02:46open this image here that I've prepared for you.
02:48It's called flattened scene.jpg.
02:50It's a flattened version of that seamless composition once again inside
02:54the 05_materials panel.
02:56And I'm going to just go ahead and press Ctrl+A, Ctrl+C or Command+A, Command+C
03:00on the Mac in order to copy the image.
03:03Switch back to my composition in process. Press Ctrl+V or Command+V on a Mac
03:07in order to paste that image in.
03:10I'll go ahead and name it sky 1 here, but it doesn't belong on top.
03:13So I'll drag it below the 3D layer, and I'm going to turn off the 3D layer for
03:18a moment, and Ctrl+Drag or Command+Drag the scene around to about here, because
03:24this is what I decided provided the best match for this region of the composition.
03:29However, that doesn't well suit the left-side of the composition.
03:32So I went ahead and made a copy of this sky 1 layer by pressing Ctrl+Alt+J,
03:36Command+Option+J on a Mac, and I'm going to change this layer name to sky 2.
03:40Click OK and I'll hide this 3D layer again for a moment so I can better
03:44see what I'm doing.
03:45I'll go ahead and drag this guy down just ever so slightly to about this
03:49location here, and then I'll select this region with a Rectangular Marquee tool.
03:54Drop down to the Add Layer Mask icon at the bottom of Layers panel,= and click on
03:58it to add that layer mask.
04:00So things look pretty bad without the composition upfront.
04:03But if I then turn on the composition, you can see that I've got some pretty
04:07reasonable transitions going on.
04:10So you can play around as you see fit.
04:11I just want to give you a sense of how I was able to solve this problem.
04:15Now we need to go ahead and add the adjustment layer.
04:17So I'm going to click on the top layer, Scene, drop down to the Black-White icon
04:22at the bottom of Layers panel, press the Alt key or the Option key on a Mac,
04:25click on it, and choose the Levels command.
04:28I'll go ahead and call this layer contrast.
04:31And then inside the Adjustments panel, I've changed a black point value there to 12.
04:36Press the Tab key to advance to the gamma value and lower it to 0.7, and that
04:39gives me much bolder contrast as you can see.
04:43Problem is I'm not really in love with the contrast inside of the spheres.
04:48It's still a little lightweight and you can see those shadows are pretty darn gray.
04:51So, I decided to add yet another adjustment layer just for the spheres.
04:56I did that by pressing the Alt key or the Option key in a Mac.
04:59Clicking on that Black-White icon, choosing the Levels command once again, and
05:03this time I call the layer orbs. Clicked OK.
05:07And I changed the black point value to 35 this time, so I am really
05:10darkening things up.
05:12I went ahead and raise the gamma value to 1.1, just to brighten the orbs a little bit.
05:16That's it.
05:17I've brightened the entire scene.
05:18What I need to do is create a layer mask just to affect the orbs.
05:21Now you might say, "Well, why wouldn't you use a clipping group so you just affect
05:25the orbs, or why don't you load a selection from the orbs in the first place or
05:29something along those lines?"
05:30Well, that's because there is no way to do it.
05:32The orbs are part of the overall 3D scene and Photoshop doesn't allow you
05:35to isolate them independently where adjustment layers and other 2D effects are concerned.
05:41So instead, I have to generate a manual layer mask.
05:44And I'm going to do that by Alt+ Clicking or Option+Clicking on this Add Layer
05:48Mask icon, to change the layer mask to black.
05:50Because generally speaking I don't want this adjustment to affect the scene.
05:53I need to isolate it to adjust the orbs.
05:55So I'll grab my Brush tool once again, and I'm going to right-click in the image
05:59window, and I'm going to change the Size value very specifically to 370 pixels,
06:04and then I'm going to change the Hardness value to 75%.
06:06I press the Enter key a couple of times in order to hide that panel.
06:10Now, I'll press the X key, so that the foreground color is white as you see here
06:14down at the bottom of the toolbox.
