Enabling OpenGL
The Repoussé will not work unless OpenGL is
enabled. So go to Edit > Preferences > Performance, and make
sure Enable OpenGL Drawing (under GPU Settings) is checked.
Also, go to Edit > Preferences > 3D, and make sure OpenGL (under Interactive Rendering) is enabled.
Step 1
Create
a new 1024 x 768 px document, or whatever size you need depending on
the text you’ll be creating. Then, set the Foreground color to #4a4f65
and the Background color to #161a28, and fill the Background with a
Radial Gradient (from the center to one of the corners).
Open the
More Grunge vi texture then go to Image > Adjustments > Levels, and change the Shadows value to 70 and the Gamma value to 0.70.
Go to Image > Adjustments > Hue/Saturation and change the Saturation value to -60.
Step 2
Place the texture on top of the gradient background layer and change its Blend Mode to Overlay, then resize it as needed.
Create the text in All Caps using the font
Mousou Record G and the color white. The size is 255 pt, and the Tracking value is set to 100 to create more space between the letters.
Step 3
Go
to 3D > Repoussé > Text Layer. A dialog box will appear
telling you that this will rasterize the type layer, and you will no
longer be able to modify your text. So if you are sure you don’t need to
modify your text, click yes and continue.
Under the Repoussé
Shape Presets, choose Inflate Sides. Then, under Extrude change the
Depth to 0.1, under Inflate change the Angle to 100 and the Strength to
0.05, and under Bevel, choose Front from the Sides drop down menu, set
the Height to 30, the Width to 6, and choose the Cove – Deep Contour.
This will create the basic 3D shape of the text.
From
the Toolbox, use the Camera Tools to change the camera (view) angle, as
we don’t want to change the mesh’s position. Once you select the Camera
Tool, you can click and drag to change the values, or you can simply
use the 3D Axis to do so. And if you want you can enter some exact
values in the Options bar Orientation fields.
If
you don’t see the 3D Axis you can get them by clicking the “Toggle misc
3D extras” icon down the 3D panel, then check the 3D Axis option.
You
can save the camera position as well, by clicking the “Save the current
view” icon in the Options bar then entering a name for the view. The
saved view will appear down the View drop down menu in the Options bar.
Step 4
Now
its time to apply the materials for each side of the mesh. First, you
need to open the 3D panel (Window > 3D), then click the little
arrow to the left of the mesh’s name to expand the materials list.
Select
the Front Inflation Material to start modifying its values. First you
need to get rid of the Diffuse texture if there is one. To do so, click
the Diffuse texture icon, then choose Remove Texture. You’ll need to do
the same thing for the other materials as well, as the texture might
hide any applied colors.
Once
you remove the texture, change the Reflection value to 25, the
Illumination color to #323232, the Gloss to 80%, the Shine to 80%, the
Specular color to #e7e7e7, and the Refraction value to 1.46.
Click the folder icon next to Environment then choose Load Texture and add the
Bokeh Texture. This texture will appear in the reflective areas of the material.
Click
the Environment texture icon then choose Edit Properties, and make sure
that the U Scale and V Scale are set to 1, and the U Offset and V
Offset are set to 0.
Step 5
Select
the Front Bevel Material, then change the Diffuse color to #006ddc, the
Opacity to 30%, the Reflection to 30, the Illumination color to
#002a5f, the Glow to 95%, the Shine to 70%, the Specular color to
#fcfcfc, the Ambient color to #0042b4, and the Refraction to 1.768.
Select
the Extrusion Material, then change the Diffuse color to #d4d3d2, use
the Bokeh texture for the Environment, change the Reflection to 10, the
Illumination color to #323232, the Glow to 80%, the Shine to 70%, the
Specular color to #e7e7e7, and the Refraction to 1.25.
As
for the Back Bevel Material, we will use the same colors used in the
Front Bevel Material, and the same Opacity and Refraction values as
well, then change the Glow to 98% and the Shine to 82%. Apply the exact
same values for the Back Inflation Material too.
