SKYBOUNDFIRST 3D EXPEDITION
Starter filesMy notes

BLENDER → PNG + ALPHA → PHOTOSHOP

Make your
first 3D
expedition.

One real balloon model.
A photographed world.
Your design decisions.

32 core steps6 extensions55-page PDF in the classroom pack
Begin the core lesson
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. A1 A2

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.

Prepared balloon model, front render

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.

FileRoleUse
Balloon_Classroom.obj + .mtlCorePrepared mesh and four starting materials. Keep these files together. About 14 MB uncompressed OBJ; roughly 186,000 faces.
Skybound_Texture.pngCore1571 × 887 new texture; aligned to the retained UVs. Image connection is taught explicitly.
Landscape.jpgCore2000 × 1333 supplied photograph, renamed for clarity. The working canvas matches it.
Texture_Blank.pngExtensionMatching empty layout for an original fictional expedition identity.
Balloon_A_Front.png / Balloon_B_Turned.pngSupport only1200 × 1200 transparent VTK renders. Not a substitute for the learner’s own Blender evidence.
Mist_Support.pngSupport only2000 × 1333 prepared soft-painted overlay. The core also teaches painting it yourself.
CityOutline.png / Clouds_Storm.jpg / Clouds_Warm.jpgExtensionSupplied source elements. Storm and city instructions are optional; warm clouds remain an alternative source.
Original reference / original decalReferenceSupplied historical composite and its original artwork, retained for comparison.
original_model/balloon.obj + .mtlTeacher archiveFull 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.

Camera_Render

Location (0, -26, 6); Rotation (90°, 0°, 0°); Orthographic; Scale 14.4.

Key_Area

Location (-6, -8, 13); Rotation (59.04°, 0°, -36.87°); 1800 W; Square Size 5; pale warm colour.

Fill_Area

Location (5, -4, 7); Rotation (90°, 0°, 51.34°); 500 W; Square Size 6; neutral white.

Render/export

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.

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

  1. 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.
  2. Create three empty folders inside your project: 3D_Work, My_Renders and Photoshop_Work. Keep the supplied texture and landscape files in starter.
  3. 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.
  4. 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.
  5. 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.

Tool references: B1 B2
My decision / problem / fix
02

A · Meet the model / Blender

Find your way around Blender

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

  1. Choose File > New > General. Click outside the splash screen. Select the Layout workspace at the top.
  2. 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.
  3. 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.
  4. Choose File > Save As. Save Lastname_Skybound.blend in 3D_Work. You will save again after importing, texturing and rendering.
  5. 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.
Tool references: B3
My decision / problem / fix
03

A · Meet the model / Blender

Import the four-part classroom model

SELECT FIRSTFile > Import > Wavefront (.obj).

Import settings apply only to Balloon_Classroom.obj, not the untouched Y-up original. Click to enlarge

Do this

  1. Navigate to starter and choose Balloon_Classroom.obj. Show the import options on the right of the file browser.
  2. 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.
  3. 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.
  4. With the imported parts selected, choose View > Frame Selected in the 3D Viewport. The envelope should be upright above the basket.
  5. Check the Outliner for Envelope, Rigging, Basket and Hardware. Do not rename them yet; the next steps use these names.
Tool references: B2
My decision / problem / fix
04

A · Meet the model / Blender

Orbit, pan and zoom without moving the model

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

  1. Drag with the middle mouse button to orbit around the balloon. Hold Shift while middle-dragging to pan. Scroll the wheel to zoom.
  2. Choose View > Viewpoint > Front, then Right, then Top. With a numpad, the corresponding shortcuts are Numpad 1, 3 and 7.
  3. 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.
  4. 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.
  5. 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.

Tool references: B3
My decision / problem / fix
05

A · Meet the model / Blender

Identify the pieces you will control

SELECT FIRSTEnvelope in the Outliner.

Four groups reorganised from the supplied model; the full preparation record is in teacher/. Click to enlarge

Do this

  1. Click Envelope in the Outliner. Notice that the fabric becomes selected in the viewport. Select Basket, then Rigging, then Hardware to compare their roles.
  2. 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.
  3. 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.
  4. Choose View > Viewpoint > Front. Confirm that all four parts are visible again. Save the .blend file.
Tool references: B2
My decision / problem / fix
06

A · Meet the model / Blender

Parent the balloon to one controller

SELECT FIRSTThe model only — there must not yet be a camera or light in the scene.

