Core reference: the actual source model rendered in VTK and composited with the supplied landscape. Click to enlarge
First master the object. Then build the story.
THE CHALLENGE
Bring 3D into the skills you already use.
Create a scene with one textured 3D balloon, light it deliberately, render it with transparency, and integrate it into the supplied landscape. Begin with the core, then choose an extension that strengthens your story.
The core is one balloon and one landscape with restrained tone matching and mist. The fleet, mirage city, clouds, custom identity and poster are optional. This is a first model-use lesson, not a modelling-from-scratch course.
Use Blender for the 3D part.
Photoshop’s legacy 3D features were removed in July 2024 (A1). Substance 3D Viewer and its Photoshop workflow were subsequently discontinued (A2). The core uses Blender for genuine 3D and Photoshop for the rendered PNG. It does not require obsolete Photoshop 3D tools or generative credits. A1A2
Classroom edition • 17 September 2026 • Blender 4.5 LTS + Photoshop desktop. Five to six 70-minute classes is a planning estimate, not a fixed completion time.
How this guide was made — read before teaching
This is a new adaptation of your supplied OBJ, MTL, artwork and composite reference. It is not a transcription of an unseen original written tutorial. The prepared model and texture are explicitly documented changes.
The model was parsed, adapted and rendered in VTK 9.6.2. The diagrams and source-based composites are teaching references, not Blender or Photoshop screenshots. Blender and Photoshop were not available for an end-to-end software run here. A teacher must complete the installed-version preflight before independent student use.
All numeric positions, powers, brush sizes and corrections are starting values for the prepared assets. Render engines and installed software can differ. Match the visual checkpoint rather than forcing a harmful setting.
LOOK AROUND BEFORE YOU IMPORT
A different angle reveals a different side.
Model, material, render
Model: the three-dimensional shape, including the fabric, ropes and basket.
Material and texture: the surface response and the image wrapped around it.
Render: a flat image produced from a chosen camera and lighting setup.
This slider switches between 12 actual source-model renders. It is a prepared turntable, not a live Blender scene and not evidence of your own 3D work.
In Step 20 you will make your own two-angle comparison.
OFFLINE-READY SOURCES
Download, extract, then start.
The starter ZIP contains the four-part model, materials, artwork, landscape, optional elements and clearly labelled support renders. Keep the OBJ and MTL together.
This button works from the saved HTML without an internet connection. Extract the ZIP before opening files in Blender.
File
Role
Use
Balloon_Classroom.obj + .mtl
Core
Prepared mesh and four starting materials. Keep these files together. About 14 MB uncompressed OBJ; roughly 186,000 faces.
Skybound_Texture.png
Core
1571 × 887 new texture; aligned to the retained UVs. Image connection is taught explicitly.
Landscape.jpg
Core
2000 × 1333 supplied photograph, renamed for clarity. The working canvas matches it.
Texture_Blank.png
Extension
Matching empty layout for an original fictional expedition identity.
Balloon_A_Front.png / Balloon_B_Turned.png
Support only
1200 × 1200 transparent VTK renders. Not a substitute for the learner’s own Blender evidence.
Mist_Support.png
Support only
2000 × 1333 prepared soft-painted overlay. The core also teaches painting it yourself.
Supplied source elements. Storm and city instructions are optional; warm clouds remain an alternative source.
Original reference / original decal
Reference
Supplied historical composite and its original artwork, retained for comparison.
original_model/balloon.obj + .mtl
Teacher archive
Full untouched raw model in the complete classroom ZIP only. It is heavier and has many groups; do not use it for the first import.
Prepared renders support compositing, but do not prove importing, texturing or rendering. Make your own Blender A/B images for the core assessment.
AT-A-GLANCE HELP
Selection comes before the shortcut.
Controls and keyboard notes
Select first
Choose the named object in Blender’s Outliner, or the named layer/mask in Photoshop. Read the selection line before doing the actions.
Blender: inspect
Middle-drag or navigation gizmo = orbit. Shift+middle-drag = pan. Wheel = zoom. View > Frame Selected finds the selected object.
Blender: transform
G = move, R = rotate, S = scale. Then X, Y or Z constrains the axis. Type a number and Enter. Esc cancels the operation.
Blender: modes
Tab switches Object/Edit Mode. N opens the viewport Sidebar. F3 searches commands. Keep the pointer over the correct editor.
Blender: camera/render
View > Cameras > Active Camera (Numpad 0). Render > Render Image (F12). Then Image > Save As saves the actual PNG.
Photoshop: main keys
V = Move, B = Brush. Ctrl+T on Windows / Cmd+T on Mac = Free Transform. Ctrl/Cmd+S saves the document.
Photoshop: masks
Click the mask thumbnail first. White reveals, black hides. Ctrl/Cmd+I inverts a selected mask. A clipping mask restricts an adjustment to the image beneath.
Keyboard differences
The guide assumes Blender’s default keymap. Blender’s G/R/S keys work on either platform; modifier shortcuts may differ with custom keymaps or OS shortcuts. Use the written menus when a shortcut is intercepted. Function keys may require Fn on a laptop.