06:16I will click inside of the left-hand orb and then I will click again inside
06:22of the right-hand orb.
06:24Now right-click inside of the image window to bring back up the panel and
06:28change the Size value to 425 pixels. Leave the Hardness to 75%.
06:33Press the Enter key couple of times or Return key in a Mac in order to hide that
06:36panel and click inside of the center sphere and we've now applied this
06:40adjustment layer to all three of these spheres and nothing more. All right!
06:44One more adjustment layer. I just want to increases the saturation a little bit.
06:47So I press the Alt key, the Option key on a Mac, click the Black-White icon,
06:51choose Vibrance, change the name to vivid or whatever you want to,
06:55click OK, and then I took the Vibrance value up to 45%.
06:58It's a pretty subtle effect, but meaningful I think, and then I'll go ahead and
07:02zoom in on the scene.
07:04And just to see what a difference these changes made,
07:07I'll press the F12 key in order to revert to the saved version of the file.
07:12So that's what it looked like at the beginning of this exercise.
07:15It looked terrible by comparison.
07:17Now I'll press Ctrl+Z, Command+Z on a Mac in order to restore the better
07:21version of the scene.
07:22So the moral of the story is don't forget your 2D skills when you're
07:25correcting your 3D images here inside Photoshop.
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Adding a person to a 3D scene
00:00In his final exercise of the course, I am going to show you how I added that guy
00:04and that text in the middle of the scene, so it's reflecting inside of each one
00:08of the orbs, because my thinking was that this front orb in particular, looked a
00:13little bit flat without something to reflect in the center of it.
00:17Whereas, both the outer ones look totally great. But even so, they are going
00:21look even better with the addition of a human being to that scene.
00:25I've saved my progress as Richly realized scene.psd.
00:29It's found inside the 05_materials folder, and what I'd like you to do is go
00:33over here to the Layers panel and locate the word scene under the word Diffuse,
00:37and double-click on it in order to open that embedded five-layer document inside
00:42of an independent window.
00:44Now then I have this other image that I've prepared for you.
00:46It's called Guy and text.psd again found inside the 05_materials folder and it
00:51includes a little bit of text as well as this Smart Object version of this stock
00:57photograph that comes to us from Paulo Cruz of the Fotolia image library.
01:02I want you to select both An age to reason, this live text layer, and the guy layer.
01:06So click on one, Shift+Click on the other, go to the Layers panel fly-out
01:10menu, and choose Duplicate Layers, and then from Document go ahead and choose scene whatever.
01:15It might be 1234 or what have you, .psp, and then click OK so that we
01:21are documenting these layers into that embedded composition.
01:25All right, now let's switch over to it and you can see that we've got our new
01:28layers ready to go, and I went ahead and moved the scene layer, which is that
01:33adjustment layer that's brightening the entire scene.
01:36I went ahead and moved it to the top of the stack and then I selected the guy
01:39layer and I set him to the Multiply blend mode by choosing Multiply from the top
01:44left corner of the Layers panel.
01:46That's basically it.
01:47Then I went ahead and clicked the close box and I clicked Yes here in the PC,
01:51the save button on the Mac in order to update the larger composition.
01:55We're done with Guy and text.psd, so I am going to close it as well.
01:58We need to reinitiate the ray tracing, so I'll go to the 3D menu and choose
02:02Resume Progressive Render, and then we'll let the scene render a little bit.
02:05In case you're having this problem, we are at the lower right-hand corner, so if it
02:09goes wonky on you, you just have to wait for the ray tracing to do three or four
02:13passes before it gets better.
02:15But now at this point we're saying what the problems are.
02:18And I am just going to click in order to stop the render here and zoom in
02:22on this center sphere.
02:24The guy's head is kind of squished.
02:26And also notice that the text is appearing at an angle.
02:29Well, that's because my entire scene is at a bit of an angle.