The hierarchy is a diagram of the intended scene structure. Click to enlarge

Do this

  1. Over the viewport, use Shift+S > Cursor to World Origin. Choose Add > Empty > Plain Axes. Rename the new Empty BALLOON_CTRL using F2.
  2. The newly added Empty is the active object. With the pointer over the viewport, press A to select all five objects while keeping the Empty active.
  3. Check the active object name is BALLOON_CTRL. If it is not, deselect everything, select the four meshes, then Shift-select the Empty last.
  4. Use Object > Parent > Object (Keep Transform), or Ctrl+P and choose Object (Keep Transform). Expand BALLOON_CTRL in the Outliner.
  5. Confirm that Envelope, Rigging, Basket and Hardware are children. Leave all controller transforms at their defaults: location 0, rotation 0, scale 1.
Tool references: B4
My decision / problem / fix
07

A · Meet the model / Blender

Practise transformations, then reset

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

  1. 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.
  2. Press R, then Z, type 30 and press Enter. Inspect the changed face of the balloon. Undo to return to the starting rotation.
  3. Press S, type 0.8 and press Enter. All parts should shrink together. Undo again.
  4. 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.
  5. 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.

Tool references: B4
My decision / problem / fix
08

A · Meet the model / Blender

Smooth the fabric, not the geometry

SELECT FIRSTEnvelope in Object Mode.

Actual classroom mesh rendered without the image texture; not a Blender interface capture. Click to enlarge

Do this

  1. Choose Object > Shade Smooth, or press F3 over the viewport, search Shade Smooth and run it. This changes the shading of the existing faces.
  2. 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.
  3. Press Tab once to look at Edit Mode. Observe the many vertices and edges, but do not transform or delete them.
  4. Press Tab again to return to Object Mode. Check the mode label explicitly, then save.
Tool references: B5
My decision / problem / fix
09

B · Surface and camera / Blender

Open the material workspace

SELECT FIRSTEnvelope, with the model back in Object Mode.

Node names and connections are shown as a teaching diagram. Click to enlarge

Do this

  1. Click the Shading workspace tab. Find its 3D Viewport and Shader Editor. Confirm the Shader Editor context is Object rather than World.
  2. Click the Material Preview sphere at the upper right of the viewport. Allow the preview shaders to load.
  3. In Material Properties, confirm Envelope has MAT_Envelope. In the Shader Editor you should see Principled BSDF connected to Material Output.
  4. 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.
  5. Use the Shader Editor’s View > Frame All to find nodes that are off screen. Do not disconnect the existing BSDF-to-Surface connection.
Tool references: B6
My decision / problem / fix
10

B · Surface and camera / Blender

Connect the image to the material

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

  1. With the pointer in the Shader Editor, choose Add > Texture > Image Texture. Place the new node to the left of Principled BSDF.
  2. Click Open on the Image Texture node. Choose starter/Skybound_Texture.png. Leave Colour Space at sRGB, Projection at Flat and interpolation at Linear.
  3. 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.
  4. Leave the Vector input unconnected: the image uses the existing active UV map. Keep Principled BSDF connected to Material Output > Surface.
  5. 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.

Tool references: B6
My decision / problem / fix
11

B · Surface and camera / Blender

Inspect the existing UV map

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

  1. Switch to UV Editing. With the pointer over the 3D Viewport, press Tab for Edit Mode and A to select all Envelope faces.
  2. In the UV Editor, choose Skybound_Texture.png from the image selector. Use View > Frame All to see the full layout.
  3. 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.
  4. Do not choose Unwrap, Smart UV Project or Cube Projection. The supplied map is already aligned to this artwork.
  5. Return to Object Mode with Tab and switch back to Layout or Shading. Save without changing the UV coordinates.
Tool references: B6
My decision / problem / fix
12

B · Surface and camera / Blender

Give the fabric a believable surface

SELECT FIRSTEnvelope’s Principled BSDF node.