Exact starting-settings card
Prepared model
Balloon_Classroom.obj + matching .mtl; 4 named objects; Z-up; 12 scene units high.
OBJ import
Forward Y / Up Z / Scale 1 / Clamp 0. Split by Object ON, Group OFF. Validate Meshes ON.
Controller
BALLOON_CTRL: Location 0,0,0; Rotation 0,0,0; Scale 1,1,1. Parent the four meshes with Keep Transform.
Envelope material
Image Texture Color → Principled Base Color. Active UV map. sRGB image. Roughness 0.65 / Metallic 0 / Alpha 1.
EEVEE; 1200 × 1200; 100% final / 50% test. Film Transparent ON. Save PNG/RGBA/8-bit; Save As Render ON.
View transform
Render Properties > Color Management > AgX. Keep view settings consistent between tests.
Photoshop canvas
2000 × 1333 pixels; RGB/8; sRGB. Core render centre approximately (1430,650), using its full 1200-pixel canvas.
Core corrections
Background saturation -16. Balloon Curves 128→120. Local highlight 128→144 on a masked/clipped adjustment. Warm Photo Filter 85, Density 8%. These are starting points, not grading criteria.
Keep your editable 3D scene and layered composite. The PNG is the bridge, not the source scene. Click to enlarge
THE COMPLETE WALKTHROUGH
Do. Understand. Check. Refine.
Each step names the selection before the action. Compare the checkpoint and use the fix at the point you need it.
No steps match. Clear the search or choose “All steps”.
01
A · Meet the model / Files + planning
Set up your expedition
SELECT FIRSTYour downloaded starter ZIP — not the original finished PSD.
The classroom file names are intentionally different from the raw original. Click to enlarge
Do this
Extract the starter ZIP into a new folder named Lastname_Skybound. Do not work inside the compressed ZIP. Keep the OBJ and MTL together in its starter folder.
Create three empty folders inside your project: 3D_Work, My_Renders and Photoshop_Work. Keep the supplied texture and landscape files in starter.
Open Core_Final.jpg in the guide. Identify the single large balloon, the light arriving from the upper left, and the small amount of mist crossing its lower section.
Write a one-sentence goal: “I will make a 3D balloon belong in a photographed landscape by …”. Choose the core route first; the city, fleet and poster are extensions.
Confirm that your teacher has preflighted Blender 4.5 LTS and Photoshop desktop on this computer. A three-button mouse helps, but the View menus provide alternatives.
Evidence checkpoint: Record your goal and any prepared support you expect to use.
SELECT FIRSTA new General scene; save any existing personal work before replacing it.
Editor locations are a labelled orientation diagram, not a Blender screenshot. Click to enlarge
Do this
Choose File > New > General. Click outside the splash screen. Select the Layout workspace at the top.
Locate the large 3D Viewport, the Outliner at the upper right, and the Properties editor below it. These are different editors: shortcuts act in the editor under your pointer.
Move the pointer into the 3D Viewport. Confirm the mode menu says Object Mode. Press A to select the startup cube, camera and light; press X, then confirm Delete.
Choose File > Save As. Save Lastname_Skybound.blend in 3D_Work. You will save again after importing, texturing and rendering.
Leave the central 3D cursor at the world origin. To reset it, use Shift+S > Cursor to World Origin with the pointer over the viewport.
Import settings apply only to Balloon_Classroom.obj, not the untouched Y-up original. Click to enlarge
Do this
Navigate to starter and choose Balloon_Classroom.obj. Show the import options on the right of the file browser.
Set Scale to 1.000 and Clamp Bounding Box to 0 (disabled). Set Forward Axis to Y and Up Axis to Z. These settings preserve this prepared Z-up model’s coordinates.
Enable Split by Object. Disable Split by Group and Vertex Groups. Keep Validate Meshes enabled. Click Import Wavefront OBJ and allow the import to finish.
With the imported parts selected, choose View > Frame Selected in the 3D Viewport. The envelope should be upright above the basket.
Check the Outliner for Envelope, Rigging, Basket and Hardware. Do not rename them yet; the next steps use these names.
SELECT FIRSTAll four imported parts; pointer in the 3D Viewport.
Three genuine source-model render angles. The HTML also includes a 12-view turntable. Click to enlarge
Do this
Drag with the middle mouse button to orbit around the balloon. Hold Shift while middle-dragging to pan. Scroll the wheel to zoom.
Choose View > Viewpoint > Front, then Right, then Top. With a numpad, the corresponding shortcuts are Numpad 1, 3 and 7.
Return to Front. Use View > Frame Selected when you lose the model; press Home to frame everything in the scene if nothing useful is selected.
On a mouse without a middle button, use the viewport navigation gizmo: drag the axis control to orbit and use the hand and magnifier controls to pan and zoom.
Observe which parts overlap in each view. Write the difference between orbiting the viewport and rotating the balloon itself.
Evidence checkpoint: Demonstrate orbit, pan and Frame Selected to your teacher or partner.
Four groups reorganised from the supplied model; the full preparation record is in teacher/. Click to enlarge
Do this
Click Envelope in the Outliner. Notice that the fabric becomes selected in the viewport. Select Basket, then Rigging, then Hardware to compare their roles.