02:33And what I notice is that the A side needs to come down a little bit.
02:39But that's after I get done flipping the text.
02:42The text is getting reflected and I didn't take that into account.
02:45What we need to do is go ahead and revisit that scene item.
02:48So locate Scene under Diffuse here inside the Layers panel, double-click on it
02:52to open that composition once again, and I'm going to zoom in on the bottom
02:56right region of the image, and the first thing I am going to do is select that
02:59text layer and then go up to the Edit menu and choose the Free Transform command
03:03or press Ctrl+T, Command+T on the Mac.
03:05I'll go ahead and right click and choose Flip Horizontal, because we need to
03:08flip that text, and then I also found through trial and error that a Rotation
03:13value of -3 degrees ended up doing the trick.
03:17And then go ahead and press the Enter key a couple of times.
03:19That is the Return key on the Mac a couple of times in order to apply that modification.
03:23Now he is going to take a little bit of additional work.
03:26Click on the Guy layer. We need to stretch his head and make his feet a little smaller.
03:30Notice he's expressed as Smart Object, so we can apply
03:32nondestructive transformations.
03:34So in other words, if you don't get it right the first time, you can
03:37transform again and again.
03:39Anyway, with the Guy layer active, I'll go up to the Edit menu and choose Free
03:43Transform or press Ctrl+T, Command+T on a Mac, and then up here in the Options
03:47bar I am going to click on the Warp icon in order to enter the Warp mode, and
03:52we're going to apply a custom warp.
03:54Let me zoom in another click here so I could better see what I'm doing.
03:57I am going to go ahead and drag down like so around his neck and then drag
04:01back up at the top of his head in order to stretch that head region and I might
04:05do it a little more. And this looks ridiculous at this point.
04:08But bear in mind he's getting distorted around the spheres and this is going to
04:12help him look a lot better.
04:13All right, let's drag up on that foot a little bit there and maybe drag in on
04:19this foot and drag back again.
04:21You can even drag on the control handles if you want to, if you like that way of working better.
04:26Then when you get something resembling this, press the Enter key on the PC or
04:29the Return key on a Mac to accept your changes.
04:31All right, I am going to zoom in on this bottom region right under his foot. Can
04:35you see a little bit of shadow showing up there? I don't like that.
04:39So I'm good click on the Add Layer Mask icon to add a layer mask to this Guy
04:43layer and then I am going to grab my Brush tool and if I right-click inside the
04:48image window, I've set the size to 50 pixels, the hardness to 0%, very
04:52important. We want a soft brush.
04:54Make sure your foreground color is black. If it isn't, press the X key and then
04:57just paint along the bottom of his foot a little bit like so.
05:01And if you end up making his foot look a little bit translucent, that doesn't matter.
05:04It lands in this amazingly shadowed region in the 3D composition.
05:09All right, so let's go ahead and zoom out here to take in this entire image
05:13and I am going to close it and then click the Yes button on the PC or the Save
05:17button on the Mac in order to update the composition that needs still to be rendered.
05:22So I'll press Ctrl+0, Command+0 on the Mac in order to fit the image in the
05:25window. I'll press Ctrl+Plus or Command+Plus just to zoom in slightly, and then here we go.
05:31I'll go to the 3D menu and choose Resume Progressive Render. Of course, we're
05:34not seeing the reflections at this point; We will as soon as Photoshop begins to
05:39Ray Trace the scene and notice down here in the center, that's the most
05:43important thing, that we've got things aligned properly inside of the center
05:46sphere, and he looks absolutely great.
05:49He doesn't have a squished head anymore and his head doesn't look stretched either.
05:53Also notice that the text is legible of course.
05:55It's facing the right direction and it's nice and straight.
05:59It's got a little bend in it because it's been distorted inside of a sphere.
06:02However, it's balanced on both sides and we just have these remarkable effects I
06:07think inside of the alternate spheres, where this guy appears to emerge from
06:12back of the other reflective spheres.