Conceptual shiny/matte comparison rendered from the model in VTK; not exact Blender Roughness outputs. Click to enlarge

Do this

  1. Set Metallic to 0.00 and Roughness to 0.65 on Principled BSDF. Keep Alpha at 1.00; do not add transmission or emission.
  2. Briefly test Roughness 0.15. Observe the tighter, glossier highlight, then restore 0.65.
  3. Leave the basket and rigging materials separate. A dark basket is acceptable at this stage; lighting is next.
  4. Return to the front view and check the wordmark. Save the file.
Tool references: B7
My decision / problem / fix
13

B · Surface and camera / Blender

Add a fixed camera

SELECT FIRSTObject Mode in the Layout workspace; 3D cursor at the world origin.

The camera uses the normalised, 12-unit classroom model. Click to enlarge

Do this

  1. Choose Add > Camera. Rename it Camera_Render using F2. Do not parent it to BALLOON_CTRL.
  2. Open the Sidebar with N > Item. Set Location X 0, Y -26, Z 6. Set Rotation X 90°, Y 0°, Z 0°. Leave Scale at 1.
  3. In Camera Data Properties (camera icon), change Type to Orthographic and set Orthographic Scale to 14.4.
  4. Choose View > Cameras > Active Camera, or press Numpad 0. The camera looks from negative Y toward the front of the model.
  5. The orthographic setup is a beginner framing aid. Keep it for the core; do not try to match the photograph by stretching the render.
Tool references: B8
My decision / problem / fix
14

B · Surface and camera / Blender

Set a consistent render canvas

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

  1. 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.
  2. 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.
  3. 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.
  4. For a faster test later, change only Percentage to 50%. Return it to 100% before saving final renders.
  5. Save the .blend file. A consistent canvas will make replacing a render in Photoshop much easier.
Tool references: B8 B9
My decision / problem / fix
15

C · Light and render / Blender

Light the balloon from the scene’s left

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

  1. Choose Add > Light > Area. Rename the light Key_Area. Open N > Item for its transforms.
  2. Set Location to (-6, -8, 13). Set Rotation to (59.04°, 0°, -36.87°). Do not rotate the balloon instead.
  3. 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.
  4. In Render Properties choose EEVEE. Switch the viewport to Rendered shading, then look through Camera_Render.
  5. 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.
Tool references: B10
My decision / problem / fix
16

C · Light and render / Blender

Add gentle fill and ambient light

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

  1. Choose Add > Light > Area and rename it Fill_Area. Set Location to (5, -4, 7) and Rotation to (90°, 0°, 51.34°).
  2. 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.
  3. 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.
  4. 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.
  5. Check the Outliner: the camera and two lights must be beside BALLOON_CTRL, not underneath it. Save.
Tool references: B10
My decision / problem / fix
17

C · Light and render / Blender

Test one lighting decision at a time

SELECT FIRSTCamera_Render view, Rendered shading.

These source-model supports show useful form and texture visibility, not a required pixel-for-pixel Blender match. Click to enlarge

Do this

  1. Compare your balloon with the left-side light in Landscape.jpg. Look at the fabric, not just the background colour of the viewport.
  2. 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.
  3. Check Fill_Area separately. Keep it weaker than the key; adjust only its Power when the basket or right-side fabric is too dark.
  4. Keep the texture and camera unchanged during this test. Do not use emission to make the label brighter.
  5. 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.

Tool references: B10
My decision / problem / fix
18

C · Light and render / Blender

Set up a truly transparent render

SELECT FIRSTRender Properties, then Output Properties.

The supplied PNG is displayed over a checkerboard to verify its actual alpha channel. Click to enlarge

Do this

  1. In Render Properties expand Film and enable Transparent. This hides the background from the camera render; it does not make the balloon transparent.
  2. In Output Properties choose PNG as the image format, RGBA as the colour channels, and 8-bit colour depth for this classroom composite.
  3. Use Output Percentage 50% for the first test. Leave Camera_Render active, the model visible and both Area lights enabled.
  4. Open Render > Render Image, or press F12. A checkerboard should surround the object in the Render Result.
  5. Remember that these scene settings do not replace the separate Image > Save As step. The save dialog must also retain PNG and RGBA.
Tool references: B11 B12
My decision / problem / fix
19

C · Light and render / Blender + image viewer

Save and inspect the small test render

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

  1. Choose Image > Save As from the Render Result window. Navigate to My_Renders and name the file Balloon_TEST.png.
  2. In the save options confirm PNG, RGBA, 8-bit and Save As Render enabled. Click Save As Image and confirm the location if prompted.
  3. 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%.
  4. 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.
  5. 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.