Use the eye icon beside Envelope to hide it temporarily. Inspect the basket, lines and small hardware. Click the eye again to restore the fabric.
Click Envelope and press N over the viewport to open the Sidebar. In Item, inspect its Location, Rotation and Scale. Do not edit these values yet.
Choose View > Viewpoint > Front. Confirm that all four parts are visible again. Save the .blend file.
SELECT FIRSTBALLOON_CTRL in Object Mode; not an individual child mesh.
G moves, R rotates and S scales. X, Y or Z constrains the active transformation. Click to enlarge
Do this
With the pointer in the viewport, press G, then X, type 2 and press Enter. The entire balloon moves two units along X. Undo with Ctrl+Z.
Press R, then Z, type 30 and press Enter. Inspect the changed face of the balloon. Undo to return to the starting rotation.
Press S, type 0.8 and press Enter. All parts should shrink together. Undo again.
Open the Sidebar with N. Verify BALLOON_CTRL has Location (0, 0, 0), Rotation (0°, 0°, 0°), and Scale (1, 1, 1). Type those values explicitly if needed.
Press Esc or right-click to cancel an unfinished transform. Save only after you have restored the baseline.
Evidence checkpoint: Explain why you used the controller rather than selecting Envelope alone.
Actual classroom mesh rendered without the image texture; not a Blender interface capture. Click to enlarge
Do this
Choose Object > Shade Smooth, or press F3 over the viewport, search Shade Smooth and run it. This changes the shading of the existing faces.
Inspect the silhouette and panel lines. Do not add Subdivision Surface, Remesh or a new UV unwrap. Those operations are unnecessary for the first lesson.
Press Tab once to look at Edit Mode. Observe the many vertices and edges, but do not transform or delete them.
Press Tab again to return to Object Mode. Check the mode label explicitly, then save.
SELECT FIRSTEnvelope, with the model back in Object Mode.
Node names and connections are shown as a teaching diagram. Click to enlarge
Do this
Click the Shading workspace tab. Find its 3D Viewport and Shader Editor. Confirm the Shader Editor context is Object rather than World.
Click the Material Preview sphere at the upper right of the viewport. Allow the preview shaders to load.
In Material Properties, confirm Envelope has MAT_Envelope. In the Shader Editor you should see Principled BSDF connected to Material Output.
If there is no node graph, enable Use Nodes for that material. If necessary, click New once to create a material for Envelope and name it MAT_Envelope.
Use the Shader Editor’s View > Frame All to find nodes that are off screen. Do not disconnect the existing BSDF-to-Surface connection.
SELECT FIRSTEnvelope’s MAT_Envelope in the Shader Editor.
Flat artwork and an actual render using the supplied UV layout. Click to enlarge
Do this
With the pointer in the Shader Editor, choose Add > Texture > Image Texture. Place the new node to the left of Principled BSDF.
Click Open on the Image Texture node. Choose starter/Skybound_Texture.png. Leave Colour Space at sRGB, Projection at Flat and interpolation at Linear.
Drag from the Image Texture node’s yellow Color output to the Principled BSDF yellow Base Color input. Leave the Image Texture Alpha output unconnected.
Leave the Vector input unconnected: the image uses the existing active UV map. Keep Principled BSDF connected to Material Output > Surface.
Inspect the fabric in Material Preview. The large SKYBOUND lettering should wrap around the front. Save the .blend file.
Evidence checkpoint: Capture your own Shader Editor showing the image node and its connection.
SELECT FIRSTEnvelope only; do not select the basket.
Blue lines sample the actual model UV layout; fewer lines are shown for readability. Click to enlarge
Do this
Switch to UV Editing. With the pointer over the 3D Viewport, press Tab for Edit Mode and A to select all Envelope faces.
In the UV Editor, choose Skybound_Texture.png from the image selector. Use View > Frame All to see the full layout.
Compare the UV edges with the flat bands and lettering. Some coordinates wrap around the image edge because the fabric wraps around a three-dimensional surface.
Do not choose Unwrap, Smart UV Project or Cube Projection. The supplied map is already aligned to this artwork.
Return to Object Mode with Tab and switch back to Layout or Shading. Save without changing the UV coordinates.
SELECT FIRSTOutput Properties in the Properties editor.
The guide’s prepared PNGs use the same 1200 × 1200 canvas, but a different render engine. Click to enlarge
Do this
Under Format, set Resolution X to 1200 px, Y to 1200 px, and Percentage to 100%. Set Pixel Aspect X and Y to 1.000.
Check the camera view again. The square frame must include the entire basket and fabric. Leave the camera at the numeric setup from Step 13.
In Render Properties > Color Management, use the AgX View Transform and leave the other display settings at their defaults for the first tests. Do not change the view transform between A and B renders.
For a faster test later, change only Percentage to 50%. Return it to 100% before saving final renders.
Save the .blend file. A consistent canvas will make replacing a render in Photoshop much easier.
SELECT FIRSTObject Mode; no existing light selected.
Area-light positions and rotations are lesson setup values; the diagram is not a Blender screenshot. Click to enlarge
Do this
Choose Add > Light > Area. Rename the light Key_Area. Open N > Item for its transforms.