06:14I think it ends up looking great.
06:16I am going to let the ray tracing do its thing. We're going to go ahead and
06:19speed it up of course.
06:20You can expect it to take a few minutes to complete.
06:23So there is the final ray traced version of the image.
06:26I am going to go ahead and press the F key a couple of times to switch to the
06:28Full screen mode and zoom into 100%, so that we can see this world of
06:33reflections inside of reflections.
06:35Thanks to the power of 3D materials inside Photoshop CS5 Extended.
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6. Upsampling 3D Artwork
Working low-res, rendering high-res
00:00As you work with 3D in Photoshop, your biggest delay will be ray tracing.
00:05You can't predict cast shadows, reflections, and some other more complex
00:10material settings until you ray trace.
00:12And ray tracing a scene can take several minutes, even with at the Draft setting.
00:17Two bits of good news. Once you get a sense for how a scene looks you can
00:22interrupt the ray tracing process by pressing the Escape key.
00:25And ray tracing at low resolutions takes less time than ray tracing at high resolutions.
00:31Now, that last item may seem obvious but it can make a big difference in how you work.
00:37As you may have noticed, we've been working in files about 900 pixels tall, which
00:42is only 3 inches when printed at 300 pixels per inch.
00:46What do you do if you want to make something much larger?
00:50My recommendation? Build your artwork low res so you don't drive yourself
00:55knots with endless ray tracing, and then upsample at the end using Photoshop's
01:00Image Size command.
01:02If you've watched my standard Photoshop CS5 One-on-One Fundamentals course, you
01:07know that upsampling is a tragic idea when you're working with pixel-based
01:11photographs because it blurs details.
01:15But this is Photoshop Extended and upsampling is a wonderful idea when
01:19you're working in 3D. Why?
01:22Because Photoshop is capable of rendering 3D objects in greater detail,
01:28at higher resolutions.
01:31Build small. Render big.
01:32Here's how it works.
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Upsampling 3D objects
00:00In this exercise I'm going to give you a sense for what happens when you
00:03upsample 3D objects inside of Photoshop.
00:05And as you'll see, you get very different results depending on whether you start
00:08with a true 3D model, such as a sphere or in our case a donut, or whether you
00:14start with something that you've extruded inside of Repousse.
00:17So, here is how we're going to start.
00:18I'm going to go out to the File menu and choose New command and then inside the
00:23new dialog box we're going to create a Very tiny image that measures a mere 20
00:27pixels by 20 pixels, as you can see with the Width and Height values.
00:30By the way the Resolution value only applies to print, so it doesn't matter
00:34in our case, which means that we have a total of 400 pixels inside the entire image.
00:38That's smaller than a typical desktop icon.
00:40I'll also set the Background Contents to White and click OK.
00:44So this is an exaggerated example, which is exactly what we need to truly
00:48understand what's going on.
00:50My foreground color is black, so I'll press Alt+Backspace or Option+Delete to
00:53fill the image with black.
00:54Then I'll press Ctrl+0 or Command+0 on the Mac to fill the screen with the image.
00:58So I'm zoomed into 2840%, way zoomed in there.
01:03If you're following along with me, you're probably zoomed in even farther.
01:06If you don't want to see that pixel grid, press Ctrl+H or Command+H on the
01:09Mac to turn it off.
01:11And now I'm going to press the X key to switch the foreground color to white and
01:14I'm going to grab my Type tool, and notice my formatting here.
01:18I've set the type in Myriad Pro, style is Bold, type size is a mere 2.5 points.
01:23So some dinky type we're about to create.
01:26Click about here in the center of the image and enter 3D like so, and then I'm
01:32going to click between the two letters and press Ctrl+Alt+Left Arrow a couple of times,
01:36 that's Command+Option+Left+Arrow a couple of times on the Mac, to bring that
01:40text together so it's nice and tight, and then I'll press the Enter key or the
01:44Return key on a Mac in order to accept my new dinky 3D text layer.
