How to Create Colorful Wooden 3D Text

Photoshop is a powerful tool for creating all sorts of imagery but it does have its limitations. While Photoshop does have some fantastic tools for creating 3D text, there are other applications that are often better suited for the job. That is why many illustrators use a combination of Photoshop and some other 3D application to help create 3D text. In this tutorial, we will show you how to use Cinema 4D to create wooden 3D text and then how to use Photoshop to add the final touches. Let’s get started!


Tutorial Assets

Please download the following assets before beginning work on this tutorial.


1. Create the Background

Step 1

We start in Cinema 4D. Create a New Document (Command/Ctrl + N or File > New). Give the document equal width and height of 1000px in Render Settings (Render > Edit Render Settings).


Step 2

Create a background object.


Step 3

Create a new material and give it the name ‘Background’.


Step 4

Give the material the desired color for the background. The original image uses the following color.


Step 5

Apply this material to the background object by dragging the material from the materials panel, up to the background object in the objects panel.



2. Create a Character

Step 1

Create a MoText object (MoGraph > MoText).
Under the Object tab in the MoText Object input the following values.

  • Depth set to -500cm
  • Subdivision set to 50
  • Text set to E
  • Font set to Knockout HTF71-FullMiddlewt (if you do not own this typeface then choose another)

Step 2

Under the Caps tab in the MoText Object input the following values.

  • Start set to None
  • End set to Fillet Cap
  • Steps set to 3
  • Radius set to 1cm

Step 3

In the Coord tab in the MoText Object input the following values. These values will centre the MoText object so that they align with the deformers we will add in the next steps.

  • Z set to 250cm
  • Y set to -67cmp


3. Apply Deformers

Step 1

Adding deformers to the MoText character will give us control over the bending and twisting of each. First we will add a bend deformer. Add one to the scene, and make it a child of the MoText object.


Step 2

In the Object tab in the Bend deformer Object input the following values.

  • Size set to 250cm – 510cm – 250cm
  • Mode set to Within Box

Step 3

In the Coord tab in the Bend deformer Object input the following values.

  • Y set to 67
  • Z set to -250
  • H set to 90°
  • B set to 90°

Step 4

Now add a twist deformer to the scene, and make it a child of the MoText object. Give this deformer the same values as the bend deformer in its Object tab.

  • Size set to 250cm – 510cm – 250cm
  • Mode set to Within Box

Step 5

And again we will give this deformer the same values in its Coord tab.

  • Y set to 67
  • Z set to -250
  • H set to 90°
  • B set to 90°


4. Create Remaining Characters

Step 1

Now that we have a MoText object setup with a bend deformer and a twist deformer, we can duplicate this object to create the remaining characters.

Rename the MoText Object ‘E’.


Step 2

Copy and paste the MoText object, and Rename the new MoText object ‘V’.


Step 3

In the new MoText object change the value of the Text field to ‘V’.

  • Text set to V

Step 4

Change the view to Front.


Step 5

Reposition the V MoText object beside the E.


Step 6

Repeat steps 1-5 for the remaining letters. Renaming each MoText object and changing the value in its Text field. You can typeset the characters manually, or give them following values to each of the MoText objects:

E

  • X set to 12
  • Y set to 485

V

  • X set to 150
  • Y set to 485

E

  • X set to 270
  • Y set to 485

R

  • X set to 385
  • Y set to 485

Y

  • X set to 495
  • Y set to 485

T

  • X set to 8
  • Y set to 340

H

  • X set to 132
  • Y set to 340

I

  • X set to 235
  • Y set to 340

N

  • X set to 336
  • Y set to 340

G

  • X set to 463
  • Y set to 340

I

  • X set to -6
  • Y set to 190

N

  • X set to 95
  • Y set to 190

I

  • X set to 250
  • Y set to 190

T

  • X set to 340
  • Y set to 190

S

  • X set to 460
  • Y set to 190

P

  • X set to 13
  • Y set to 40

L

  • X set to 123
  • Y set to 40

A

  • X set to 240
  • Y set to 40

C

  • X set to 354
  • Y set to 40

E

  • X set to 470
  • Y set to 40

The result will look like the following:


Return the view to Perspective.



5. Add a Camera

Step 1

Add a camera to the scene.


We need to position the camera low with a slight upwards tilt to give the composition the correct perspective. Either manually position the camera until it matches the composition of the original image, or give the camera the following values in its Coord panel.

  • X set to 740
  • Y set to 116
  • Z set to -1035
  • H set to 27°
  • P set to 14°

Step 2

Once you are happy with the position of the camera in position, lock it in place using a protection tag. Right click on the Camera object and add a protection tag from the CINEMA 4D Tags menu.



6. Apply Deformers to Each Character

Step 1

We can now apply a combination of the bend and twist deformers to each MoText character to achieve the warped effect in the final image.

To apply the bend deformation on a MoText character, select the bend deformer that is a child of that MoText character and adjust the number of degrees in the Strength and Angle fields.

The number of degrees bend input into the Strength field will be applied in the direction specified in degrees in the Angle. For example a value of 90° in the Strength field and a value of 0° in the Angle field of the bend deformer will bend the character so that the character face now points directly up. A value of 90° in the Strength field and a value of 180° in the Angle field will bend the character so that the character face now points directly down. Experiment with these values to get a feel for how the bend deformer works.

To apply the twist deformation of a MoText character, select the twist deformer that is a child of that MoText character and adjust the number of degrees in the Strength field.

The twist deformer will twist the MoText character so that the angle of the face twists the number of degrees input into the Strength field. For example a value of 90° in the Strength field of the twist deformer will twist the character so that the characters face now lies on its side. A value of 180 in the Strength field will twist the character so that the characters face is now upside down. Again I encourage you to experiment with the twist deformer to better understand it.