Set Location to (-6, -8, 13). Set Rotation to (59.04°, 0°, -36.87°). Do not rotate the balloon instead.
In Light Data Properties (lightbulb icon), set Power to 1800 W, Shape to Square and Size to 5. Set the light colour to a pale warm tint, such as hex FFE5C5.
In Render Properties choose EEVEE. Switch the viewport to Rendered shading, then look through Camera_Render.
Observe the envelope’s upper-left side. The key should create the dominant light direction; the values are starting points for this prepared model, not universal settings.
SELECT FIRSTA new Area light; keep Key_Area unchanged.
EEVEE and Cycles can respond differently to World illumination; use test renders to judge the result. Click to enlarge
Do this
Choose Add > Light > Area and rename it Fill_Area. Set Location to (5, -4, 7) and Rotation to (90°, 0°, 51.34°).
In Light Data Properties set Power to 500 W, Shape to Square, Size to 6 and colour to neutral white. The fill must remain weaker than the key.
Open World Properties > Surface. Use Background, set Color to a medium neutral grey (hex 808080 as a starting point), and set Strength to 0.30.
Inspect Camera_Render in Rendered mode. If EEVEE does not give you useful World fill without additional probes, use the Area fill as the core control rather than building a probe system.
Check the Outliner: the camera and two lights must be beside BALLOON_CTRL, not underneath it. Save.
These source-model supports show useful form and texture visibility, not a required pixel-for-pixel Blender match. Click to enlarge
Do this
Compare your balloon with the left-side light in Landscape.jpg. Look at the fabric, not just the background colour of the viewport.
Test Key_Area at 900 W, then at 1800 W. Return to the value that preserves the cream band without losing the darker side. Write down your chosen value.
Check Fill_Area separately. Keep it weaker than the key; adjust only its Power when the basket or right-side fabric is too dark.
Keep the texture and camera unchanged during this test. Do not use emission to make the label brighter.
When the direction and contrast are clear, save the .blend. Your render need not have the identical colour of the VTK teaching example.
Evidence checkpoint: Record one lighting change and the visible effect it produced.
SELECT FIRSTThe Render Result in Blender’s Image Editor.
Test the saved file’s alpha, not just its appearance in a viewer. Click to enlarge
Do this
Choose Image > Save As from the Render Result window. Navigate to My_Renders and name the file Balloon_TEST.png.
In the save options confirm PNG, RGBA, 8-bit and Save As Render enabled. Click Save As Image and confirm the location if prompted.
Open the saved PNG to check the real exported file, not just the Render Result. It should be 600 × 600 when the 1200-pixel scene was rendered at 50%.
Inspect the basket, wordmark and thin ropes. A black or white background in an image viewer can simply be its way of displaying transparency; test over another colour when uncertain.
Return to Blender and correct one issue before the final renders. Do not enlarge this small test to create your final image.
Evidence checkpoint: Keep the test file and note one improvement for the final render.
The layout diagram uses the landscape’s native 2000 × 1333 pixel canvas. Click to enlarge
Do this
Choose File > New. Set Width 2000 pixels, Height 1333 pixels, Resolution 72 pixels/inch, RGB Color, 8-bit and sRGB IEC61966-2.1. Use a white background.
Name the document Lastname_Skybound. These dimensions match the supplied landscape; resolution here is for a digital composition, not a large-print claim.
Open Window > Layers and Window > Properties. Use View > Rulers if guides help you plan the layout.
Save as Photoshop_Work/Lastname_Skybound.psd. Keep layers enabled. The file is initially almost empty; that is expected.
Use the core reference to reserve the right side for the main balloon and the open left side for depth or later typography.
The original landscape with a restrained saturation reduction; no AI replacement background. Click to enlarge
Do this
Choose File > Place Embedded and select starter/Landscape.jpg. Fit the entire photograph to the canvas without cropping or stretching. Press Enter/Return to commit.
Rename the layer LANDSCAPE. Confirm the thumbnail has a Smart Object badge. Leave its blend mode Normal and opacity 100%.
Choose Layer > New Adjustment Layer > Hue/Saturation. Name it LANDSCAPE_SAT and click OK.
With that adjustment selected, choose Layer > Create Clipping Mask so it affects only LANDSCAPE. Set Master Saturation to -16 as a starting point; leave Hue and Lightness at 0.
Delete the unused white Background layer only after the photograph covers the entire canvas. Save.
SELECT FIRSTLANDSCAPE_SAT, so the new layer is placed above the background correction.
Source-model PNG placed into the supplied landscape. Your own Blender shading may differ. Click to enlarge
Do this
Choose File > Place Embedded and select your My_Renders/Balloon_A_Front.png. Do not use the supplied support unless your teacher has approved the supported route.
Rename the new Smart Object BALLOON_RENDER. Keep the proportions linked and the blend mode Normal at 100% opacity.
For a complete 1200 × 1200 PNG canvas, the target centre is X 1430, Y 650. In Free Transform, use the centre reference point and set W/H to 100% when Photoshop imported the image at its original size.