01:49Now let's extrude it into 3D space using Repousse, by going out to the 3D menu,
01:54choosing Repousse, and choosing Text Layer, and notice that Photoshop tells us
01:59that it's going to rasterize the text.
02:00Now we've been through this before, but I'm going to repeat myself here.
02:03It's not true rasterization. This message isn't entirely accurate, because
02:07it's not converting the text to pixels. Rather it's going to convert this text to vertices.
02:12The text will no longer be editable, so that part of the message is true, but
02:16it's not really a raster, and thankfully it's something better than a raster.
02:20So go ahead and click Yes.
02:21I'm just going to drag the text around a little bit to rotate it in 3D space and
02:26I might also drag on this little cube here in order to increase its size, so I'm
02:30just scaling that text up a little bit.
02:32Now it's not going to look good, no matter what you do.
02:34Don't worry about that.
02:35That's a function of having too few pixels to work with at this point.
02:39Click OK in order to accept that 3D text and then if you want to, you can
02:43Ctrl+Drag it to a different location in order to position it properly.
02:47What we're going to do is having created this text layer, I'm going to turn it
02:51off and we're going to add a true 3D shape layer by pressing Ctrl+Shift+N,
02:55Command+Shift+N on the Mac.
02:57And I'm going to call this guy donut and click OK.
03:00And now I'll go up to the 3D menu and choose New Shape From Layer and choose
03:05Donut, just so that we have a shape with a lot of smooth arches associated with it.
03:09So there is my donut now. I'm going to switch to my Object Rotate tool and I'm
03:13going to go ahead and drag this donut around a little bit.
03:16It's kind of hard to tell whether the donut is upright or upside-down or
03:19what's going on when it is this dinky, but I'm thinking this is what I want.
03:23And then I'll go ahead and increase its scale as well, by dragging on that little cube.
03:26Switch to the Marquee tool.
03:27So here we have this incredibly low resolution image. It looks terrible of
03:33course, but it would ray trace very quickly, so it's very convenient to work at low resolution.
03:38Let's see what happens if we now decide, okay, I've gotten everything the way I want it to be.
03:42Now I want to upsample the image, so that I can print it as poster art.
03:46So let's go to the Image menu and choose the Image Size command or press
03:50Ctrl+Alt+I, Command+Option+I on the Mac.
03:53And notice that the size of this image when printed at a Resolution of 300
03:57pixels per inch is a mere 0.067 inches wide and tall. So it's just this dinky spot.
04:05All right, well, let's go ahead and increase the size of this image.
04:08Make sure the Resample Image checkbox is turned on.
04:10You want Constrain Proportions turned on as well. In our case Scale
04:13Styles doesn't matter.
04:14I'm going to change the Width value to 12 inches. So that's massive by
04:18comparison to how big it was before.
04:20To get a sense for how massive, up here at the top in Pixel Dimensions, switch
04:24from Pixels to Percent,
04:25and you'll see that we are scaling the image by 18,000% in each direction, which
04:32means that we're actually increasing the size of the image by 18,000% by
04:3718,000%, which is three million two hundred and forty thousand percent.
04:42That is not something we would ever do with the traditional pixel-based image
04:46inside of Photoshop.
04:47However, you can pull it off with 3D layers.
04:49So I'll go ahead and click OK and a few moments later Photoshop will go ahead
04:53and finish the upsampling.
04:54Press Ctrl++0 or Command+0 on the Mac in order to zoom out from the image, and
04:59I'm now zoomed out to 15.8%, so way out by comparison to where I was before.
05:04Notice how smooth that donut is.
05:07It would not be any smoother if you had created it at this resolution in the first place.
05:11So these sorts of 3D objects, true 3D models upsampled, with no problem
05:16whatsoever, no degradation at all.
05:18Whereas, let's go ahead and turn that layer off and turn on the 3D layer which
05:23is a Repousse object, you can see that it's not quite in as good a shape.