You can manually apply these deformers to match the composition to the final image, or input the following values into the deformers for each character:

E

Bend Deformer:

  • Strength set to -14
  • Angle set to 43°

Twist Deformer:

  • Strength set to -19

V

Bend Deformer:

  • Strength set to -23
  • Angle set to 13°

Twist Deformer:

  • Strength set to 10

E

Bend Deformer:

  • Strength set to -21
  • Angle set to -1°

Twist Deformer:

  • Strength set to 13

R

Bend Deformer:

  • Strength set to 19
  • Angle set to -23°

Twist Deformer:

  • Strength set to 5

Y

Bend Deformer:

  • Strength set to -9
  • Angle set to -59°

Twist Deformer:

  • Strength set to -22

T

Bend Deformer:

  • Strength set to -15
  • Angle set to -93°

Twist Deformer:

  • Strength set to -23

H

Bend Deformer:

  • Strength set to -18
  • Angle set to -31°

Twist Deformer:

  • Strength set to -8

I

Bend Deformer:

  • Strength set to 19
  • Angle set to -4°

Twist Deformer:

  • Strength set to -10

N

Bend Deformer:

  • Strength set to 18
  • Angle set to 145°

Twist Deformer:

  • Strength set to -7

G

Bend Deformer:

  • Strength set to -17
  • Angle set to 103°

Twist Deformer:

  • Strength set to -19

I

Bend Deformer:

  • Strength set to -9
  • Angle set to -87°

Twist Deformer:

  • Strength set to -13

N

Bend Deformer:

  • Strength set to -8
  • Angle set to 31°

Twist Deformer:

  • Strength set to 0

I

Bend Deformer:

  • Strength set to 11
  • Angle set to 6°

Twist Deformer:

  • Strength set to -1

T

Bend Deformer:

  • Strength set to 13
  • Angle set to -29°

Twist Deformer:

  • Strength set to 19

S

Bend Deformer:

  • Strength set to 11
  • Angle set to -69°

Twist Deformer:

  • Strength set to -8

The characters P, L, A, C and E don’t have any deformers applied to them.

The result should look like this:



7. Create and Apply Materials

Step 1

Now that the composition is complete we can apply materials to it. There are 8 materials used in this piece. The background (which we have already created), the Side Grain material for the side of each character, the end grain material for the face of each character. Therer are also 5 different coloured paint materials for over the top of the end grain material.

Before we create the material in Cinema 4D we need to adjust the Wood Texture 1 image you downloaded at the beginning of the tutorial. Open the image in Photoshop and add a new adjustment layer by clicking the ‘Create new fill or adjustment layer’ button at the bottom of the layers panel.


Select ‘Hue/Saturation’ from this menu and give the adjustment layer the following values.

  • Hue set to -5
  • Saturation set to -40

Rotate the image 90° Clockwise (Image > Image Rotation > 90° CW) and the save the image as a jpg in the same location.

Step 2

Now return to Cinema 4D and create a new material. Give it the name ‘Side Grain’. In the color menu within the material editor, click the arrow menu next to ‘Texture’ and then click ‘Load Image’. Select the image from the location you saved it before.


Step 3

We can now apply this material to the sides of the characters. To do this we will first need to break the MoText Objects into Polygon Objects so that the textures can be applied to different areas of the characters.

Select all of the MoText Objects, then right click and select Current State to Object.


Step 4

Delete all of the original MoText objects. This will leave behind only the null and polygon objects created in the previous step. Expand one of remaining null objects and its children until it looks like this. To demonstrate I have chosen the Y in EVERY.


Step 5

We want to apply the Side Grain texture to the Polygon Object (Triangle icon) with the name ‘Y’. Do this by dragging the Side Grain material from the Materials panel up onto this Polygon object. Now rename this Polygon Object ‘Side’.


Step 6

Select the material tag for the Polygon Object ‘Y’. Make sure that projection is set to UVW Mapping and set the value for Tiles U to 4.

  • Projection set to UVW Mapping
  • Tiles U set to 4

Note that later when you apply this material to the remaining characters, the value of Tiles U will vary for each character because the length around the edge of each character varies. For example the character ‘I’ only needs the texture to be tiled about 2 times because the length of the edge for an ‘I’ is less than the ‘Y’. Adjust the Tiles U for each character until the scale of this material look consistent over all Characters.

Step 7

Next we will create the end grain material for the face of the character. For the end grain material we will use the Wood Texture 2 image we downloaded earlier.

Open this image in Photoshop. We need to resize and crop this image. In the Image drop down menu select ‘Image Size’. Deselect the ‘Constrain Proportions’ checkbox, and then give the image a width of 1400px.

  • Constrain Proportions set to Off
  • Width set to 1400

Step 8

Now select the Marquee tool from the left menu.


Make a selection of the centre of the image holding the shift key to maintain a square selection. And then crop this selection through the Image drop down.


Step 9

Save the image as a jpg in the same location, and then return to Cinema 4D.

Create a new material, and give it the name ‘End Grain’. In the color menu within the material editor, click the arrow menu next to ‘Texture’ and then click ‘Load Image’ and select the end grain image you just saved from photoshop.


Step 10

Before we apply the End Grain texture, we need to connect two Polygon Objects. Expand the Polygon object ‘Y’ that we applied the Side Grain texture to. This will reveal a child Polygon Object with the name ‘Rounding’. Now expand this Polygon Object which will reveal another child Polygon Object with the name ‘Cap’. We want to connect the ‘Rounding” Polygon Object with the ‘Cap’ Polygon Object. Select both and then right click and select ‘Connect Objects + Delete’.


Step 11

This has now connected the two Polygon Objects into a single Polygon Object with the name ‘Rounding.1′. Rename this Polygon Object ‘Cap’.


Step 12

Apply the End Grain texture to the Polygon Object ‘Cap’ that we just created. On the Texture Tag input the following values.

  • Projection set to Flat
  • Offset U set to -50%
  • Offset V set to -50%
  • Length U set to 200%
  • Length V set to 200%

Step 13

The next material to apply for this character is the Chipped paint. Create a new material and give it the name ‘Chipped Paint 1′. In the Colour tab give the material the following values.

  • S set to 75%
  • V set to 75%
  • R set to 198
  • G set to 16
  • B set to 0

Step 14

Now turn on the Transparency tab in the Material Editor. In the Texture field, click the arrow and select Noise. This will make areas of the Material transparent in order to achieve the chipped paint effect.


Step 15

Click on the the ‘Noise’ button to the right of the arrow button. This will bring up a window that allows us to customise the noise shader. The black areas in the noise shader will make areas of the material opaque, while white areas of the noise shader will be transparent. Because we only want a small amount of paint to be chipped, we need to adjust the noise shader so that there are only a few well defined areas of white. To achieve this give the noise shader the following values.

  • Noise set to Electric
  • Space set to UV (2D)
  • Global Scale set to 300%
  • Low Clip set to 40%
  • Contrast set to 100%

Step 16

Next we need to add some Reflection to the material. Turn on the Reflection in the material, and put in the following values.

  • Brightness set to 20%
  • Blurriness set to 10%

Step 17

Now that we created the chipped paint material, we need to duplicate the cap Polygon object to apply it to. Select the ‘Cap’ Polygon Object in the Object manager, and copy and paste. Drag the duplicate Polygon Object back into the the parent ‘Y’ Null Object and give it the name ‘Paint’. We can also drag the ‘Cap’ and ‘Side’ Polygon Objects up under the parent ‘Y’ object, which will give this object structure.