When the version trims transparent margins, use the visual reference instead: place the visible envelope in the upper-right area and the basket above the foreground, with all parts on canvas. Do not stretch it to force the numeric target.
Commit with Enter/Return. Confirm the landscape is visible through rope gaps and around the object. Save.
Evidence checkpoint: Record whether you used your own render or an approved prepared support.
SELECT FIRSTBALLOON_TONE; the next adjustment must remain in the balloon’s clipping stack.
Clipped adjustments preserve the landscape and let you revise local light independently. Click to enlarge
Do this
Add another Curves adjustment named BALLOON_LIGHT above BALLOON_TONE. Use Layer > Create Clipping Mask so it also clips to BALLOON_RENDER.
Set a gentle brightening point, Input 128 and Output 144. Click the adjustment’s white mask thumbnail, then press Ctrl+I (Windows) or Cmd+I (Mac) to make the mask black.
Press B for Brush. Choose a soft round brush, Hardness 0%, Size about 250 px, Opacity 15%, Flow 100%. Set the foreground colour to white.
Paint a few light strokes on the mask over the envelope’s upper-left fabric. Keep the wordmark readable and the right side darker.
Toggle BALLOON_LIGHT to compare. Lower the adjustment opacity or paint black on its mask to reduce an exaggerated highlight.
Evidence checkpoint: Capture one mask and explain what white and black mean in that mask.
SELECT FIRSTA new normal pixel layer above the balloon’s adjustment stack.
The reference mist is a prepared soft-painted layer, not a photographic cloud cut-out. Click to enlarge
Do this
Choose Layer > New > Layer. Name it FOG_FRONT. Do not clip this layer: atmosphere should be able to cross both the object and background.
Set the foreground colour to pale blue-grey, hex CBDBD8. Use a soft round Brush, Hardness 0%, Size 400–700 px, Opacity 10%, Flow 100%.
Paint a small amount near the lower basket and rigging, then a faint horizontal patch in the distant valley. Leave the upper branding and most of the envelope clear.
Lower the layer opacity when the fog looks like a solid brush blob. Erase nothing from the balloon; use a layer mask on FOG_FRONT to hide excess fog.
An approved alternative is File > Place Embedded > Mist_Support.png above the balloon at full canvas size. Use either your painting or the support first, not both at full strength.
SELECT FIRSTThe top of the entire layer stack, above FOG_FRONT.
Core layer order; arrows represent clipping relationships, not extra image layers. Click to enlarge
Do this
Choose Layer > New Adjustment Layer > Photo Filter. Name it GLOBAL_WARMTH and leave it unclipped so it affects the whole scene.
Select Warming Filter (85), set Density to 8%, and enable Preserve Luminosity. Treat this as a starting point.
Compare with the adjustment off. Reduce its Density when the cream label becomes yellow or the greens lose their character.
Check the final order against the layer diagram: GLOBAL_WARMTH, FOG_FRONT, the two clipped balloon adjustments, BALLOON_RENDER, clipped LANDSCAPE_SAT, LANDSCAPE.
Save the layered PSD. The core image is now complete enough for the round-trip and quality checks.
SELECT FIRSTYour saved .blend; then BALLOON_RENDER in Photoshop.
This is a render-replacement workflow, not the discontinued live Photoshop 3D workflow. Click to enlarge
Do this
In Blender, make one small deliberate change: for example, change BALLOON_CTRL Z rotation from 0° to 10°, or lower Key_Area power slightly.
Keep the same camera, 1200 × 1200 resolution and transparent margins. Render a new image and save Balloon_C_Revision.png as PNG/RGBA.
In Photoshop, select BALLOON_RENDER. Choose Layer > Smart Objects > Replace Contents and select Balloon_C_Revision.png.
Inspect the updated image. The transformation should be retained, but revise local highlight and fog masks when the new angle changes where they belong.
Keep the version you can justify. Undo the replacement if A communicates better, but retain C and your explanation as revision evidence.
Evidence checkpoint: Write: “I changed ___ in Blender. In the composite, that improved/changed ___.”
SELECT FIRSTThe full composition, with all intended core layers visible.
Four inspection targets: branding, thin geometry, light direction and depth. Click to enlarge
Do this
Choose View > 100%. Pan around the envelope edge, rope gaps and basket. Look for a background rectangle, dark fringe, clipped parts or accidental blur.
Check that the label is readable and highlights are not blown out. Compare the light direction on the balloon with the upper-left light in the landscape.
Choose View > Fit on Screen, then zoom farther out. The main balloon should be the first thing you notice, with the landscape supporting its scale.
Toggle FOG_FRONT and the local adjustments individually. Keep only changes that help the image. Use the correct mask or 3D source to repair the cause.
Save a final layered version before trying any optional extensions. Do not flatten the only editable file.
Your project folder should contain sources, editable work, evidence and exports. Click to enlarge
Do this
Save Photoshop_Work/Lastname_Skybound.psd with layers. Also save 3D_Work/Lastname_Skybound.blend with packed resources.
In Photoshop choose File > Export > Export As. Select JPG, keep Width 2000 and Height 1333, and enable Convert to sRGB and Embed Color Profile when available.
