welcome back to PSD Tut's in this
tutorial we'll look at some interesting
ways to extrude twist taper and
otherwise to form 3d objects both by
dragging in the head-up display and by
tweaking the numbers we're going to
build a bolt from scratch using a
variety of techniques so let's get
started first of all we'll draw the
screw thread of the bolt till a switch
to our layers panel and make a new layer
and let's call this one thread to draw
this we'll use the elliptical marquee
tool make a circular selection and let's
fill this with a mid gray we could do
that by going to the swatches panel
choosing our gray and now we can press
alt backspace or option backspace on a
Mac to fill the selection with that
color and now we can deselect there's
our circle let's in the 3d panel make
sure 3d extrusion is selected and now
just click create and right away there
is our object as a 3d extrusion now
let's have a look at how we can
manipulate this object we've already
seen that by clicking on it we get the
bounding box coming up where we can move
it back and forth and if we press the V
key on the keyboard we now get this
head-up display and in the middle there
of our extrusion controls so drag
upwards to add to the extrusion and drag
down to reduce it so we can set the
depth of our object exactly using this
control what further interesting now is
these extra controls that light up
around the object or let's see what
these do well the first is this square
box around the extrusion control and
that is our taper control
and by dragging that up or down we make
the object get larger and smaller as it
was seated in the distance and you can
see how this is making an effect on what
we're drawing as well as tapering it we
can bend it so when we move up from the
taper control we now get to the bend
control and by dragging in here we can
bend our object to the left to the right
or up and down and we do this simply by
clicking in here and dragging in the
direction we want to go so we could make
for example a bed flugelhorn effect I
have a good curving around like this
now it's clearly quite hard to control
the amount of Bend accurately by
dragging like this so what I recommend
is you use this technique to get it more
or less what you want and then switch to
the properties panel and then here you
can see the amount of extrusion the
amount of taper and the amount of Bend
exactly as you want it if we wanted to
change the horizontal Bend to say 45
degrees and the vertical Bend to zero we
can just type those numbers in and now
we have this object that bends round to
the side but doesn't Bend up or down at
all so it's always worth going back to
these controls to set the precise amount
of the deformation and when you go to
the properties panel you can see it
divided into these separate sections so
the first button here gives you the
basic mesh control the second one gives
you the deformation control with
extrusion twist taper Bend and shear and
so on then
get the cap and the coordinates the
position of the object in space as well
as bending we could also choose to share
it by pressing this button and you can
see the icon for sharing changes and now
rather than bending it or a curve its
bending it on a straight line in this
case though we don't want to bend at all
so we can set the Bend amount to zero
you can always press the reset
deformation button and it'll put
everything back to how it wasn't we
started and let's extrude this a bit
further and have a look at this control
around the outside this is the twist
control and as we turn it you could just
about see that there's some small amount
of twisting going on the trouble is
because we're working on a cylinder it
doesn't matter how much you twist a
cylinder it still looks like a cylinder
so let's adjust the shape of this so we
can get our screw thread into it and we
can do that by clicking on the mesh
button on the properties panel and we
can press the edit source button right
down at the bottom and it opens our
original drawing in the new window
let's pull this out so we can keep it
separate from the rest of the image and
also so we can see the image behind it
now let's try making a new layer inside
this on this new layer we can draw the
shape that we want to add the thread so
let's try first of all going through the
Matangi Lemar key we can draw a square
shape and let's position it up on this
corner and fill that with gray and let's
take copies of this and position it of
on this circle so we get the four
corners appearing in order to apply this
to our shape all we do is to save this
PSB document which is stored within our
3d object and we go to file and save and
now something rather unusual happens
what's curious here is that it is
completely ignored or lower layer and
only worked on the upper layer so what
we have to do is to merge these two
layers together we can go to layer and
merge down when we now save it there it
is applied we'll leave this window open
and just click in the background to have
a look at our 3d object and let's turn
this around tree from a different angle
well there is our thread starting to
turn around and let's increase the
number of turns in here so once again we
click on it to select it press the V key
to get our head up controls and now we
could continue to wind up this twist
amount and when we get to 360 degrees
well we can just keep on going we can
have as many turns as we want in here
let's turn this around a bit and that's
looking pretty good now that is the kind
of thread that you'd expect from a wood
screw but in this case we're not drawing
a wood screw we're drawing a bolt and in
a bolt you don't have anything like this
kind of sharpness on your thread we
already have our source window open so
we can just go to the window menu and
choose roof from the bottom now because
we didn't close this window we go on to
the layers panel we can undo another
word step backward and what that does is
it undoes by stepping back in the
history just in this window
so now we can have this back as two
separate layers again we can get rid of
this layer and we make another new layer
and this time rather than having pointed
edges onto our glue thread let's see how
it looks if we have rounded ones so I'll
use the elliptical marquee tool again to
make our circular selection and we'll
copy this around our screw thread once
again we'll merge these two together and
when we save it that's better
that's much more the kind of effect that
we want with Eddy 3d object in Photoshop
cs6 you can now go back and you can edit
the source even after you've extruded it
you've twisted it you've tapered it
whatever you want to do you can always
go back and change it we'll use the Move
tool to select it and now let's press
the V key to get our controls let's
extrude this a little bit further and
add a couple more twists and there's the
thread section of the bolt complete so
now we've made the thread let's hide
this layer and make a new layer on which
we're going to make the cap because this
is a bolt and not a screw we want to
give it a hexagonal shaped cap and we
can do that most easily by using the
shapes tool will choose the polygon tool
from here make sure we have six sides
selected and also make sure it's not
selected as a star and let's start
dragging to draw a hexagon if we held
