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3D in Photoshop
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3D in Photoshop
The Ultimate Guide for Creative
Professionals
Zorana Gee
Pete Falco
AMSTERDAM(cid:1)BOSTON(cid:1)HEIDELBERG(cid:1)LONDON(cid:1)NEWYORK(cid:1)OXFORD
PARIS(cid:1)SANDIEGO(cid:1)SANFRANCISCO(cid:1)SINGAPORE(cid:1)SYDNEY(cid:1)TOKYO
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BritishLibraryCataloguinginPublicationData
3Dinphotoshop:theultimateguideforcreativeprofessionals.
1.Adopephotoshop.2.Digitalart.3.Three-dimensionalimaging.
I.Gee,Zorana.II.Falco,Pete.
776-dc22
LibraryofCongressControlNumber:2010930199
ISBN:978-0-240-81377-6
ForinformationonallFocalPresspublications
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PrintedandboundintheUnitedStates
10111210987654321
Contents
Foreword.................................................................................................................ix
AbouttheAuthorsandAcknowledgements.................................................xi
Introduction...........................................................................................................xv
PartI Introductionto3DConcepts...............................................................1
Chapter1 Scene...................................................................................................3
1.1. The3DScene.......................................................................................................................3
1.2. MeshesandVertices.......................................................................................................3
1.2.1. 3Dvs2D....................................................................................................................3
1.3. Cameras...................................................................................................................................5
1.3.1. PerspectiveCamera...........................................................................................5
1.3.2. OrthographicCamera......................................................................................5
1.3.3. DepthofField.......................................................................................................6
1.4. Lights.........................................................................................................................................7
1.4.1. PointLight...............................................................................................................7
1.4.2. InfiniteLight...........................................................................................................8
1.4.3. SpotLight.................................................................................................................8
1.4.4. Image-BasedLight.............................................................................................9
1.5. Materials..................................................................................................................................9
1.5.1. Photoshop-SupportedMaterialProperties....................................11
1.6. UVs............................................................................................................................................16
1.6.1. UVMaps.................................................................................................................17
Chapter2 Rendering:OpenGL(OGL)andAdobeRay
Tracer(ART).....................................................................................19
2.1. OpenGL.................................................................................................................................19
2.2. RayTracing.........................................................................................................................21
2.2.1. RayTracingEffects..........................................................................................22
2.3. OtherRenderSettings................................................................................................24
2.3.1. DepthMappreset...........................................................................................24
2.3.2. Normalspreset..................................................................................................24
PartII 3DinPhotoshop...................................................................................27
Chapter3 GettingStartedwith3DinPhotoshop.................................29
3.1. Workspaceandthe3DPanel................................................................................29
3.2. Importing3D.....................................................................................................................31
v
Contents
3.3. Convertingto3D............................................................................................................31
3.3.1. 3DPostcard..........................................................................................................31
3.3.2. 3DShapefromPreset..................................................................................32
3.3.3. 3DRepousséObject......................................................................................33
3.3.4. 3DMeshfromGrayscale............................................................................34
3.3.5. 3DVolumes..........................................................................................................35
3.4. Navigating3D...................................................................................................................35
Chapter4 Materials...........................................................................................37
4.1. MaterialLibraryandBrowsingMaterials.......................................................37
4.2. 3DMaterialToolsandEditing..............................................................................39
4.2.1. MaterialDropper/LoaderTools..............................................................39
4.2.2. ChangingMaterialColor.............................................................................39
4.3. Paintingon3D.................................................................................................................40
4.3.1. OptimalPositioningofyour3DModelforPainting..............41
4.3.2. PaintingonUnwrappedTextures........................................................42
4.3.3. ReparameterizingUVs..................................................................................43
4.4. TiledPainting....................................................................................................................43
Chapter5 Lights,ShadowsandFinalRendering...................................45
5.1. LightTypes.........................................................................................................................45
5.2. PositioningLightsandKeyboardShortcuts................................................45
5.3. EditingLights....................................................................................................................46
5.4. AddingandEditingShadows................................................................................47
5.4.1. GroundShadowsandSnappingObjecttoGroundPlane......50
5.5. ColoredTransparentShadows.............................................................................51
5.6. FinalRendering................................................................................................................55
5.6.1. TestRendering...................................................................................................56
Chapter6 AdobeRepoussée3DExtrusions..........................................57
6.1. IntroductiontoAdobeRepoussé.......................................................................57
6.2. ChangingtheRepousséShape............................................................................60