Use a high quality setting, around 85% when the dialog uses a 0–100 scale. Export as Lastname_Skybound_Final.jpg. Do not change the PSD’s only copy to JPEG.
Open the exported JPEG and check it. Confirm it is the intended version, not a test render or a screenshot of the workspace.
Keep your A, B and C transparent PNGs in My_Renders. Export or back up your guide notes too; browser storage alone is not a submission.
SELECT FIRSTYour final JPEG, .blend, PSD and your own A/B render pair.
Core success is a controlled 3D-to-2D workflow; extra effects are optional. Click to enlarge
Do this
Submit the final JPEG, layered PSD, packed .blend, two different-angle PNGs, and your exported process notes using your teacher’s submission method.
Include a screenshot of the image-texture node connection and one of the parent hierarchy. Use your own screenshots; guide diagrams are not evidence of your work.
Answer: What changed when you rotated the model rather than the PNG? How did the UV map place the wordmark? Why did you need RGBA?
Explain one lighting decision and one compositing revision. Point to a visible change, not only a setting number.
Declare any prepared renders, mist or other supports used. Record source-file credits and the permission status before public posting.
Evidence checkpoint: Complete the reflection and support declaration before checking this step off.
Tool references: Classroom reflection
My decision / problem / fixE1
E · Optional extensions / Photoshop
Design your own expedition identity
SELECT FIRSTstarter/Texture_Blank.png opened as a separate document.
The prepared texture is a starting layout, not a mandatory brand identity. Click to enlarge
Do this
Open Texture_Blank.png. Preserve its 1571 × 887 dimensions and existing bands. Save a layered copy as Photoshop_Work/My_Expedition_Texture.psd.
Add a centred text layer in the cream band. Use a bold installed sans-serif font, about 80–95 px, dark navy 173B52. Keep the main word within roughly X 430–1140 and Y 315–435.
Add a short secondary line in the dark middle band near Y 535. Start around 36–42 px, warm cream FFF0D2. Use an original fictional expedition name; avoid unverified real-event claims.
Keep important lettering away from the far left and right edges where the wrap seam falls. Do not paint shadows into the artwork; the 3D lights will create them.
Export a full-size PNG named My_Expedition_Texture.png. Keep the layered PSD so you can change the text after seeing it on the balloon.
SELECT FIRSTEnvelope’s Image Texture node, then the Photoshop Smart Object.
Use the original UV layout; the image changes, not the model’s unwrap. Click to enlarge
Do this
In Blender open the Image Texture node’s image selector or Open control and load My_Expedition_Texture.png. Keep its Color output connected to Base Color.
Inspect the front and a turned view in Material Preview. Correct text position in the texture PSD when the curve hides important letters; export the PNG again.
When reusing the same image file name, reload it through the Image Editor’s Image > Reload after saving the new PNG. Packed copies may need reopening from the updated external file.
Render with the same camera and transparent canvas. Save Balloon_Custom.png, then use Photoshop > Layer > Smart Objects > Replace Contents on BALLOON_RENDER.
Review the local masks, save the custom PSD, and Pack Resources plus save the updated .blend again.
SELECT FIRSTA saved copy of the core PSD; work below the main balloon and fog.
Prepared fleet composite uses smaller real model renders and atmospheric colour matching. Click to enlarge
Do this
Choose File > Save As and create Lastname_Skybound_Fleet.psd. Keep the completed core version unchanged.
Place your own Balloon_B_Turned.png twice as separate Smart Objects below the main balloon. Start with one complete PNG about 390 × 390 at centre (825, 375), and another about 225 × 225 at centre (513, 473).
Keep each balloon at 100% layer opacity. Reduce its contrast with a clipped Curves adjustment and add a small pale blue-grey clipped colour overlay at about 15–30% opacity to suggest haze.
Use the smaller, hazier balloon for greater distance. Keep all baskets clear of awkward overlaps and do not make every balloon the same angle.
Compare at thumbnail size. The large right balloon must remain the focus. Save the extension separately.
SELECT FIRSTA separate extension copy; this effect is not required for the core.
A separate mirage-city variation; optional fantasy, not the expected beginner outcome. Click to enlarge
Do this
Place starter/CityOutline.png below the main balloon and foreground mist. Scale proportionally to about 240 px wide and place it in the far valley, around top-left (870, 410).
Use clipped Hue/Saturation with Colorize as a starting point: Hue about 155, Saturation about 20, then adjust Lightness slightly upward. Keep the city pale and low-contrast.
Add a layer mask to the city. Paint black with a soft 60–100 px brush over the lower building edges so the base disappears gradually into distant haze.
For an intentional apparition, set the city opacity near 50–60%. This transparency is a fantasy choice, unlike the solid balloons in E3. Name the layer MIRAGE_CITY.
Keep the effect small. Save this as a separate story version and explain why the city is a mirage rather than a physically solid settlement.
SELECT FIRSTA new extension copy; use Clouds_Storm.jpg, not the unfinished original PSD.
An optional masked-cloud composition made from the supplied storm photograph. Click to enlarge
Do this
Place starter/Clouds_Storm.jpg above the landscape but below all balloons. Scale it across the upper canvas. Keep blend mode Normal initially.
