顯示具有 3d 標籤的文章。 顯示所有文章
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2013年3月1日 星期五

Tutorial: Creating a 3D scene in Adobe Photoshop CS6 Extended

Getting started

Since you are working in 3D, I recommend selecting the 3D workspace from the Workspace pull-down menu on the upper right side of the Photoshop interface.
The first step is to create a new canvas for your scene. Keep in mind that larger sizes and higher resolutions will take longer to render, so think ahead about how you will use the final renders. For this project, I used a 1200 × 1200 canvas at 96dpi.
To start off, download and open the project files. This ZIP file includes the puzzle pieces and the dollar-bill texture to get you started. You will also find a Photoshop file titled Stack Texture, which you will use in the project.
I created my vector puzzle pieces in Adobe Illustrator and pasted them as a Smart Object into the Photoshop file, but they could just as easily be created directly in Photoshop using the Pen tool.
After creating the puzzle pieces, I sized them to match the dollar-bill texture. You can hide Layer 1 in the file titled Start File before getting started. You will use it later to texture the 3D puzzle.
Puzzle pieces on top of the $100 bill layer
Figure 1. The puzzle pieces were sized to match the $100 bill on the layer below.
Now that the shape is in place, follow these steps:
  1. Select the Smart Object layer and open the 3D panel.
  2. Choose Selected Layer from the Source pull-down menu and then select the 3D Extrusion option.
  3. Click the Create button to extrude the 2D puzzle pieces into 3D objects.
You should now see the front view of the 3D puzzle in your scene, and the 2D canvas will change to a 3D viewport.
Before you start working in this 3D environment, look at the hierarchy of the 3D palette in Figure 2.
Hierarchy of 3D palette
Figure 2. The hierarchy of the 3D palette is similar to the Layers palette.
The 3D hierarchy is much like the standard layer hierarchy in Photoshop:
  • Environment: This category is made up of the things outside your 3D scene. These items primarily affect your final rendering.
  • Scene: The items in this category relate to the broad 3D scene and include anything within that scene, such as 3D objects, lights, cameras, and materials.
  • Vector Smart Object: This item is the 3D extrusion you created. It is composed of the materials and shapes that make up those objects. Your extrusion has a front face (Front Inflation Material), a back face (Back Inflation Material), and sides or extrusion (Extrusion Material).
  • Bevel Material: This item is the surface texture that will be rendered on your bevels if you want the edges to have something other than a 90-degree angle.
With Current View selected in the 3D palette as shown in Figure 2, choose the first icon from the 3D Mode toolbar under the main menu. This is the Rotate 3D Object control.
The Rotate 3D Object control rotates whatever is selected in the 3D palette, so if a 3D object is selected, this control will rotate that object. In this case, Current View is selected, so the tool will change the current view of the scene as you move it within the viewport, which makes it look as if you are walking around this 3D object. To use the Rotate 3D Object control, just click and drag within the viewport as you would if your scene resided within a crystal ball. As you begin to rotate the camera view, you can see your 3D extrusion depth along the z axis.
In the 3D palette, select your 3D extrusion and go to the Properties tab. In the Shape Preset pull-down menu, select the beveled edge option.
As you can see in Figure 3, the default setting creates an overly deep bevel into the face of your object, so you'll need to correct that.
Deep bevel in the face of object
Figure 3. The deep bevel in the face of your object can be corrected.
To fix the deep bevel, select the Cap icon in the Properties menu, which enables you to customize the face and bevel of your extrusion. Reduce the width of the bevel to 8% using the slider. You may also want to use the Contour option to make the bevel more rounded like the edges of jigsaw puzzle pieces.
To the right of the Cap icon is the Coordinates button. Click the Coordinates button to change the x-axis rotation to 90 degrees and then choose Snap Object To Ground Plane from the main 3D menu. This snaps the 3D object to the visible grid and allows shadows to be cast as if the object were sitting on a table, rather than floating above it in a random position.