Step 18

We need to move the ‘Paint’ object away from the ‘Cap’ object slightly. Select the ‘Paint’ object and set its Z position to -0.05.


Step 19

Now apply the material ‘Chipped Paint 1′ to the object ‘Paint’ and make a render (Shift + R).
The render should look like this:


Step 20

You will notice that there aren’t any ‘Chips’ in the paint. This is because by chance the noise field we created before in the transparency channel doesn’t have any transparent areas on the face of the character. To fix this we need to offset the material to position a transparent area. Select the material tag in the object menu.


and give the texture tag the following values.

  • Projection set to Flat
  • Offset U set to 25%
  • Offset V set to -14%

The texture is now offset, which will reveal a chip in the paint. Note that this process involves some trial and error in adjusting the Offset U and Offset V values to get a chip to appear. Experiment with these values for each character until you achieve the desired result.


Step 21

Repeat steps 18-21 for each other character. A new material needs to be created for each colour. The colour values for the Chipped paint materials 2-5 are as follows:

Chipped Paint 2

  • S set to 100%
  • V set to 77%
  • R set to 198
  • G set to 16
  • B set to 0

Chipped Paint 3

  • S set to 85%
  • V set to 100%
  • R set to 255
  • G set to 99
  • B set to 38

Chipped Paint 4

  • S set to 100%
  • V set to 100%
  • R set to 255
  • G set to 148
  • B set to 0

Chipped Paint 5

  • S set to 0%
  • V set to 100%
  • R set to 255
  • G set to 255
  • B set to 255

Once all materials have been applied, render the scene once again. The result should look like the following.


8. Add Lighting

Step 1

Now that the materials have been applied, we can set up the lighting. The original piece used a lighting setup made components of the Greyscale Gorilla Light Kit Pro. The Light Kit Pro is a very useful addition to Cinema 4D, however if you don’t have this, I will cover how to create a similar setup in the following steps.

Before we add any lighting though, we need to turn on Global Illumination in the Render Settings. Open Render Settings through the Render drop down menu.


Add Global Illumination. The default settings for are fine for the moment.


Step 2

Create a new material and name it ‘Red Light. Turn on the Luminance channel and give it a Brightness of 200%, and the following colour.

  • Brightness set to 200%
  • S set to 10%
  • V set to 90%
  • R set to 229
  • G set to 206
  • B set to 206

Step 3

Now create a Plane object.


Step 4

Give the Plane object a width and height of 1200cm.

  • Width set to 1200cm
  • Height set to 1200cm

Step 5

Position the Plane object with the following values in its coord panel.

  • X set to 1050
  • Y set to 675
  • Z set to -675
  • H set to -33°
  • P set to -0°
  • B set to -100°

Step 6

Apply the ‘Light’ material to the Plane object. This Plane is now functioning as a Light source because of the luminous material that has been applied to it, so let’s rename the Plane object to ‘Soft Light’.

Now render the scene again, the result should look like this:


Step 7

Duplicate the ‘Soft Light’ object. Rename the duplicate ‘Soft Light 2′ and resize it to 400cm wide by 400cm high in the object panel.

  • Width set to 400cm
  • Height set to 400cm

Step 8

Give the Soft Light 2 object the following coordinates and rotation

  • X set to -450cm
  • Y set to 630cm
  • Z set to -470cm
  • H set to -170°
  • P set to -10°
  • B set to -115°

Step 9

Duplicate the ‘Red Light’ material, and name the duplicate ‘Blue Light’. Give the ‘Blue Light’ material the following colour.

  • S set to 5%
  • R set to 223
  • G set to 230
  • B set to 235°

Step 10

Now replace the material on the ‘Soft Light 2′ object with the ‘Blue Light’ material we just created and render again. The result should look like this.


Step 11

Duplicate the ‘Soft Light’ object once again. Rename the duplicate ‘Soft Light 3′ and resize it to 900cm wide by 900cm high in the object panel. Give the ‘Soft Light 3′ object the following position in its coordinates panel.

  • X set to 300cm
  • Y set to 1000cm
  • Z set to 500cm

Now render the scene once again. The result should look like this.


Step 7

You will notice that the ‘Soft Light 3′ object is visible in at the top of the render. To fix this we need to give the Soft Light object a compositing tag. Right click on the Soft Light object and and select Compositing Tag.


Step 8

Now select the compositing tag, and uncheck the box next to ‘Seen by Camera’.


Step 9

Render the scene once again. This time the result should no longer be obscured by the Soft Light object. Save this image and open it in Photoshop.



9. Post Processing

Step 1

First we need to crop the image. Using the rectangular marquee tool make a selection like the following, and then selecting crop from the Image menu.


Step 2

Next we will sharpen the image. Duplicate the rendered layer we have just cropped by dragging it down to the ‘Create a new layer’.


Step 3

Select the duplicated layer and sharpen it by selecting Sharpen from the Filter menu (Filter > Sharpen > Sharpen).


Step 4

Now reduce the opacity of the sharpened layer to 70%.


Step 5

Next we will adjust the curves a little. Add a curve adjustment layer.


Step 6

Increase the contrast of the image by adjusting the RGB curve like this.


Step 7

Adjust the Blue curve like this.


Step 8

Now adjust the Red curve like this.


Step 9

Next we need to desaturate the image a small amount. Add a curve Hue/Saturation adjustment layer.


Step 10

Decrease the saturation to -15.

  • Saturation set to -15

Which will give us the final artwork.


Conclusion and Scope

Let’s quickly recap what was covered:

  • Creating Text in Cinema 4D with the MoText object.
  • How to use the Twist and Bend deformers.
  • Creating materials and applying them to objects.
  • Basic post processing in Photoshop using Curves and the Sharpen filter.
  • Most importantly I hope that you explore any techniques you have learned through this tutorial in creating your own artwork. Try using different fonts, materials and experiment with the different deformers in Cinema 4D. I hope you enjoyed the tutorial!

    Create an "Out of the Box" Stone and Concrete 3D Text Effect With Photoshop and Filter Forge

    In this tutorial, we will mix Photoshop CS6′s 3D tools with Filter Forge to create an "out of the box" stone and concrete 3D text effect. Let’s get started!


    Tutorial Assets

    The following assets were used during the production of this tutorial.


    Downloading Filter Forge

    First, you need to download Filter Forge from the plugin’s website. Once you download it, run the installation file, and that’s it! It will be added inside Photoshop under the Filter menu. Super easy to install.

    To launch the plugin and start adding some filters, go to Filter > Filter Forge > Filter Forge 3. You’ll find a couple of already existing filters under a number of categories. You’ll also find a “Filter Library: Download more filters” link to the top right side of the plugin’s window. Click the link to start downloading filters.