Add a layer mask and invert it to black with Ctrl/Cmd+I. Choose a soft white Brush at 15% opacity and 300–500 px size.
Reveal clouds near the top corners only. Leave a broad opening around the original upper-left light and preserve the horizon and rock silhouettes.
Lower the cloud layer opacity to about 30–50% as a starting point. Add a clipped Hue/Saturation correction when the cloud tint conflicts with the scene.
Judge whether the new cloud framing strengthens the story. Keep the clean core version too. A tornado is deliberately outside this first-3D lesson.
SELECT FIRSTA new saved copy of the core or fleet PSD; choose a fictional campaign.
Source-based campaign exemplar with live-type construction instructions; not a real travel offer. Click to enlarge
Do this
Add a blank layer beneath new type but above the scene. Name it TYPE_BACKING. With a very large soft navy brush at low opacity, darken only the lower-left area; leave the main balloon untouched.
Use the Type tool to add SKYBOUND or your fictional expedition name near X 95, Y 1030. Start with a bold installed sans-serif at about 110–120 px, colour FFF0D2. Keep this as live type.
Add a smaller line near X 100, Y 1180, around 30–34 px: “A new perspective starts here.” Add a small “Fictional expedition • student design concept” label below.
Align the left edges and leave at least 90 px of breathing room. Use the title, supporting line and concept label to create three clear text levels.
Save the layered poster PSD and export a separate final JPEG. The campaign extension does not replace your core .blend, A/B renders or reflection evidence.
Delete/undo that import. Use the prepared classroom OBJ with Forward Y and Up Z. Do not mix the raw original’s axis assumptions with the prepared file.
There are many dozens of objects
You imported the raw original, or enabled the wrong split options. Use Balloon_Classroom.obj, Split by Object ON, Group OFF.
Only the fabric rotates
The controller does not parent every part. Undo the rotation, select all four meshes, make BALLOON_CTRL active last and parent with Keep Transform.
The camera or lights rotate with the balloon
They were parented by mistake. Clear Parent (Keep Transform) on those objects. They must remain outside BALLOON_CTRL.
The fabric is grey or pink
Grey: check Material Preview and Color → Base Color. Pink: the image is missing. Reopen the texture in the image node, then Pack Resources and save.
The texture wraps incorrectly
Use the retained Envelope UV map and full-size texture. Undo an accidental unwrap. Reimport the classroom model when the UVs have been changed beyond recovery.
The node graph is empty or says Background
Select Envelope and switch the Shader Editor to Object context, not World. Enable Use Nodes or create the envelope material once.
Rendered image is much darker than Material Preview
Material Preview may use studio lighting. Check your actual Area lights, camera and Rendered viewport. Adjust one light power at a time.
The render or preview is too slow
Save; use Solid shading while navigating. Test at 50% output. Avoid subdivision, volumetrics and extra lights. Teacher may test Cycles CPU when EEVEE is unsupported, but performance is device-dependent.
The saved PNG has an opaque background
Enable Film Transparent, rerender, then Image > Save As with PNG/RGBA. Check alpha over two colours before trying to erase the background.
The PNG contains only part of the balloon
Check Camera_Render framing and the render percentage. Do not crop the basket away. Keep identical full canvas dimensions for replacement renders.
A revised render changes size in Photoshop
Use the same 1200 × 1200 canvas and transparent margins. Replace Contents preserves transforms, but a differently cropped source changes apparent size.
The whole photo changes when I adjust the balloon
Place the correction directly above the balloon’s clipping stack and use Layer > Create Clipping Mask. Global warmth is the intentional exception.
My fog hides the subject
Reduce fog, paint black on its mask and preserve the wordmark. Do not lower the entire balloon layer’s opacity to make distance.
The scene is saved but my PNG is missing
Saving .blend does not save a standalone Render Result. Use Image > Save As from the render window and verify the exported file.
Progress or notes disappeared in the browser
Local storage is tied to a browser/profile and can be cleared or blocked. Import your JSON backup. Export notes after every class; the guide does not submit work automatically.
MAKE YOUR THINKING VISIBLE
Your process journal
Checking local note storage…
Notes and progress stay in this browser when local storage is available. They are not sent to your teacher. Download a backup at the end of every class.
Final reflection
TEACHER EDITION
Assess the skills behind the image.
Suggested pacing
Class 1 · Steps 01–08
File setup, navigation, object selection and parenting. End with a short independent transform demonstration.
Class 2 · Steps 09–14
Texture connection, UV inspection, surface roughness and camera. End with shader and scene screenshots.
Class 3 · Steps 15–21
Lights, alpha, test render, A/B final renders and portable scene. Allow a render buffer; do not promise identical machine timings.
Class 4 · Steps 22–28
Compose in Photoshop, match tones, use masks and add restrained atmosphere.
Class 5 · Steps 29–32
Round-trip revision, quality check, export and explanation. Use a sixth class when novices need more practice or rendering is slow.
Later / extension · E1–E6
Choose one or two story extensions after the core evidence is secure. These are not prerequisites for a successful core grade.