Applying textures to 3D objects

In the 3D palette, select Front Inflation Material and open the Properties palette. Choose Edit Texture from the Diffuse Material pull-down menu and click OK when you get the notification that the texture is contained in multiple places.
The texture for the front inflation material will appear in a new window and will be similar to the face of your jigsaw pieces. In the original project window, unhide the dollar texture (Layer 1). After you select and copy that texture, paste it on top of the jigsaw pieces in the window that contains the default texture. Size and position it to match the existing default texture layer.
Texturing can be challenging to learn and is often far more involved than this, so do some studying on your own about textures and UV texture mapping. This is also a good opportunity to look at how the texture is being mapped to the 3D mesh. Choose 3D > Create Painting Overlay > Wireframe.
Before proceeding, hide the layers that do not include the dollar texture and then save the file. The texture automatically updates in your 3D Scene (see Figure 4).
Hiding layers to see the overlay
Figure 4. When you hide the layers that do not include the dollar texture, you can see what your overlay looks like.
Now it's time to add another texture to make your extrusion look like a stack of money. From the 3D palette, choose Vector Smart Object Extrusion Material and proceed to the Properties panel. In the Diffuse material drop-down, choose Remove Texture. Now if you select the drop-down again, you can choose Load Texture. Navigate to the stack_texture.psd file that was included with the sample project files and click Open to load the texture.
I mimicked the color of money by first desaturating the stack of paper and then filling a layer above it with the color of money. I then changed the layer mode of that layer to Color Burn, which casts the color onto the paper, resulting in a texture that works great for this scene.
The bump map material is like a depth map that renders different shades of gray at different depths. To give the sides of the money variance in depth, use this same texture as a bump. To do this, select Bump from the Materials menu and load the same texture you loaded for the extrusion material. This should ensure that the bump map is aligned with the texture map. Figure 5 shows the difference the bump map has made on this 3D object.
Texture as a bump
Figure 5. Applying a texture as a bump creates a depth variance that makes the stack of bills look more realistic.
You may want to make one more change before saving your base 3D scene. Money is very thin. If you reduce the bevel width a little further, you can make the bills look more realistic while keeping the rounded look of a puzzle piece edge.
You have completed the base 3D scene. From here, you can create all kinds of variations. Save your file and start the rest of the project using a different filename.

3D extrusion

It's time to turn your block of puzzle pieces into individual pieces. Choose 3D > Split Extrusion. In the 3D palette, you will see that you have a new group with eight extrusions in it. Each of those can now be controlled independently of the others.
This is a great time to get more familiar with the 3D manipulation controls within the viewport. As you select each piece, you will see a small three-axis control with some widgets at the end of each axis. Using your mouse, select the appropriate arrow widget at the end of the control axis to move the object along that axis. Select the colored box widget to scale the object along that axis, or select the curved widget to rotate the object around the axis that appears when the widget is rotated. To scale an object uniformly, use the box at the center of the control (see Figure 6). To return to the previous state, just use the Undo command.
Move, rotate, and scale indicators
Figure 6. You can move, rotate, or scale each puzzle piece on an axis.
Use the 3D manipulation controls to randomly move each piece to create a unique 3D scene.
Once the pieces are positioned, choose Infinite Light from the 3D palette and a lighting control appears in the 3D scene. Grab the handle at the end of the control and drag it to point the light onto your scene at an angle you like. This controls where your shadows are cast if you want to render shadows onto the ground plane or other objects (see Figure 7).
Infinite Light points
Figure 7. Infinite Light points light at your object at any angle you choose, producing natural-looking shadows.