    The link will take you to the Filters page on the plugin’s website. You can search for almost any filter among the amazing 9000+ filters available. Just type the keywords you want to find filters for, and click the Search button.

    Once you get your search results, click the filter’s name.

    This will open the filter’s page. Click the “Open this filter in Filter Forge” button to install the filter. If you get a message asking you to confirm, just click Yes or OK. The Filter will then be added to the other filters you have.

    You can search for the downloaded filters by typing their names or a related keyword in the plugin’s search box. Make sure to download all the filters in the Tutorial Assets section before you continue with the tutorial.


    Step 1

    Create a new 1152 x 864 px document, and fill the Background with the color #c2c2c2.

    Create the text in All Caps using the font Chivo (the font color is white), and type every word in a separate line. Next, we’re going to modify the Size and Leading values of the words.

    Keep in mind that you might need to use different values if you have a different text or if you are using a different font. The values displayed here work for the specific text used in the tutorial.

    Open the Character panel (Window > Character), then, use the Type Tool to select each line (word) by double clicking it. The word “THINK” is selected first here, then, the Size is set to 175 and the Leading to 100.

    “OUTSIDE”: Font Size is 126 and the Leading is 110.

    “THE”: Font Size is 295 and the Leading is 230.

    “BOX”: Font Size is 275 and the Leading is 220.

    The text sides should be aligned, and the distance between the lines should be as similar as possible.


    Step 2

    Duplicate the text layer, then make the original one invisible by clicking the eye icon next to it. This is simply to keep a copy of the text layer in case you need it again later.

    Right click the duplicated text layer and choose “Convert to Shape”, then duplicate the shape layer and make the copy invisible.

    Pick the Rounded Rectangle Tool. In the Options bar, choose the Shape option, click the “Exclude Overlapping Shapes” icon, and set the Radius to 10. Click and drag a box around the letters, you can press and hold the Shift key while doing so to create a perfect square shape.

    Once you release the mouse button, the letters will be excluded from the square shape. Make this layer invisible.


    Step 3

    Make the text shape layer visible and duplicate it, select the original one so that it is the active layer, and decide which letter you want to pull outside the box. We will use the letter X.

    Pick the Direct Selection Tool, click and drag to select the letter you want to pull outside the box. You don’t have to pick all the anchor points since the letters are pretty close to each other, but select as many anchor points as possible.

    Then, you can press and hold the Shift key, and click any remaining anchor points (the ones that weren’t selected with the click and drag).

    Make sure no other points are selected, then hit the Delete key to remove the selected letter.

    Select the duplicated text shape layer, then select the letters you want to keep inside the box. Again, press and hold the Shift key, then click to add or remove the anchor points when needed.

    Delete the selected letters.

    Make the three shape layers visible.


    Step 4

    Select the box shape layer, then go to 3D > New 3D Extrusion from Selected Path.

    Select the inside the box letters shape layer and extrude them the same way.

    Repeat the same step for the outside the box letter shape layer as well.

    Select all 3D layers (Command/Ctrl + click each one), then go to 3D > Merge 3D Layers. This will place all the meshes in one layer, which means one scene as well.

    This is an important step to keep things organized: Save the document you’re working on in a separate folder, as we’re going to save some other files later, and it’s better to keep them all in the same folder.


    Step 5

    To access the 3D mesh settings and properties, you’ll need to open two panels: The 3D panel, and the Properties panel (both found under the Window menu).

    The 3D panel has all the components of the 3D scene, and when you click the name of any of those, you’ll be able to access its settings in the Properties panel.

    One thing you’ll need to do often while working in a 3D scene, is change the camera angle (view). So click the “Current View” in the 3D panel, then pick the Move Tool.

    In Photoshop CS6, there are no special 3D Tools anymore. If you check the Move Tool’s Option bar now, you’ll find a set of 3D Modes for the tool to the right of the bar. You can pick a Mode, then click and drag in an empty area to move the scene around.


    Step 6

    The Move Tool 3D Modes can also be used for meshes. But an easier option is using the 3D Axis. You can get the 3D Axis by clicking a mesh (or its name in the 3D panel), while the Move Tool is active.

    The arrows at the ends of the axis move the mesh, the part below them is used for rotation, and the cubes are used for scaling. The cube in the center is used to scale the object uniformly. All you need to do is click and drag the wanted part.

    Move the meshes only if you want to make changes on them. If you want to view or place them in different angles, change the Camera View instead.

    Select the letters you want to keep inside the box, then move them along the Z Axis to pop them a little bit outside the box.

    Click the letter you want to place outside the box, then pull it out completely.

    Rotate the letter and reposition it as you like.

    Command/Ctrl + Click all meshes’ groups in the 3D panel, then go to 3D > Snap Object to Ground Plane, then select the letter outside and do the same thing to make sure nothing is floating above the ground plane.

    (Each mesh is placed in a group that can be expanded or collapsed by clicking the small arrow next to it).


    Step 7

    Select the box mesh name (inside its group) in the 3D panel, then, in the Properties panel, change the Texture Mapping to Tile and the Depth to 750.

    Click the Cap icon at the top of the Properties panel, then change the Width to 3% and the Contour to Half Round.

    Click the first text layer’s mesh name, then change its Texture Mapping to Tile and its Depth to 350.

    Under Cap, change the Width to 5% and the Contour to Half Round.

    Apply the same settings for the second text layer mesh.


    Step 8

    Create a new 1024 x 1024 px document. It will be used to create two textures, because the textures used take quite a long time to be rendered. So instead of recreating them each time, we’ll save them as images.

    Fill the Background with the color #a1a1a1.

    Create a new layer and call it “Travertine”.

    Go to Filter > Filter Forge > Filter Forge 3, and choose the “Travertine” filter under the Stone category. Use the default preset and click Apply.

    Wait until the texture is applied.

    Go to Image > Adjustments > Hue/Saturation. Change the Saturation to -100 and the Lightness to -5, then click Ok. Save (File > Save As…) the file as a .jpg image in the folder you created earlier, and name the image “Travertine”.

    Create a new layer and call it “Wall Distressed”.

    Go to Filter > Filter Forge > Filter Forge 3, and choose the “Wall Distressed Section 1″ filter under the Building category. Use the last preset and click Apply.

    This filter might take a while, but it’s a richly detailed one. Once applied, save it as a .jpg image as well with the name “Wall Distressed”.

    You can save the textures’ psd file if you like, then close it (File > Close).


    Step 9

    Create a new 500 x 500 px document.