Step 6
Click
the “Toggle the misc 3D extras” icon down the 3D panel and check the
“3D Light” option, and you can check the “3D Ground Plane” as well. This
way you can see how the 3D lights are positioned in the scene.
Scroll
down under the Materials to select the lights. Use the Light Tools to
move the lights around if you want, again, by clicking and dragging,
using the 3D Axis, or just typing in the values in the Options bar.
- Infinite Light 1: Make sure that the Intensity is 0.5.
- Infinite Light 2: Make sure that the Intensity is 0.4.
- Infinite Light 3: Make sure that the Intensity is 0.3.
You should get a result similar to this. Make sure that the lights are not super bright or too low.
Step 7
Click
the pop-up menu arrow in the top right corner of the 3D Panel, then
click the Ground Plane Shadow Catcher option, so that the shadows will
be rendered without the need to create a surface to catch them.
Click Scene at the top of the 3D Panel, then choose Ray Traced Final from the Quality drop down menu.
This might take a couple of hours, but this is what the rendered scene should look like.
Step 8
Once
the rendering is finished, pick the Rectangular Marquee Tool and draw a
80 x 322 px rectangle in any empty area, but try to keep the selection
centered vertically. You can check the measurements in the Info panel
(Window > Info), or you can create a Fixed Size selection.
Create
a new layer below the 3D layer and call it “Gradient”. Set the
foreground color to #56d4df and the Background color to #208dad, pick
the Gradient Tool, choose the Foreground to Background gradient, and
click the Reflected Gradient icon in the Options bar. Then, click in the
center of the selection and drag to one of the sides.
Go
to Select > Deselect to get rid of the selection. Then go to
Filter > Blur > Motion Blur, set the Angle to 90 and the
Distance to 500.
Duplicate the Gradient layer then move the copy a bit to the right.
Step 9
Select
both Gradient layers, go to Layer > Merge Layers, then duplicate
the new merged layer. Make the copy merged layer invisible by clicking
the eye icon next to it.
Make
sure that the visible Gradient layer is selected (active). Press
Ctrl/Cmd + T to enter the Free Transform Mode, then press the Ctrl/Cmd
key and move the corners of the gradient to create an illusion of a 3D
background for the text.
You
might need to move the four corners to get the result you want. Once
you’re done hit Enter/Return to get out of the Free Transform Mode. Make
the copy Gradient layer visible again.
Do
the same thing for the copy Gradient layer, except this time you’ll
need to adjust it vertically so that it is perpendicular to the original
Gradient. After that, merge the two gradient layers, and rename the
merged layer to “Gradient Background”.
Step 10
Click
the Create new fill or adjustment layer icon down the Layers panel and
choose Hue/Saturation, and change the Hue value to 19 and the Saturation
value to -50.
Make sure that the adjustment layer is below the 3D layer so that it affects all the layers except for the 3D text layer.
Step 11
Set
the Foreground color to #cbf6f4 and pick a 30 px soft round brush, then
create a new layer on top of all layers, call it “Dots”, and change its
Blend Mode to Overlay.
Start adding the bright dots along the blue part of the text.
Go to Filter > Blur > Motion Blur, set the angle to 0 and the Distance to 10.
Change the “Dots” layer’s Opacity to 30%, or any other value you like depending on how bright you want the dots to be.
Step 12
Click the Create new fill or adjustment layer icon and choose Photo Filter, then select the Warming Filter (81).
Click
the Create new fill or adjustment layer icon once again and this time
choose Gradient Map. Then change the adjustment layer’s Blend Mode to
Multiply and the Opacity to 70%.
Click the Gradient box to assign the gradient colors.
Only two colors are used, the color #6fb3b3 to the left, and white (#ffffff) to the right.
Make
sure that the adjustment layers are on top of all layers. They will
intensify the final effect colors and make them more vivid.
Final Image
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