Promo: Sketch → 3D Build → Final Composition
- 10 hours ago
- 2 min read
Overview
This is a small process breakdown showing how I move from a rough layout idea into a 3D scene and then into a finished, production-ready creative. The goal is speed with consistency: build a reusable 3D setup (chips/cards/roulette forms) so I can generate variations and keep a cohesive look across outputs.
Brief
Create a “New & Improved Rakeback System” visual that feels premium and casino-native, using recognisable game elements (chips, cards, roulette) while keeping the message readable at banner sizes.
My role
End-to-end concept, layout, 3D scene setup, lighting, rendering, and final Photoshop compositing.
Tools
Photoshop (layout + final), Blender (3D scene + render), pencil sketch (early exploration).
Step 1 — Layout + concept sketch
I start with a quick, low-fidelity sketch to solve the composition: message area on the left, hero 3D cluster on the right, and enough depth/overlap to feel dynamic. This stage is about placement and storytelling, not detail.

Step 2 — 3D blockout and scene build (Blender)
Next I translate the idea into a simple 3D scene so I can control camera angle, lighting, and material consistency across elements. Building this in 3D lets me iterate faster on perspective and produce extra angles/crops later without redrawing everything.

Step 3 — Final composition (Photoshop)
After rendering, I bring the elements into Photoshop and focus on clarity: headline hierarchy, contrast, and spacing so the message reads instantly. Final polish includes color grading, levels, subtle atmosphere, and edge cleanup so the 3D elements sit naturally in the scene.

What this demonstrates (relevant to live casino / product assets)
Concept → execution: I can start from a written idea and develop a strong visual direction, not just assemble layouts.
Asset thinking: building in 3D supports reuse (new angles/variants) and consistent visual language across outputs.
Production mindset: clear typography and readability at real banner sizes, with a workflow that scales.
Notes
Where possible, I prefer creating or reusing my own 3D elements so the style stays consistent and I can iterate quickly based on feedback.




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