    Go to Filter > Filter Forge > Filter Forge 3, and choose the “Rusted Metal” filter under the Techno category. Use the last preset, then, under the Settings tab, check the Seamless Tiling box, and change the Size,pixels value to 166.67. Click Apply.

    Go to Image > Adjustments > Desaturate. Then go to Edit > Define Pattern, and type in “Rusted Metal”.


    Step 10

    Before moving on, it’s a good idea to rename the groups so that it’s easier to identify them.

    To do so, double click the group’s name, change it, then hit Enter/Return.

    Next is applying textures. Start with the “Box” mesh, and click the “Front Inflation Material” in the 3D panel. Then, click the Diffuse texture icon in the Properties panel and choose Edit Texture.

    If you get a message warning you that the texture is used in multiple places in the scene click OK and continue.

    This will open up the texture file. Since the mesh is originally created from a shape layer, the front texture will be based on that original shape.

    Command/Ctrl + click the shape layer’s thumbnail to create a selection. Then, pick the Paint Bucket Tool, and in the Options bar, choose the Pattern fill, and choose the “Rusted Metal” pattern.

    Create a new layer and click inside the selection to fill it with the pattern. Save this document.

    We will be using this file to create the Bump texture as well. So go to File > Save As…, and save the file in the folder you created. Call the file “Box – Front Bump”. Close the file after saving it.


    Step 11

    With the “Front Inflation Material” still selected, click the folder icon next to the Bump in the Properties panel, then choose Load Texture, and load the “Box – Front Bump” file.

    Click the Bump texture icon and choose Edit Texture.

    When the texture file is opened, delete the texture layer at the top, then create a selection and a new layer.

    Go to Filter > Filter Forge > Filter Forge 3, and choose the “Bonez” filter under the Organic category. Use the default preset and change the Size,pixels value under the Settings tab to 500. Make sure that the Seamless Tiling box is unchecked and click Apply.

    This will add some cracks to the texture, by making the lighter areas create raised surfaces and the darker areas create flatter surfaces. Save the file and close it.

    You can see now how both textures work together on the front of the box.

    Click the “Front Bevel Material” and load the “Box – Front Bump” file once again for the Bump. The Diffuse material is already applied along with the Front Inflation Material.


    Step 12

    Click the “Extrusion Material” in the 3D panel, then click the Diffuse icon in the Properties panel and choose Edit Texture.

    When the texture opens, go to Image > Canvas Size, and type in 2000 for both the Width and Height values.

    Fill the layer with the “Rusted Metal” pattern, then save the file and close it.

    You’ll notice that the texture looks distorted. To fix that, click the Diffuse texture icon and choose Edit UV Properties.

    Change the U Scale to 1000%, the V Scale to 100%, and the U Offset and V Offset values to 0.

    Click the Bump folder icon and choose New Texture.

    Create a 2000 x 2000 px file and click OK. Then click the Bump texture icon, choose Edit Texture, fill the texture with the “Rusted Metal” pattern, save the file and close it. Back to the original document, click the Bump texture icon, choose Edit UV Properties, and apply the same values of the Diffuse texture and click Ok.

    The sides of the box will be textured now. Don’t forget to Save your work.


    Step 13

    Open the “Text” group, select the “Front Inflation Material”, then click the Diffuse texture icon and choose Edit Texture.

    Open the “Travertine” image then place it on top of the Diffuse texture.

    Right click the duplicated layer and choose “Create Clipping Mask”. This will apply the textures to the letters below. You can use the Move Tool to click and drag the texture if you want to move it around. Save this file.

    Go to File > Save As…, save the file in the folder you created, and call it “Text – Front Bump”. Delete the texture layer, open the “Distressed Wall” image, and place it on top of all layers. Create a clipping mask, move the texture around, and resize it if needed (Edit > Free Transform). Then save this file and close it.

    Back to the original document, click the Bump texture icon of the “Front Inflation Material”, choose Load Texture, and load the “Text – Front Bump” file.

    Load the same file for the “Front Bevel Material” Bump texture too.


    Step 14

    Click the “Extrusion Material” then the Diffuse texture icon, choose “Replace Texture”, and load the “Travertine.jpg” image.

    Click the Diffuse texture icon once again then choose Edit UV Properties. Set the U Scale to 1000%, the V Scale to 100%, and both Offset values to 0.

    Click the “Front Bevel Material” Bump folder icon, choose Load Texture, and choose the “Distressed Wall.jpg” image. Then, click the Bump texture icon, choose Edit UV Properties, and use the same Diffuse texture UV values.


    Step 15

    Repeat the exact steps to texture the remaining mesh (of the letter outside). The only difference is in the “Extrusion Material” UV values. For the Diffuse, set the U Scale and V Scale to 100%.

    For the Bump, set the U Scale and V Scale to 250%.

    Those values depend on the covered area and the depth. So feel free to adjust any values if needed.


    Step 16

    Time to adjust the Current View, or the camera angle. Click the “Current View” in the 3D panel, pick the Move Tool, then use the 3D Modes to change your camera view until you like it.

    If you like the view, and want to save it, you can click the View drop down menu in the Properties panel, and choose Save.

    Enter a name for the view and click OK.

    The view will be added to the drop down menu, as well as the bottom of the 3D panel. So whenever you change the view while working on the 3D objects, you can go back to the saved view by clicking its name in the 3D panel, or choosing it from the View menu in the Properties panel.


    Step 17

    Create a new layer on top of the 3D layer, then fill it with the color #beb8b2.

    Go to 3D > New Mesh from Layer > Postcard. This will create a simple plane.

    Duplicate the plane’s layer.

    Select the duplicated plane Mesh name, then click the Coordinates icon and set the X Rotation Angle to 90°.

    Select both planes’ layers then go to 3D > Merge 3D Layers.


    Step 18

    Select “Current View”, then choose the main 3D layer name from the View drop down menu in the Properties panel. This will make sure that both scenes have the same camera view.

    Select both 3D layers then go to 3D > Merge 3D Layers.

    Select the planes’ groups in the 3D panel, then scale them uniformly. After that, move and scale each plane separately to fill the scene. Make sure you are working on the Final camera view. You can rotate the camera around to check how the scene looks, but make sure to get back to the final view to make sure things look right in that view.

    As you are scaling and moving the planes, you’ll need to select each one then snap it to the Ground Plane (3D > Snap Object to Ground Plane).

    Select the first plane’s mesh name then uncheck the “Catch Shadows” box.

    Do the same for the other plane’s mesh.

    Select the second (ground) mesh material then change the Reflection value to 10.


    Step 19

    Select the “Infinite Light 1″ and change the Shadow Softness to 30%.