Ready to render

3D rendering can be a science. The first thing that anyone who is new to 3D needs to know is that 3D rendering is very processor intensive and can take a long time to complete, especially when you get into large, complex scenes with shadows, reflections, refractions, bump maps, and more. Once you are familiar with render times, you can easily build them into your 3D workflow. For example, you may make it a practice to start final renders before your lunch break or before you go to bed, so they can process while you are doing other things.
Before rendering, select Scene in the 3D palette and scroll to the bottom. Below the Remove Hidden controls, enable the Backfaces option. Since the opacity of your objects is 100%, you can't see the hidden faces of your jigsaw puzzle pieces. If the renderer doesn't have to worry about how every face in the scene appears, it speeds up the rendering process. When you see how long it takes to render this scene, you will appreciate any performance enhancement.
To render your scene, use the Render button at the bottom of the Properties panel, or choose 3D > Render. You can pause your render at any time by pressing the button again. If you make any scene changes, a new render will start the next time the Render button is pressed. Otherwise, the scene will simply resume rendering when the Render button is pressed again.
Most of the time, you will not want to sit through a complete render, but you might want to get an idea of what something looks like when rendered. To do this, you can select a smaller area of your scene with the Marquee Selection tool before rendering and only render that area. This is a great way to check out a soft shadow, material reflectivity, bump maps, and more.
Shadows add realism to most scenes, so look at how the shadows are being cast. You can see in your scene that the shadows have very hard edges. You may want this effect, but to soften these shadows, go to the Properties panel of Infinite Light and increase the Shadow Softness slider. Figure 8 shows 0% softness vs. 25% softness.
Shadow Softness slider
Figure 8. You can adjust the edges of the shadows using the Shadow Softness slider.
To finish this scene (see Figure 9), you may want to make one more adjustment to the lighting before your final render, just to get a little more light to cast on the sides of the floating puzzle pieces. You can always place additional lights into your 3D scene by clicking the button that looks like the New Layer icon at the bottom of the 3D palette.
fig09
Figure 9. The final rendered scene

Where to go from here

This tutorial only scratched the surface of the 3D capabilities in Adobe Photoshop CS6 Extended, but I hope it has helped you navigate the 3D landscape and understand some of the important aspects of the Photoshop CS6 3D workflow and interface.
Some people may argue that they could create this scene in Photoshop without 3D capabilities. I don't disagree, but the benefits of 3D are undeniable. Now that this 3D scene is set up, you can save any number of camera angles, settings with depth of field, textures, environment settings, and more. The possibilities are endless, and all it takes is the original base 3D scene.

Professional Photoshop & Illustrator Training (PC/Mac version) in Hong Kong
 

2012年12月14日 星期五

Butcher Billy作品:當2D超級英雄遇上3D場景

 

轉貼自:天行凝方Facebook專頁

巴西的插畫師Butcher Billy將六七十年代出版的美國英雄漫畫風格與電影場景融合,製作出這個有趣的插圖系列。

作品將電影裏的場景和原版漫畫的人物進行了無縫組合,雖然漫畫版超級英雄和真人版的有很大反差,但看起來還是非常過癮,而且原汁原味,當2D遇上3D,還是感覺更讓人有親切感了呢。

你有試過善用PhotoshopIllustrator製作過這類融合性作品嗎?


專業創意Photoshop/Illustrator培訓

2012年12月13日 星期四

轉貼:Create a Mini Planet Using Photoshop’s 3D Capabilities

Effective Hong Kong Photoshop Training

Step 1

Create a new document, the size is 1400 x 1400px, 96 pixels/inch. Fill background layer with radial gradient or apply Gradient Overlay effect (unlock background layer).

Step 2

Insert sky image. Go to Edit > Transform > Rotate 180°. Then choose Transform > Warp, apply Arch transformation like on the example. Make active Distort transformation and drag sky layer corners. Follow screen shot red arrows directions.

Step 3

Add Layer Mask to the sky layer (click Mask icon in the bottom of layers palette). Fill Mask with the Black and White Reflected Gradient . Correct top right edge with soft large Brush Tool. Apply Screen Blending Mode, Opacity 80%. Add Adjustments Clipping Masks to this layer – Black & White and Levels. Click Undress a Giraffe in Photoshop icon in the bottom menu of the Layers Palette. Select all adjustments layers (make them active), right click > choose "Create Clipping Mask". Apply setting for each adjustment layer like on the examples below.

Step 4

Group and duplicate sky layers, move them up. Edit > Transform > Rotate 180°. Apply Scale transformation to this group of layers to make it smaller than the bottom one. Now you should have gradient background and two groups of sky layers.

Step 5

Insert stars photo. Remove reflections with the Patch Tool. Select reflections and drag the selection border to the clean area. When you release the mouse button, the trace of the selected area is patched with the sampled pixels.