05:27So I've zoomed in a little bit here.
05:30Notice that we don't have pixels. I want to make that perfectly clear. We're not
05:34seeing big clunky pixels like we were at the lower resolution.
05:37Therefore, that whole note about rasterizing is ultimately false.
05:41Instead, we've got these big ginormous polygons.
05:45Now if we created the Repousse object at a high resolution in the first place,
05:50we would see smooth edges instead.
05:53So the moral of the story is you can work lo-res and upsample your 3D objects
05:58inside of Photoshop.
05:59Now you're not really going to want to upsample this dramatically, but you can
06:03get away with it if you need to.
06:05In the next exercise I'll provide you with a more real world
06:08upsampling scenario.
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Real-world upsampling
00:00Just for the record, I've gone ahead and saved the file from the previous exercise
00:03as 32400x upsample.psd.
00:07It's found inside the 06_upsample folder.
00:09In this exercise, we are going to take that image that we created in the previous
00:13chapter and we're going to upsample it to twice as wide and twice as tall as it
00:18was before, so that it's 2 x 2, or four times as big as it was overall, and the
00:23reason for doing this is twofold.
00:25First of all, it's great to work low- res with 3D objects inside of Photoshop
00:29because that decreases your ray tracing times, and you are going to have to
00:32ray trace your image so many times in order to figure out where the shadows
00:36and reflections are,
00:37you want to keep that process pretty quick as you're working along. And then at
00:41the very end, once you get everything exactly the way you want it, you go ahead
00:44and upsample that image and perform a final, albeit slower, ray trace.
00:49I can't stress this enough.
00:50Normally, I am not a proponent of upsampling in Photoshop, particularly when
00:55you're working with standard photographic images, because all you're doing is
00:58increasing the number of pixels inside the image without increasing the clarity.
01:02In fact, you're typically increasing the softness of the image.
01:06There are exceptions to that rule however.
01:08When you're working with vector-based shape layers, you can upsample as much
01:10as you want, when you're working with live editable text you can upsample, and
01:14when you're working with 3D objects inside of Photoshop you have some freedom
01:18to upsample. And typically, increasing an image to four times its previous size,
01:23believe it or not, ends up working out just fine, and that's what we are going to do now.
01:27So I've saved this image, the exact one we created in the previous chapter, as
01:30Modestly sized orbs.psd.
01:33I am going to go up to the Image menu and choose the Image Size command, or press
01:36Ctrl+Alt+I, Command+Option+I on the Mac, and then I'll make sure that the
01:41Resample Image and Constrain Proportion checkboxes are turned on.
01:44That's very important. Scale Styles in our case doesn't matter because we don't
01:47have any layer effects, and now I'll change the Width option from pixels to
01:52percent, and I am going to change the Width value to 200%. And that increases the
01:56height value automatically to 200% as well because Constraint Proportions is
01:59turned on. And because we're going to 200% as wide and 200% as tall, we are
02:04creating four pixels in place of every one previous pixel, so the image is going
02:08to increase to 400% overall.
02:11Notice, by the way, that it goes to a width of 9.3 inches and a height of 6 inches as well.
02:16You can go even larger than that if you want to;
02:18however, this is going to be enough for our purposes,
02:20so I'll click OK in order to upsample that image. And you will have to wait a
02:25moment for Photoshop to do its thing.
02:26When it first finishes, it's going to provide a pretty disappointing result.
02:32You are going to these big chunky pixels around your spheres, and you are going
02:36to lose your guy and the text in the center of the sphere as well, and reason of
02:39course is that Photoshop has neglected to ray trace the image.
02:43What you should be able to do is go to the 3D menu and choose Resume Progressive
02:47Render, but that doesn't actually do anything in this case.