Tool references: B12
My decision / problem / fix
20

C · Light and render / Blender

Render two genuinely different 3D views

SELECT FIRSTBALLOON_CTRL; then the Render Result after each render.

Actual geometry rotated between renders. Students must create their own A/B files for 3D evidence. Click to enlarge

Do this

  1. Restore Output Percentage to 100%. Set BALLOON_CTRL Rotation to (0°, 0°, 0°). Keep Camera_Render, lights and resolution unchanged.
  2. Choose Render > Render Image. Save through Image > Save As as My_Renders/Balloon_A_Front.png, PNG/RGBA/8-bit with Save As Render on.
  3. Select BALLOON_CTRL again and set only Rotation Z to 30°. Render again and save Balloon_B_Turned.png with the same image settings.
  4. Open both PNGs side by side. Look for changed lettering position and a different visible side, not merely a flat picture tilted clockwise.
  5. Return the controller to Z = 0° for the core composition and save the .blend. Keep both renders as evidence of your 3D work.

Evidence checkpoint: Submit your own A and B renders, plus a sentence comparing them.

Tool references: B4 B12
My decision / problem / fix
21

C · Light and render / Blender

Save a portable editable scene

SELECT FIRSTThe completed scene in the Layout workspace.

Your .blend is student-created; the resource pack does not contain a pretested Blender scene. Click to enlarge

Do this

  1. Choose File > External Data > Pack Resources. Then save the .blend file again; the packing is written into the saved scene.
  2. Confirm the file name is 3D_Work/Lastname_Skybound.blend. Do not overwrite the classroom OBJ or your texture artwork.
  3. Close and reopen your saved .blend after saving all work. Inspect the material and hierarchy to check that the file opens correctly.
  4. Keep the original source folder and My_Renders as well. Packed textures are helpful, but they do not replace your separate PNG exports.
  5. Capture your own Outliner/scene view showing BALLOON_CTRL, its four children, Camera_Render, Key_Area and Fill_Area.

Evidence checkpoint: Submit a scene screenshot and the packed .blend file.

Tool references: B13
My decision / problem / fix
22

D · Build the composite / Photoshop

Start the Photoshop composition

SELECT FIRSTFile > New; a fresh RGB document.

The layout diagram uses the landscape’s native 2000 × 1333 pixel canvas. Click to enlarge

Do this

  1. 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.
  2. Name the document Lastname_Skybound. These dimensions match the supplied landscape; resolution here is for a digital composition, not a large-print claim.
  3. Open Window > Layers and Window > Properties. Use View > Rulers if guides help you plan the layout.
  4. Save as Photoshop_Work/Lastname_Skybound.psd. Keep layers enabled. The file is initially almost empty; that is expected.
  5. Use the core reference to reserve the right side for the main balloon and the open left side for depth or later typography.
Tool references: P1
My decision / problem / fix
23

D · Build the composite / Photoshop

Place the landscape without flattening it

SELECT FIRSTThe new composition document.

The original landscape with a restrained saturation reduction; no AI replacement background. Click to enlarge

Do this

  1. 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.
  2. Rename the layer LANDSCAPE. Confirm the thumbnail has a Smart Object badge. Leave its blend mode Normal and opacity 100%.
  3. Choose Layer > New Adjustment Layer > Hue/Saturation. Name it LANDSCAPE_SAT and click OK.
  4. 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.
  5. Delete the unused white Background layer only after the photograph covers the entire canvas. Save.
Tool references: P1 P2
My decision / problem / fix
24

D · Build the composite / Photoshop

Place your transparent balloon render

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

  1. 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.
  2. Rename the new Smart Object BALLOON_RENDER. Keep the proportions linked and the blend mode Normal at 100% opacity.
  3. 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.
  4. 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.
  5. 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.

Tool references: P1
My decision / problem / fix
25

D · Build the composite / Photoshop

Match tone with a clipped adjustment

SELECT FIRSTBALLOON_RENDER in the Layers panel.