Step 6

Rotate it on 90° and apply Warp Arch transformation just like for the sky layer in previous steps. Then stretch this shape and rotate it again.

Step 7

Duplicate stars layer, turn it on 180° and move it left and down.

Step 8

Merge stars layers and apply Screen Blending Mode. In order to completely remove light background shade, go to Image > Adjustments > Levels and move left black marker to the center a bit.

Step 9

Let’s make snow material for the first 3D shape. Open a new document – 1200 x 1200 px, 96 pixels/inch. Unlock the background layer and convert it to the Smart Object. Layer > Object Layer > Smart Objects > Convert to Smart Object. Apply Color Overlay effect to this layer .

Step 10

Apply following filters. Filter > Noise > Add Noise and Filter > Artistic > Sponge. Use settings like on the screen shots below.

Step 11

Crate a new layer fill it with black color, Click "D" to make default black and white colors. Go to Filter > Render > Different Clouds. Repeat Command/Ctrl+ F until you get similar effect like on the screen shot. Apply Screen Blending Mode to this layer. You may save this texture as a regular JPG file.

Step 12

In order to create 3D sphere with mountains landscape, we need to make special grayscale texture. Make a new document 1200 x 1200px 96 pixels/inch. Fill the firs layer with gray color #9f9f9f.

Step 13

Create a new empty layer, go to Filter > Render > Clouds. Keep foreground/background colors black and white . Scale the "clouds" layer like on the screen shot and apply Screen Blending Mode.

Step 14

Add Layer Mask to this layer and fill it with Radial Black and White gradient from center to edges. Then make several copies of created layer. Apply random Scale, Rotation transformation for each copy and set smaller amount of Opacity – around 40-60%. Light colors are creating heights of the mountains and spots with smaller Opacity parameter making them lower. Group the clouds layers and set opacity for the group folder around 75%. Merge all texture layers and add Gaussian Blur effect, Filter > Blur > Gaussian blur ~2px. We need to make very smooth and low contrast image. You may check out the result with the high contrast texture on the last two screen shots.

Step 15

Insert created texture to the main Photoshop document. Put it above stars and sky layers. To optimize 3D rendering process, I’ve made Smart Objects for all 3D shapes in this tutorial. For another thing, our textures have different size than main Photoshop document, but in order to create the regular sphere shape, texture should cover whole working area. Right click texture layer, choose Convert to Smart Object. Double click Smart Object thumbnail to open smart object content in a separate window and convert it to 3D shape – Open 3D settings window, Window > 3D and choose 3D Mesh from Grayscale > Sphere. After editing the contents choose File > Save to commit the changes. Those changes will be reflected upon returning to the main file window.

Step 16

Here you may see the camera settings for the 3D scene.

Step 17

Use these tools to rotate, move and scale created 3D shape.

Step 18

Apply following Scene settings. In final change "Quality" from "Interactive (Painting)" to "Ray Traced Final". Download lights presets, choose "Replace Lights Presets" and find "lights_mountains" on your computer. Apply Snow texture to the Diffuse and Bump parameters.

Step 19

Apply Inner shadow effect to created 3D layer.

Step 20

To create water texture, create a new large document 2400 x 2400px, 96 pixels/inch. Apply blue gradient to the first layer.

Step 21

Set default colors just like on the screen shot, create a new empty layer, go to Filter > Render > Clouds. Then Filter > Artistic > Plastic Wrap.

Step 22

Duplicate textured layers two times. Apply Soft Light Blending Mode to the bottom layer and Screen Blending Mode to the top one.

Step 23

Add "Black&White", "Levels" Adjustment Clipping Masks to the top layer. Save this texture as a regular JPG.

Step 24

Return to the main Photoshop file; create a new layer above the first 3D mountains smart object. In order to get the exactly same size sphere, create a square 1200px x 1200px, use the same color as for the mountains texture background – #9f9f9f. Right click gray layer, choose "Create the Smart Object from this layer". Double click layer thumbnail to open smart object in a separate window. 3D > New mesh from Grayscale > Sphere. Apply absolutely the same 3D object and camera tools position settings as for the mountains shape in previous steps. The new shape should be the same size as the previous one with the mountains.