6.2.1. Presets.....................................................................................................................60
6.3. Constraints..........................................................................................................................64
6.3.1. Holes.........................................................................................................................65
6.3.2. ActiveConstraints...........................................................................................66
6.3.3. InactiveConstraints........................................................................................66
6.4. AssigningMaterials.......................................................................................................67
6.4.1. ExtrusionTextureMapping......................................................................67
vi
Contents
6.5. MeshQuality......................................................................................................................67
6.5.1. RepousséSpeed...............................................................................................68
6.6. SplitApartFunctionality...........................................................................................68
Chapter7 PerformanceSettingsandOptimization..............................71
7.1. 3DPreferences.................................................................................................................71
7.2. GPUMemory(VRAM)..................................................................................................72
7.3. InteractiveRendering..................................................................................................73
7.3.1. OpenGL(onbydefault)..............................................................................73
7.3.2. AllowDirectToScreen(onbydefault)............................................73
7.3.3. Auto-HideLayers(onbydefault).........................................................73
7.3.4. RayTracer(offbydefault).........................................................................73
7.4. RayTraceQualityThreshold..................................................................................73
7.5. 3DFileLoading...............................................................................................................74
7.5.1. ActiveLightSourceLimit...........................................................................74
PartIII Workflows..............................................................................................75
Chapter8 3DandCompositingwithBertMonroy...............................77
8.1. SimpleComplexity........................................................................................................97
Chapter9 AdobeRepousséwithCoreyBarker....................................103
9.1. TextandReflections..................................................................................................104
9.2. CreatingRealistic3DProductShots..............................................................113
9.3. Masking3DShapesforEffect............................................................................125
9.4. 3DandPhotoshopEffects....................................................................................133
9.5. CoverArtBreakdown...............................................................................................144
9.5.1. GettingStarted...............................................................................................144
Chapter10 Painting,TexturingandLighting
withStephenBurns.................................................................153
10.1. Importing3DUsing3DVIA................................................................................154
10.2. CreatingtheLayout................................................................................................157
10.3. TexturingtheWallsoftheBuildings..........................................................170
10.4. Lightingthe3Dmodel.........................................................................................173
10.5. AddingtheWetLooktotheStreet............................................................175
10.6. AddingLocalizedBumpandReflective
Characteristics.............................................................................................................178
10.7. AddingDepthofFieldandtheSplash.....................................................181
vii
Contents
Chapter11 CreatingLenticularswithRussellBrown.........................187
11.1. GettingStarted..........................................................................................................188
11.1.1. EquipmentandSoftware...................................................................188
11.2. BasicLenticularWorkflow..................................................................................188
PartIV Appendices..........................................................................................193
AppendixA: FileFormats................................................................................................195
AppendixB: InteroperabilityandLimitations..................................................199
Index......................................................................................................................201
viii
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Foreword
Gavin Miller
Traditionalanalogphotographycombinedthecreativeuseofcameraswith
postprocessinginthedarkroom.Photographersadjustedscenecomposition
andlighting,andcontrolledexposure,focallengthanddepthoffieldto
capturethemomentonfilm.Inthedarkroom,chemicalmanipulationfor
transfercurveswascombinedwithopticalmanipulationssuchasdodgeand
burn,convolutionsusingmovingfilm(suchasaRostrumCamera)and
compositingusingopticalmasks.
Photoshop,initsearlydays,waslargelyinspiredbythedesiretomoveimage
manipulationstothedigitalrealminwhichtheyweremorerepeatable,
convenientandexpressive,allowingnotdozensbuthundredsoflayers,and
imagetransformationsandeffectsnotpossiblewithanalogprocessing.At
thesametime,Photoshopbecamearichgraphicdesignmediuminwhich
vectororrastergraphicscouldbemanipulatedtocreatetheimpressionof
somesimpleformsoflightingandgeometry,suchasfloatingtextwithdrop
shadowsandembossing.
Withthegrowthof3DfunctionalityinPhotoshop,thecreativepotentialis
expandinginanewdirection,inwhichitisthephotographicstudioitselfthat
becomesvirtual,withlights,camerasandmodelstakingtheformofalgo-
rithmsratherthanphysicalobjects.Manyofthesamecreativedecisions
remainfromphysicalphotographysuchasscenecompositionandcamera
focallengthanddepthoffield.Buttherearearangeofnewartisticdecisions
tomakeinwhichthemodelsthemselvescanbemadeofawidevarietyof
shapesandmaterials.Imagestakeonanewroleassurfacetexturesapplied
togeometry,capturingtheappearanceandstructureofsubstancesrather
thanwholeobjects.
A 3D rendering might be an end in itself, or be part of a larger compo-
sition with captured imagery or 2D graphic elements. By integrating 2D
and3Dtoolsintothesameapplication,anewcreativemediumispossible
in which layer effects and 3D rendering styles interact to produce images
that would be expensive or impossible to make with either alone. 3D
graphics imposes a certain amount of structure on the resulting images,
with shadows consistent with the geometry and lighting. Sometimes
a designer will have a particular look in mind and carefully manipulate all
the elements to produce the desired result, but just as valid is exploring
themodelbymovingthecameraandlightsarounduntilahappyaccident
of light and shadow resonate with the viewer, as happens with physical
photography.
ix
Description:Pressestimmen"There isn't really any comprehensive documentation about using 3D that comes with Photoshop and what is possible to do with it. This book definitely fills that gap and hopefully inspire people to come up with new ways of utilizing the technology. For new users, they will probably have