Local software preflight — required
Install or confirm a school-approved Blender 4.5 LTS build and Photoshop desktop. Check local device requirements, GPU drivers, file permissions and student account access. Blender 5.2 users need a menu/settings spot-check; this guide deliberately targets 4.5.
Import the classroom OBJ with Forward Y / Up Z and Validate Meshes. Confirm four objects, upright geometry, sensible normals and smooth shading. Keep the source archive unchanged.
Connect Skybound_Texture.png to Envelope. Confirm the front lettering, UV seam and basket/rope appearance in the installed renderer.
Build the parent controller, camera and lights from the settings card. Render a 600-pixel test; adjust light powers when needed. Make one 1200-pixel RGBA render and confirm save/reopen.
Rotate the controller, rerender, and verify that the camera/lights remain fixed. Save a packed .blend, reopen it, and confirm the image texture survives.
Place the rendered PNG in Photoshop and test Replace Contents with a same-size alternate render. Note any transparent-margin trimming and adapt the placement instruction visually.
Test HTML opening, asset ZIP download, checkbox persistence and JSON backup/import in the actual student browser. Keep a PDF copy available. Notes are local, not a monitored classroom dashboard.
Confirm image/model permission terms before public posting or redistribution. The uploads do not establish a new licence. Separate classroom use from publishing a public resource site.
Decide what supports are allowed. A prepared PNG can support compositing, but it cannot stand in as evidence of importing, texturing or rendering. Provide an alternate live 3D demonstration opportunity.
Before assessment, teach the required vocabulary and demonstrate selection, mouse navigation and saving. Use observations and short conversations, not only the finished poster.
Suggested five-criterion rubric /20
This is a proposed rubric, not an official curriculum mapping. Apply local reporting policy when evidence is missing.
Scene organisation and control
The four-part model imports correctly; BALLOON_CTRL transforms the complete model; the camera and lights remain independent. Evidence: .blend, hierarchy screenshot, brief live demonstration.
Material and lighting decisions
The learner connects the image texture to the correct material, preserves UVs and creates a coherent main light. Evidence: shader screenshot, saved scene, controlled lighting comparison.
Rendering and transparency
The learner makes two genuine 3D angles, frames the complete model and saves working PNG alpha. Evidence: self-rendered A/B PNGs and alpha check.
Photoshop integration
The learner uses Smart Objects, clipped corrections and restrained local atmosphere to connect the render to the photograph. Evidence: PSD, mask screenshot and final JPEG.
Explanation, revision and file care
The learner explains a visible revision, distinguishes 3D from flat-image changes, saves editable work and declares supports/sources. Evidence: reflection, .blend, PSD and organised exports.
Common scale
4
Independent and intentional: accurate result, clear explanation and a justified refinement.
3
Secure: completes the core skill and explains it, with occasional minor prompting.
2
Developing: partial success or repeated prompting; explanation or evidence has gaps.
1
Beginning: attempts the skill but needs substantial guidance; result is not yet reliable.
0 / NE
No usable evidence yet. Follow local reporting policy; absence of evidence is not automatically a permanent zero.
Extra effects, speed and completing checkboxes do not establish mastery. Assess the independent demonstration, explanation and saved work.
Supports without hiding the learning
Allow a prepared render to keep a learner moving in the Photoshop lesson, then separately observe their model navigation, material connection and render export. Record the support. Do not present a supplied VTK render as the student’s Blender work.
Use a short observation for scene control, a conversation about light/UV/alpha, and the saved product files. Later tasks can revisit the same skills to gather additional evidence.
TRANSPARENCY & SOURCE CARE
Credits, documentation and limits
Raw balloon geometry and materials
User-supplied balloon.obj and balloon.mtl. Header identifies a 3ds Max exporter and a 2014 creation date, not an author or licence. No map_Kd image reference is present in the original MTL.
Classroom model adaptation
Prepared from that model: coordinate conversion to Z-up, height 12 units, four named objects/materials, preserved envelope UVs, simplified supporting geometry and four short added suspension lines. This does not change the underlying source rights.
Original decal and reference
BalloonDecal.jpg is retained as Original_State_Fair_Decal.jpg. FinishedProject.png is retained as Original_Reference.png. They are references, not current real-event information.
Landscape and optional elements
OzLandscape.jpg is copied as Landscape.jpg. CityOutline.png, sunset-383072_1920.jpg and thunderstorm-567678_1280.jpg provide the optional city and clouds. Supplied files alone do not confirm public redistribution permission.
New lesson graphics
Skybound and blank texture layouts, instructional diagrams, painted mist and typography examples were created for this resource. No external font files are included.
Rendered supports and exemplars
Model images are renders of the supplied/adapted geometry in VTK 9.6.2. The scenes are programmatic source-photo composites. They are not AI-generated substitutes, Blender screenshots or proof that the exact Blender/Photoshop workflow has been executed.
Software verification
File parsing and source-model rendering were performed. HTML/PDF presentation checks are documented in QA_Report.md. Blender/Photoshop end-to-end operation remains a teacher preflight; no tested .blend project is supplied.
Primary tool documentation
Accessed 17 September 2026. Exact menu locations can change; follow the teacher preflight. Lesson-specific numeric settings and design choices are authored starting points.