Step 25

Adjust scene settings. Apply Ray Traced Final Quality after other adjustments. Upload water texture to the Diffuse and Bump parameters. To find better texture position, right click texture icon and change Texture Properties. For the Bump setting you may use default texture properties. Download light preset for the water layer and apply it using the same way as for the mountains 3D layer.

Step 26

Add the Layer Mask to the mountains Smart Object in the main Photoshop document or to 3D layer inside the smart object. Fill the mask with the Linear Black and White gradient in the bottom part. Then choose small round Brush Tool and correct surface contour with black or white color in the Layer Mask.

Step 27

Now we have background layers and two smart objects above. Move water layer below the mountains. Load selections for the current mountains layer Select > Load selection. In order to make left bottom part of the snow shape smoother, make active water layer and copy selected area. Paste copied water part above both of objects, add Layer Mask, fill it with the linear gradient just like on the screen shot and apply Soft Light Blending Mode.

Step 28

Crate a new document for craters texture, 1200 x1200px, 96 pixels/inch. Fill the first layer with #808080 color. Keep default colors . Create a new white or black layer, go to Filter > Render > Different clouds. Repeat Command/Ctrl + F several times to get the similar effect.

Step 29

Add Levels Adjustment Clipping Mask to the clouds layer. Merge clouds with the adjustment layer, go to Image > Adjustments > Invert, and apply Screen Blending Mode to it.

Step 30

Change Opacity parameter for this layer and add Layer Mask. Fill it with the Radial gradient from center to edges.

Step 31

Draw a small circle in a new layer, apply Gradient Overlay effect to this shape.

Step 32

Duplicate created circle several times, apply Scale transformation for them to create different diameter craters, Play with Opacity setting to get different heights. Group circles layers and apply ~30% Opacity to the created group folder.

Step 33

Now you may merge all texture layers, apply Gaussian Blur filter -2px and move the final texture layer to the main Photoshop document. Convert it to the Smart Object, double click Smart Object thumbnail to open inside content in the separate window. Convert Texture to the 3D shape.

Step 34

Apply Camera position settings the same as for all previous shapes. Move, scale and rotate the 3D shape to find better position. You may find how it looks like in the main Photoshop document on the second screen shot. Apply "Snow" texture for Diffuse and Bump settings. Upload "lights_planet2" preset for this shape. Pay attention to the new light source – blue reflection from the water sphere.

Step 35

Apply Gradient Overlay effect to the third smart object layer. You may use Spectrums gradient preset – "Light Spectrum".

Step 36

Duplicate craters Smart Object layer several times to create small planets. Double click each new Smart Object thumbnail to open 3D settings. Scale, rotate and move each shape to get different positions. Correct Opacity setting for the far planet Smart Object layer ~ 84%.

Step 37

Check out all 3D shapes "Ray Traced Final" Quality scene parameter, to get the better result. Select whole working space in the main Photoshop document, Select > Select All, then go Edit > Copy Merged. Paste merged composition into a new layer (layer 18 on the screen shot below). Press Quick Mask icon .

Step 38

Choose Reflected Black and white Gradient Tool. Keep Quick Mask pressed. Find craters 3D shape in the bottom layers and load selection for this layer. Take large soft translucent white Brush Tool and touch the bottom part of selected area. Choose Select > Deselect.

Step 39

Keep active Quick Mask Mode. Load selection for the water sphere, add to selection "mountains" layer, use Command/Ctrl + Shift + click "mountains" layer thumbnail. Correct Mask in the selected area with the translucent soft white Brush Tool, just leave light pink shade on the mountains tops and "south pole". Deselect planet shape. In final touch left edge of the right bottom small planet with the small soft translucent Brush Tool.

Step 40

Deselect any active selections and then release Quick Mask button. Go to Filter > Blur > Lens Blur.

Step 41

Duplicate merged layer after lens corrections, go to Image Adjustments > Black and White (default). Apply Soft Lights and Opacity 20% to this layer.

Final Image