02:51So instead, what we've got to do is bring up the 3D panel, make sure that
02:55Scene is selected here at the top of the list, and then switch the Quality
02:59back to Interactive (Painting), and that actually, right away, is going to make
03:02the image look better.
03:03Now we are still not going to see the reflections or the shadows or any of that stuff;
03:07however, we are going to see more accurately rendered edges around each one of the orbs.
03:12Now, the next step is to go back to Quality and choose Ray Traced Draft again and
03:17then go ahead and let Photoshop do its thing.
03:20Now the great thing about working this way, it is going to take Photoshop four
03:23times as long to ray trace the scene as it would have previously because the
03:27image is four times as large;
03:29however you don't have to sit here and wait for it this time. You can go ahead
03:32and walk away from your computer and go ahead and come back later.
03:35I am going to just let the ray tracing make one pass inside this image window,
03:40and then I am going to click to stop the process, because I've already gone ahead
03:43and saved a fully ray traced version of this scene as 5-megapixel orbs.psd.
03:50So this is the larger version of the image, and just to prove that, I'll press
03:53Ctrl+Alt+I, or Command+Option+I on the Mac, to bring up the Image Size dialog box
03:57again, and you can see that this is a 9.3 x 6 inch image.
04:01All right, I am going to go ahead and cancel out, and now I'll zoom in so that we
04:05can see the amazing amount of clarity that we have in the scene.
04:09Now, Photoshop only upsampled the image that we're working on, this composition.
04:14All the other linked images did not get upsampled.
04:17So that means that scene image that's getting reflected here with a guy and the
04:21text in it, that did not get upsampled.
04:24The nice thing is that it had a fair amount of pixels in it already.
04:27If I hover over the word Scene here in the Layers panel, you can see that that
04:30image measures 2332 x 1499 pixels,
04:35so it's bigger than the overall composition, which gave us some wiggle room for upsampling.
04:39Problem is now it becomes all the more apparent that those shadows that
04:43are reflected inside of the orb are bad, and of course that kind of thing might happen.
04:48When you increase the quality of a scene by increasing its resolution, you're
04:51going to draw attention to defects that were too small to be a problem before.
04:56Now I went ahead and solved this problem by creating this second version of the scene layer.
05:00If I turn it on--it is right there inside the Layers panel below the contrast layer--
05:04you'll notice that those aberrant shadows disappear, and they disappear across
05:08the board by the way.
05:09They disappear inside of the other orbs as well.
05:12If you're wondering how in the world I created this touch-up layer, because, by
05:15the way, it's exactly accurate, I'll show you exactly how I did in it in the
05:19next exercise.
Collapse this transcript
Touching up 3D shadows
00:00In this exercise I'm going to show you how I created that touchup layer that I
00:03used to cover up these aberrant shadows that are showing up inside the
00:07reflections that are projected onto the spheres.
00:10Notice that I have two scene layers here, one that's turned on, one that's
00:14turned off. What you can do for now is just go-ahead and grab the top scene
00:17layer, the one that is turned off, and throw it in the trash because we're going
00:20to re-create it right now. And we're going do it by making a copy of this
00:25original scene layer, the one with the shadows, by pressing Ctrl+Alt+J or
00:29Command+Option+J on the Mac in order to jump that layer and name it.
00:33And I'm going to this guy touchup and then I'll click OK to create a copy of the layer.
00:37Now I'm going to right-click on the layer mask thumbnail associated with this
00:41layer and I'm going to choose Delete Layer Mask, just to get rid of it.
00:44Because we're not going to need that specific layer mask; we're going to have
00:47to create a different one.
00:48And now I'm going to create a version of the scene that has no shadows
00:52whatsoever inside of it, by double- clicking on the thumbnail that's associated
00:56with this touchup layer, dropping down to Point Light 1 right there, and turning
01:01off the Create Shadows checkbox.
01:04Now of course, that's going to force Photoshop to perform another ray trace, and
01:07this is going to be another slow ray tracing process, because we're working on a
01:11high-resolution file.