    Click the “Add new Light to Scene” icon down the 3D panel, then choose New Point Light.

    Change the Light’s color to #fff8ed and uncheck its Shadow box. If you can’t see the light inside the scene, click the “Move to view” icon down the Properties panel to move the light to the center of the scene.

    Click the Coordinates icon, and set the values to 1600, 600, 500.

    Click the “Infinite Light 1″, pick the Move Tool, and move the light around until you like the result.

    You can render a certain area by selecting it, using any selection tool, then going to 3D > Render. You can stop the rendering by clicking anywhere inside the document.

    You don’t need to use the same exact values presented here, especially if you have a different camera angle. Continue adjusting the lights until you like the result.


    Step 20

    Once you like how the scene looks, make sure there are no selections, then go ahead and render it (3D > Render). This might take some time, but once its finished, make sure to save the file.

    Create a new layer on top of all layers and call it “Smoke”, change its Blend Mode to Hard Light, set the Foreground color to #bcbcbc, and pick the Brush Tool. Choose one of the first three brushes from the “Fog Grunge” pack then resize it to a value around 250 px.

    Add some smoke in the X empty area, and around a couple of other letters as well.

    The effect might not be as obvious outside the X area, but it adds a nice hazy touch.

    Create a new layer, call it “Dirt”, change its Blend Mode to Multiply, and change the Foreground color to #bdb8b2. Use the same brushes to add some dirt to the letters.

    Use the Eraser Tool with a soft round brush to remove any unwanted parts.


    Final Image

    And this is the final result. You can always add you own touch by creating some more meshes, or changing the colors and textures used. Please feel free to leave your comments and suggestions below.

    Adding Texture and Transparency to 3D Objects in Photoshop CS6 Extended

    In the last episode of this series we showed you how to create several 3D objects in Photoshop. In this tutorial, we will show you how to add texture to those objects to create a realistic 3D wine glass, bottle, and table top; each with a varying degree of transparency, refraction, and reflection. Let’s get started!


    Adobe Improves 3D Functionality in Photoshop CS6.1

    Adobe made some rather significant changes to its 3D features in Photoshop CS6. In CS6.1, they have made a handful of tweaks that you should be aware of. These new features include a way to generate bump map textures from flat artwork, using the Normals menu; smoother previewing of soft shadows; full-image ray tracing, replacing the earlier block-by-block approach; and always-on Image Based Lighting. Steve Caplin will explain.

    Note: Adobe updated the system requirements necessary to use the 3D features in Photoshop 13.1. This means that if you upgrade to this version and are running less than 512 MB of video memory (vRAM) that the 3D features will be disabled on your machine.


    How to Get This Update

    To get this update, customers can follow the following instructions.

    1. In Photoshop, choose Help > Updates
    2. The Adobe Application Manager will launch. Select Adobe Photoshop or and choose “Update.”

    Upgrade to Creative Cloud

    Not using the Creative Cloud? You can subscribe to the Creative Cloud and get access to all these updates, as well as the rest of the Creative Suite for just $49.99/month.

    Create a Valentine’s Day-Inspired 3D Text Effect Using Filter Forge and Photoshop

    Valentine’s Day is right around the corner. In this tutorial, we will combine Filter Forge and Photoshop to create a wood textured 3D text effect with a simple red glass heart. Let’s get started!


    Tutorial Assets

    The following assets were used during the production of this tutorial.


    Downloading Filter Forge and the Filters used

    First, you need to download Filter Forge from the plugin’s website. Once you download it, run the installation package. It will be added inside Photoshop under the Filter menu. Super easy to install.

    To launch the plugin and start adding some filters, go to Filter > Filter Forge > Filter Forge 3. You’ll find a couple of already existing filters under a number of categories. You’ll also find a “Filter Library: Download more filters” link to the top right side of the plugin’s window. Click the link to start downloading filters.

    The link will take you to the Filters page on the plugin’s website.

    You can search for almost any filter among the amazing 9000+ filters available. Just type the keywords you want to find filters for, and click the Search button.

    Once you get your search results, click the filter’s name.

    This will open the filter’s page. Click the “Open this filter in Filter Forge” button to install the filter. If you get a message asking you to confirm, just click Yes or OK. The Filter will then be added to the other filters you have.

    You can search for the downloaded filters by typing their names or a related keyword in the plugin’s search box.

    Make sure to download all the filters in the Tutorial Assets section before you continue with the tutorial.


    Step 1

    Create a new 1270 x 915 px document, and fill the Background with Black. Then create the text in All Caps using the font “Fengardo Neue Black”. The font color is white, and the font size is 350 pt.

    In this tutorial, the word used is “LOVE”. So the letters L, V, and E will be created separately, then a heart shape will be added instead of the letter O.

    If you don’t have a letter that you can replace with the heart shape, you can just add the heart separately to the text.


    Step 2

    To create the heart, pick the Custom Shape Tool, then choose the default heart shape in the Options bar. Press and hold the Shift key, then click and drag to create a 276 x 240 px heart.

    Next, we are going to add a base to the heart. So pick the Rounded Rectangle Tool, and in the Options bar, set the Radius to 10, and choose the Combine Shapes option to add the rectangle to the heart in one shape layer. Click and drag a 100 x 50 px rectangle as shown below.

    If you want to move the base, you can use the Direct Selection Tool to Shift + Click each of the rounded rectangle’s anchor points, then move them.

    Once you’re satisfied with the result, click the Merge Shape Components icon down the “Path operations” menu in the Options bar.


    Step 3

    Select the text layer, then go to Type > Extrude to 3D. This will instantly convert the text into a 3D mesh.

    To access the 3D mesh settings and properties, you’ll need to open two panels: The 3D panel, and the Properties panel (both found under the Window menu).

    The 3D panel has all the components of the 3D scene, and when you click the name of any of those, you’ll be able to access its settings in the Properties panel.

    One interesting thing about the new 3D environment in CS6, is the use of the Move Tool in the 3D scene. So there are no special 3D Tools anymore. If you check the Move Tool’s Option bar now, you’ll find a set of 3D Modes for the tool to the right of the bar.

    It is always important to keep in mind that any modification you make in the 3D scene will be applied to the selected element in the 3D panel. So if you find selecting the elements by clicking them inside the 3D scene a bit confusing, you can just click their names in the 3D panel instead.


    Step 4

    Click the 3D Mesh name in the 3D panel to adjust some of its settings. Start off by reducing the Extrusion Depth value to 55, and setting the Texture Mapping to Tile.