A teaching composite showing restrained local matching, not a pixel-exact Photoshop Curves result. Click to enlarge

Do this

  1. Choose Layer > New Adjustment Layer > Curves. Name it BALLOON_TONE. Place it immediately above BALLOON_RENDER and choose Layer > Create Clipping Mask.
  2. In Properties, add an RGB curve point near the middle. Use Input 128, Output 120 as a mild starting darkening; leave the end points unchanged.
  3. Toggle the adjustment’s eye icon to compare. Keep readable highlights on the cream label and visible detail in the basket.
  4. Your Blender lighting may already match well. Reduce the correction or leave the curve close to neutral when a darker result loses the form.
  5. Inspect the balloon against nearby sky, not only against bright highlights. Save the file.
Tool references: P2
My decision / problem / fix
26

D · Build the composite / Photoshop

Guide a subtle highlight with a mask

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

  1. Add another Curves adjustment named BALLOON_LIGHT above BALLOON_TONE. Use Layer > Create Clipping Mask so it also clips to BALLOON_RENDER.
  2. 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.
  3. 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.
  4. Paint a few light strokes on the mask over the envelope’s upper-left fabric. Keep the wordmark readable and the right side darker.
  5. 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.

Tool references: P2
My decision / problem / fix
27

D · Build the composite / Photoshop

Add depth without hiding your work

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

  1. Choose Layer > New > Layer. Name it FOG_FRONT. Do not clip this layer: atmosphere should be able to cross both the object and background.
  2. 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%.
  3. 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.
  4. 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.
  5. 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.
Tool references: P2
My decision / problem / fix
28

D · Build the composite / Photoshop

Unify the scene with a restrained grade

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

  1. Choose Layer > New Adjustment Layer > Photo Filter. Name it GLOBAL_WARMTH and leave it unclipped so it affects the whole scene.
  2. Select Warming Filter (85), set Density to 8%, and enable Preserve Luminosity. Treat this as a starting point.
  3. Compare with the adjustment off. Reduce its Density when the cream label becomes yellow or the greens lose their character.
  4. Check the final order against the layer diagram: GLOBAL_WARMTH, FOG_FRONT, the two clipped balloon adjustments, BALLOON_RENDER, clipped LANDSCAPE_SAT, LANDSCAPE.
  5. Save the layered PSD. The core image is now complete enough for the round-trip and quality checks.
Tool references: P2
My decision / problem / fix
29

D · Build the composite / Blender → Photoshop

Round-trip one revision through Blender

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

  1. In Blender, make one small deliberate change: for example, change BALLOON_CTRL Z rotation from 0° to 10°, or lower Key_Area power slightly.
  2. Keep the same camera, 1200 × 1200 resolution and transparent margins. Render a new image and save Balloon_C_Revision.png as PNG/RGBA.
  3. In Photoshop, select BALLOON_RENDER. Choose Layer > Smart Objects > Replace Contents and select Balloon_C_Revision.png.
  4. Inspect the updated image. The transformation should be retained, but revise local highlight and fog masks when the new angle changes where they belong.
  5. 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 ___.”

Tool references: P1
My decision / problem / fix
30

D · Build the composite / Photoshop

Inspect at 100%, then at thumbnail size

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

  1. Choose View > 100%. Pan around the envelope edge, rope gaps and basket. Look for a background rectangle, dark fringe, clipped parts or accidental blur.
  2. 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.
  3. 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.
  4. 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.
  5. Save a final layered version before trying any optional extensions. Do not flatten the only editable file.
Tool references: P1 P2
My decision / problem / fix
31

D · Build the composite / Blender + Photoshop

Save the editable work and export the artwork

SELECT FIRSTYour final core PSD and saved .blend.

Your project folder should contain sources, editable work, evidence and exports. Click to enlarge

Do this

  1. Save Photoshop_Work/Lastname_Skybound.psd with layers. Also save 3D_Work/Lastname_Skybound.blend with packed resources.
  2. 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.
  3. 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.
  4. Open the exported JPEG and check it. Confirm it is the intended version, not a test render or a screenshot of the workspace.
  5. 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.
Tool references: B12 B13 P3
My decision / problem / fix
32

D · Build the composite / Reflection + submission

Explain the decisions, not just the clicks

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

  1. Submit the final JPEG, layered PSD, packed .blend, two different-angle PNGs, and your exported process notes using your teacher’s submission method.
  2. 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.
  3. 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?
  4. Explain one lighting decision and one compositing revision. Point to a visible change, not only a setting number.
  5. 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 / fix
E1