the spacebar down we can move it around
and then carry on drawing it if I hold
the shift key we can make it come out so
that one of the flat edges
is parallel to the ground just like this
now you've noticed I've drawn this as a
path while dozens a shape and the reason
for that is that I want to round off
these corners to make it more like a
real screw head so let's turn this path
into a selection by holding command on a
Mac control on a PC and hit on the Enter
key and now we can begin to round these
corners and the best way to do that is
to go to the Select menu and use refine
edge and what we're seeing now is our
selection on a white background the
trouble is that nothing in our selection
so instead we can choose to view it
simply as black and white where the
selected area is white and the
unselected area is black to smooth this
off we could just try dragging the
smooth slider that Father uncontrollable
what I find is better is to feather the
whole thing and then use the contrast
control to tighten up that feather
amount and there is a nice crisp edge
with the rounded corners we can say okay
and there is our selection with the
rounded corners and let's fill that with
the same mid gray we had before and
deselect we'll make sure that 3d
extrusion is chosen in the 3d panel and
fessed the create button and there's our
bolt head extruded let's click on it to
select it and press the V key to bring
up the head up controls we want it
extruded much less than that so let's
drag this down so we get the appropriate
size of head for our screw we also want
to round off these corners and we can do
that with the second set of extrusion
controls pressing the V key on your
keyboard again brings up this second set
on the right here
are the inflation controls and these are
a special set of controls which we'll
look at in more detail in a future
tutorial for now let's look on this side
I will look at the bevel controls this
is the bevel angle and this is the bevel
width first of all we drag on the bevel
width and we can drag right or left to
increase or reduce that width and you
can see what this is controlling is
literally the width of this bevel the
angle control determines the angle at
which the bevel leaves the side of the
object and the default position is 45
degrees we couldn't raise that third now
approaches 90 degrees and we can flatten
it we can even give that a negative
value so now the head is sunk into the
screw head let's leave that at the
moment for roundabout our 45 degrees now
that's not a bad bevel but we can make
it a little more interesting by having a
different shape to it let's go to our
properties panel and because we have the
bevel control selected this is now
showing us the cap controls and here we
can set both the width and the angle
precisely what we could also do is
change the shape of this bevel if we
click this little down arrow after the
contour button we can see all these
preset shapes appear and we click on one
of these you can see how it changes the
shape of that bevel up or down various
different curves and so on
the more complex the shape the more
complex the bevel or we can make it a
simple rounded shape which is more like
a screw head but we can also do is click
in the middle to bring up that precise
controls and here we can see this is the
preset we had the half round and you can
see the names of all the other presets
we can drag on here and as we drag you
can see the shape of this bevel changing
so we can create any bevel shape we like
simply by dragging on here to produce
the shape and let's go for something a
bit fancy like this and we'll say ok to
that so there is our bolt head complete
let's go back to the layers panel and
reveal the thread again and the problem
is that our cap has a ground plane going
in this direction and the thread has a
different ground plane going a different
direction and you can see they're
slightly at odds with each other and
that's why they don't fit properly what
we want to do now is to select the cap
and the thread by holding the shift key
down to select the bottom layer and we
want to merge these two layers together
3d menu and we can choose merge 3d
layers and this puts them together into
a single layer let's turn this around
and you can see there is our screw head
notched out the side and the reason is
position it so bizarrely is it aligned
both the ground planes and that's the
result in that default position even
though we've merged these both together
if we look in our 3d panel you can see
that the thread layer and the cup layer
will main as to
separate objects so let's take the
thread layer and now let's pop open the
little arrow by it and in that thread
layer we can select the thread mesh
itself now in the properties panel when
we go on to the coordinates button we
can now set these coordinates all to 0 0
tab go to the next field type 0 tab to
the next one and 0 again and now we know
that our thread now is fitting exactly
flat on this ground plane and let's just
assume out a little so we can see the
image a bit more clearly we'll repeat
this with the cap layer so we open the
cap layer tab select the cap by itself
once again go on the coordinates tab and
set everything to 0 with this still
selected let's now bring this forwards
using the 3d axis controller and here it
is our cap is obviously much too small
for the thread so let's go into the
center here and drag to make the whole
thing bigger and that's about right the
next step is to try position this so
that the to align there are several ways
we can do this we can drag up growl to
the side and say well that looks more or
less ok but we need to get it more
accurate than this because we're
building a 3d model it may look fine
from this angle but it won't from other
angles if we go to the View menu and
choose to show the secondary 3d view we
can now see looking at it from this side
it's not aligned
and so we can drag it over until it
appears to be lined up and we can repeat
this with different views of our object
or Telma t'v li there's a simple way
let's move this so it clearly not
aligned and we put our 3d second review
away we can select the cap layer and the
thread layer and now we can simply use
our align controls to get these lined up
so we want to align vertical centers and
horizontal centers we can select just
the cap layer and bring this forwards
and there it is if we now click off it
we can rotate this around and there is
our completed 3d screw let's pan this
across a bit rotate it down and there's
our object let's now position this so
that it fits properly onto our ground
plane at the moment you can leave the
cap is projecting below the ground plane
now we have to do this manually so let's
go to our camera and choose to view this
from the right
there's our object
and let's zoom in on this so we can see
it more clearly we'll switch back to our
rotating tool and with both layers
selected let's now rotate them and
position it so that this is now fitting
neatly on top of this ground plane and
we can drag it back just a little we can
now manipulate that view to get any
position we want on this object and
there is our completed 3d model and this
is how that same bolt can look when it's
lit with inter had textures applied and
when it's put in a different background
and we'll look at how to do all this in
a future tutorial