    You can always use the Rotate 3D Object mode of the Move Tool to click anywhere in the 3D scene, then drag to rotate the camera view. This will help you check the changes from different angles

    Click the Mesh name again, then click the Cap icon at the top of the Properties panel. Change the Sides to “Front and Back”, the Width to 5%, and the Contour to Half Round.

    The text will have rounded edges now.


    Step 5

    Create a new 500 x 500 px document.

    Go to Filter > Filter Forge > Filter Forge 3. Then, choose the “Plywood Plus” filter under the “Building” category, and choose the third preset under the Presets tab.

    Click the Settings tab, then check the Seamless Tiling box. Click the Apply button to the bottom right corner to apply the filter.

    This will create a nicely detailed wooden texture.

    Go to Image > Image Rotation > 90° CW to rotate the texture 90° Clockwise. This will change the orientation of the texture from horizontal to vertical.

    Go to File > Save, and save the document as a .psd file or an image file (.jpg). Then go to File > Close to close the texture file and get back to the original 3D document.


    Step 6

    Now, we will create the wooden material that will be used to texture the 3D text. So click the mesh’s Front Inflation Material in the 3D panel, and change its settings in the Properties panel as below.

    You’ll need to change the Specular color to #fff7e5, the Shine value to 90%, the Reflection to 20%, the Bump to 10%, and the Refraction to 1.600.

    Click the Diffuse folder icon and choose Load Texture. Then load the wood texture that you created in the previous step.

    This will apply the texture to the front side of the text.

    The texture is applied so that it covers the text in large blocks of pattern. To make the pattern repeat vertically, click the Diffuse texture icon, and choose Edit UV Properties.

    In the Texture Properties box, change the U Scale to 350%, and make sure that the V Scale is set to 100%, and both the U Offset and V Offset values are 0.


    Step 7

    The texture looks so polished and shiny. To make the texture seem a bit rougher, go ahead and click the Bump folder icon, choose Load Texture, and use the same wood texture.

    After you load the texture, click the Bump texture icon and choose Edit UV Properties.

    Apply the same UV Properties used for the Diffuse previously.

    You might not be able to notice the effect now, but the bump will make a difference when the scene is rendered. And what it basically does, is create an illusion of bumps in the texture based on the loaded image, after converting it to a grayscale map. So the lighter values create raised surface areas and darker values create flatter surface areas.


    Step 8

    Click the material menu arrow, then click the pop-up menu icon, and choose New Material.

    Type in a name for the wood material you created.

    This will add the material to the other materials, so that you can use it again without the need to re-enter all the values each time.


    Step 9

    Now, we are going to apply the saved material to all the remaining sides of the mesh. So click each one in the 3D panel, then choose the wood material from the menu to apply it.

    Once you’re done, the whole text will have the same material.

    Don’t forget to save your work after each step.


    Step 10

    Before moving on to the heart shape, we are going to perform one last step. We’re going to split the mesh, to be able to move each letter separately.

    To do so, go to 3D > Split Extrusion. A message will appear telling you that you’ll lose the original extrusion, so click OK to continue.

    If you check the 3D panel now, you’ll notice that you have three separate meshes, one for each letter. So instead of creating each letter in a separate layer, extruding it, then texturing it on its own, you can now create all the letters in one mesh then split it. This is a great CS6 3D feature.


    Step 11

    In the Layers panel, select the heart shape layer, then go to 3D > New 3D Extrusion from Selected Path.

    Click the Mesh name in the 3D panel, then change its Depth to 55, and its Texture Mapping to Tile in the Properties panel.

    Click the Cap icon in the Properties panel, then change the Width to 10, and the Contour to Cone.

    This is how the heart should look.


    Step 12

    To make the heart stand out, we’re going to apply a shiny red glass material instead of using the same wood material.

    Click the Front Inflation Material, then start changing the values as below.

    Change the Diffuse color to #8e010a, the Specular to #f3f3f3, the Illumination to #1d0000, and the Ambient to #960000. Next, change the Shine value to 75%, the Reflection to 30%, the Opacity to 35%, and the Refraction to 1.800 (it might be auto-rounded to a very close value, so no problem if that happens).

    That’s it for the heart material. Follow the same steps of saving the material and applying it to the other sides of the mesh.

    You can use different colors if you like, or maybe make the sides less transparent. Make sure to apply any changes before moving on, as we’re not going back to the materials after this step.


    Step 13

    As you might have noticed, the text and the heart are in separate 3D layers, so they are in separate 3D scenes as well. The next step will be merging them in one layer, and one scene.

    Before merging the layers, it is better to make sure that both layers’ camera angles are the same. So select the heart 3D layer, click the Current View in the 3D panel, then, choose the text layer’s name from the View drop down menu in the Properties panel.

    This will give all the meshes the same camera view.

    Select both 3D layers (Command/Ctrl + Click each one), then go to 3D > Merge 3D Layers.


    Step 14

    Now that all the meshes are in the same scene, it’s time to reposition them using the Move Tool.

    You can select the mesh by clicking it, or by clicking its name in the 3D Panel. When a mesh is selected, you can see the 3D Axis that can be used to move the mesh, rotate it, and scale it. Click and drag the arrow ends to move the meshes around.

    Click and drag the parts below the arrow ends to rotate the meshes.

    Click and drag the box in the middle of the 3D Axis to scale the mesh uniformly.

    One important step to keep in mind, especially after merging or scaling 3D objects, is to make sure that they are still on the Ground Plane, not floating over it. To do so, select the mesh you want to place on ground, then go to 3D > Snap Object to Ground Plane. Do this every time you add a new element or scale an existing one, unless you want the object to not touch the ground.


    Step 15

    Moving on to the Current View, or the camera angle. In this tutorial, the camera is supposed to be placed above the meshes. If you want to place the camera in front of the text, you’ll need to make a simple modification that will be mentioned later.

    You can move the camera manually, or you can click the Coordinates icon in the Properties panel and type in some values.

    If you like the view, and want to save it, you can click the View drop down menu in the Properties panel, and choose Save.

    Enter a name for the view and click OK.

    The view will be added to the drop down menu, as well as the bottom of the 3D panel. So whenever you change the view while working on the 3D objects, you can go back to the saved view by clicking its name in the 3D panel, or choosing it from the View menu in the Properties panel.


    Step 16

    Time to add a plane for the ground. You can use the Environment Ground Plane, but a separate plane has more settings as a 3D object than the Ground Plane.

    Create a new layer on top of the 3D layer and call it “Ground”, then fill it with white.

    Go to 3D > New Mesh from Layer > Postcard. This will create a simple plane. Go ahead and set the plane’s Current View to the 3D layer’s View.