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

  1. Open Texture_Blank.png. Preserve its 1571 × 887 dimensions and existing bands. Save a layered copy as Photoshop_Work/My_Expedition_Texture.psd.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
Tool references: P3 B6
My decision / problem / fix
E2

E · Optional extensions / Blender → Photoshop

Apply the new artwork and rerender

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

  1. 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.
  2. 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.
  3. 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.
  4. Render with the same camera and transparent canvas. Save Balloon_Custom.png, then use Photoshop > Layer > Smart Objects > Replace Contents on BALLOON_RENDER.
  5. Review the local masks, save the custom PSD, and Pack Resources plus save the updated .blend again.
Tool references: B6 B13 P1
My decision / problem / fix
E3

E · Optional extensions / Photoshop

Build a small balloon fleet

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

  1. Choose File > Save As and create Lastname_Skybound_Fleet.psd. Keep the completed core version unchanged.
  2. 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).
  3. 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.
  4. Use the smaller, hazier balloon for greater distance. Keep all baskets clear of awkward overlaps and do not make every balloon the same angle.
  5. Compare at thumbnail size. The large right balloon must remain the focus. Save the extension separately.
Tool references: P1 P2
My decision / problem / fix
E4

E · Optional extensions / Photoshop

Add a deliberately surreal mirage city

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

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. 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.
Tool references: P2
My decision / problem / fix
E5

E · Optional extensions / Photoshop

Frame the scene with controlled storm clouds

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

  1. Place starter/Clouds_Storm.jpg above the landscape but below all balloons. Scale it across the upper canvas. Keep blend mode Normal initially.
  2. 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.
  3. Reveal clouds near the top corners only. Leave a broad opening around the original upper-left light and preserve the horizon and rock silhouettes.
  4. 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.
  5. Judge whether the new cloud framing strengthens the story. Keep the clean core version too. A tornado is deliberately outside this first-3D lesson.
Tool references: P2
My decision / problem / fix
E6

E · Optional extensions / Photoshop

Turn the scene into an expedition poster

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
Tool references: P3
My decision / problem / fix

WHEN SOMETHING DOES NOT MATCH

Fix the cause, not just the symptom.

The balloon imports sideways or backward

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
  1. 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.
  2. 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.
  3. Connect Skybound_Texture.png to Envelope. Confirm the front lettering, UV seam and basket/rope appearance in the installed renderer.
  4. 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.
  5. Rotate the controller, rerender, and verify that the camera/lights remain fixed. Save a packed .blend, reopen it, and confirm the image texture survives.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.

A1

Adobe — legacy Photoshop 3D removal notice

The July 2024 removal notice is relevant; its old Viewer suggestion is superseded by A2.

A2

Adobe — removal of Substance 3D Viewer

Viewer and its Photoshop workflow were discontinued; do not install it for this lesson.

B1

Blender — 4.5 LTS release and support

Target version for this guide; not a claim that it is the newest Blender release.

B2

Blender Manual — Wavefront OBJ

OBJ/MTL relationship, axis conversion, splitting and mesh validation.

B3

Blender Manual — 3D View navigation

View navigation and framing; not object transformation.

B4

Blender Manual — parenting objects

Parent relationships and keeping transforms.

B5

Blender Manual — shading objects

Shade Smooth changes surface shading, not topology.

B6

Blender Manual — Image Texture node

Image colour, alpha and active UV-map behaviour.

B7

Blender Manual — Principled BSDF

Roughness, metallic and material inputs.

B8

Blender Manual — cameras

Orthographic projection and framing.

B9

Blender Manual — colour management

View transforms; a consistent transform matters when comparing renders.

B10

Blender Manual — light objects

Area-light power, size and surface illumination.

B11

Blender Manual — EEVEE Film

Transparent render background.

B12

NASA — rendering an image preview in Blender

Render Result, PNG with RGBA and saving the image.

B13

Blender Manual — packed data

Pack Resources is written when the .blend is saved.

P1

Adobe — create Smart Objects

Place Embedded and replacing source contents.

P2

Adobe Learn — adjustment layers

Non-destructive local adjustments, clipping and masks.

P3

Adobe — export files in Photoshop

Export As, image dimensions and output settings.