01:12So feel free to take a break if you need to or feel free to interrupt the ray
01:16tracing after a couple of passes, which is what I'm going to do just by
01:19pressing the Escape key.
01:22Now that we don't want to seem like this with no shadows in it and just so we
01:26have a sense for the big difference here I'll turn off this touchup layer so
01:29we can see down to the original scene layer, which has the shadows, and now we've
01:33got the touchup layer, which doesn't have the shadows.
01:36What we need to do is mask this touchup layer, so it covers up those shadow blemishes.
01:42Meaning that we really don't need that much of the touchup layer.
01:45So I'm going to start by masking the whole thing away, which you do by pressing
01:49the Alt key or the Option key on the Mac and clicking on that Add Layer Mask
01:52icon and that will create a new black layer mask.
01:56Then let's go ahead and zoom in so that we can better see what we're doing and
01:59I'm going to zoom in to 100% and then I'm going to switch to my Brush tool,
02:03which you can get by pressing the B key.
02:05Make sure your foreground colors is white. If necessary press the X key and then
02:09of course, make sure the Mode is set to Normal up here in the Options bar, the
02:12Opacity is 100% so that we are painting with white into the layer mask, and then
02:17paint those shadows away.
02:19Now if you paint too far into that area, then press the X key in order to
02:23switch back to black and click, for example like so, in order to bring some of that shadow back.
02:28Then I'll press the X key again to switch back to white and paint around
02:32this aberrant shadow.
02:34Then I'll press the X key to switch to black and click inside of that area to
02:38fill the shadow back in, and I press the X key in order to switch back to white,
02:42and possibly click about right there in order to bring that shadow down.
02:46Then we've got these bad shadows in the other orbs. I'm working inside of the
02:50first sphere here over on the left hand side. I'll go ahead and paint its shadow
02:53away, press the X key and then paint some of that shadow back, and then go ahead
02:58and scroll over here to the right side of the image, press the X key in order to
03:01switch to white, paint this bit of shadow away like so, and then press the X key
03:06once again to switch to black and paint the shadow back to taste.
03:10So I'm just working back and forth to try to get that shadow detail filled in
03:14exactly the way I want it, and that's the way you take care of that problem.
03:18So you can paint shadows in and out of a scene by rendering the scene in
03:22two different ways.
03:23Once with shadows, once without shadows, and you set whether a scene has shadows
03:29or not by clicking on its light, in our case we just had one light source, and
03:33then turning Create Shadows off for No Shadows and on for Shadows, and that
03:38works on a light by light basis.
03:41And that in just three exercises is how you upsample a 3D scene for greater
03:46clarity, here in Photoshop.
Collapse this transcript
Conclusion
Until next time
00:00As you've seen, Photoshop CS5 Extended offers a wide array of 3D features that
00:06you can use to augment your photographic imagery or create photorealistic
00:11artwork from scratch.
00:13I hope you have a basic sense for how you navigate 3D space as well as work with
00:18Repousse, materials, lights, cameras, meshes, and more.
00:23But this is just the beginning.
00:25I have three more courses in store for you.
00:29In course number two, 3D Objects,
00:31I explain the many ways to create and import 3D objects into Photoshop as well
00:36as more advanced ways to exploit Repousse.
00:41In part three, 3d Scenes, we'll take a more detailed look at object interactions
00:47as well as ways to exploit the full power of lights and cameras.
00:51And in part four, 3D Type Effects, I'll show you recipes for creating a handful
00:57of different styles of 3D type.
01:00If one or more courses aren't out as you watch this, rest assured they will be soon.
01:06In the meantime on behalf of lynda.com, this is Deke McClelland, saying see ya!
Collapse this transcript


Suggested courses to watch next:

Photoshop CS5 Essential Training (11h 15m)
Michael Ninness


Photoshop CS5 One-on-One: Fundamentals (17h 33m)
Deke McClelland


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