    Click the Ground Mesh name, then click the Coordinates icon in the Properties panel. Change the X Rotation Angle to 90, so that the plane is placed horizontally instead of verticallly.

    Select both 3D layers, then merge them (3D > Merge 3D layers).


    Step 17

    Click the Ground mesh, then go to 3D > Snap Object to Ground Plane. If you notice that the other meshes are floating as well, go ahead and snap them. Scale the plane until it covers the whole scene (canvas). This will change according to the camera view, so make sure you scale the plane in the final camera view that you’ll be using for the final rendering.

    Tip: If you are not using the same camera angle as the one in the tutorial, you might notice that one horizontal plane will not cover all the areas of the scene, especially if you are using a more straight-forward view. If that’s the case, you will need another vertical plane, that is perpendicular to the ground. So follow the same steps to create one and place it in the scene before getting to the next step.

    If you want to check out how a part of the scene will be rendered, you can select that part using any selection tool (for example, the Rectangular Marquee Tool is used here), then go to 3D > Render. If you do so, you might notice some weird lines on the ground. This is caused by the plane mesh being placed exactly on the Ground Plane.

    To solve that problem we need to move the plane mesh a fraction above or below the ground plane. To do so, click the Ground Mesh name, then the Coordinates icon in the Properties panel, and increase the Y Axis value 0.1. If that doesn’t work (or gets rounded back to the original value), add another 0.1.

    If you re-render the selection now, you should get a clean result.


    Step 18

    Time to modify the plane material. We’re aiming for a simple reflective surface. So we don’t need any Diffuse texture. Click the Diffuse texture icon and choose Remove Texture to ba able to add simple colors instead.

    Change the Diffuse color to #d4cdbb, the Ambient to #363636, the Shine value to 50%, the Reflection to 10%, and the Refraction to 1.850.


    Step 19

    Time to modify the lighting of the scene. Start by clicking the Infinite Light 1 down the 3D panel. Make sure that its Intensity is 90%, and set its Shadow Softness to 30% in the Properties panel.

    Click the “Add new Light to Scene” icon down the 3D panel, then choose New Point Light.

    This will create a new light. If you can’t see the light inside the scene, click the “Move to view” icon down the Properties panel to move the light to the center of the scene.

    Go ahead and add another Point Light. You’ll notice that the lighting is pretty intense and harsh. We’ll work on that next.


    Step 20

    Select the Point Light 1, then change its color to #c78c04 and its Intensity to 30%. We don’t want all three light sources to cast shadows, because this will create a mess of shadows everywhere. Infinite Light shadows are enough, so un-check the Point Light 1 Shadow box.

    Select the Point Light 2, change its Intensity to 20%, and un-check it Shadow box. The lighting should look better now.

    Also, set the Environment Light color to #191919, its Intensity to 50%, and un-check it Shadow box as well.

    Once you’re done modifying the Light settings, you can start moving the lights around in the scene (Click the light name, then move it using the Move Tool). No numerical values of the coordinates will be posted in the tutorial, as the numbers are just random and difficult to copy. Instead, some images of the 3D scene from different angles will be added next, so that you can position your lights accordingly.

    This is the Infinite Light positioning. It should be pointing diagonally downwards on the text.

    As for the point Lights, Point Light 1 is the one to the left and Point Light 2 is the one to the right. You’ll need to move them around depending on the scene you have, and the letters’ location. So take your time with this step, and keep in mind that you can render parts of the scene to check how everything is working out.

    You can as well rotate the whole scene to check where the lights are exactly placed, since it might be hard sometimes to figure that out by looking through one angle only. And remember that you can go back to the original view by clicking the view name you saved earlier in the tutorial.

    When you’re happy with all the scene’s elements, go ahead and render it (3D > Render). This might take a while, but you can stop the rendering anytime by clicking anywhere inside the document. You can check the time needed to complete rendering in the status bar at the bottom of the Photoshop window.

    When the rendering is finished, save the document, then save the final result as an image. (You can rasterize the 3D layer, but you’ll lose the 3D scene, and you won’t be able to go back to it or modify any of its components. So saving an image is way better).


    Step 21

    Open the image you saved, then duplicate it.

    Go to Filter > Filter Forge > Filter Forge 3, and choose the LOMO filter under the Photo category. Choose the preset shown below under the Presets tab, then click Apply.

    This filter will intensify the colors, and make them more vivid. But it’s a bit too strong.

    To reduce the filter’s effect, we’re going to fade this layer into the original Background layer, by reducing the copy’s Opacity. The value used here is 25%, but you can choose the value you like.


    Step 22

    Finally, click the “Create new fill or adjustment layer” icon down the Layers panel, and choose “Gradient Map”.

    Change the adjustment layer’s Blend Mode to Soft Light, and it’s Opacity to 30%. Then click the Gradient box to create the gradient.

    The gradient uses five colors as follows (you need to click once below the gradient bar to add each color Stop):

    Color – Location

    • 1 – a08657 – 0
    • 2 – b28f5a – 25
    • 3 – bc9359 – 46
    • 4 – cbb785 – 67
    • 5 – edebbe – 100

    Final Image

    Create a Humorous Rat Race Illustration Using Poser and Photoshop – Tuts+ Premium Tutorial

    The great thing about Photoshop is it allows us to create almost anything, but sometimes it can be struggle; imagine trying to make this image without the help from a 3D application. In this Tuts+ Premium tutorial, Mark Mayers will show you how use a 3D render as the basis to create a humorous rat race illustration. This tutorial is available exclusively to Tuts+ Premium Members. If you are looking to take your 3D and photo manipulation skills to the next level then Log in or Join Now to get started!

    Tuts+ Premium Members can login now for instant access to this tutorial. Membership to Tuts+ Premium gets you access to hundreds of exclusive premium tutorials, top selling ebooks, in-depth courses, member forums, and much more. To learn more about Tuts+ Premium, Take the Tour or Join Today.

    Create a Humorous Rat Race Illustration Using Poser and Photoshop – Tuts+ Premium Tutorial

    The great thing about Photoshop is it allows us to create almost anything, but sometimes it can be struggle; imagine trying to make this image without the help from a 3D application. In this Tuts+ Premium tutorial, Mark Mayers will show you how use a 3D render as the basis to create a humorous rat race illustration. This tutorial is available exclusively to Tuts+ Premium Members. If you are looking to take your 3D and photo manipulation skills to the next level then Log in or Join Now to get started!

    Tuts+ Premium Members can login now for instant access to this tutorial. Membership to Tuts+ Premium gets you access to hundreds of exclusive premium tutorials, top selling ebooks, in-depth courses, member forums, and much more. To learn more about Tuts+ Premium, Take the Tour or Join Today.