clarky003
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The content i have made and used in this thread is freely available to those who wish to use it for following this tutorial.
First of all, to follow this tutorial you will need atleast basic understanding in creating materials and mesh's.
Here are the maps for your leaves, accompanied by its respective bump map. The Tutorial is below.
MAPS:
A.
B.
TUTORIAL:
I'll be focusing on the material and effect.
Boot up MAX and spend as much time as you like creating a rough mesh for your leaf, It's helpful to place the map on a plane and trace its shape with the mesh your making.
Here is mine for reference.
Open the materials editor, and select a swatch,
Open the Maps drop down menu, click 'none' next to Diffuse. and open your choice of leaf as a bitmap (not the bumpmap)
Now we need to get rid of the white part of the map with an alpha channel.
Go back to the Maps rollout, by selecting default in the rolldown tab below the material swatches.
click 'none' next to Opacity, and again open the same leaf as a bitmap... rolldown, Open 'Output' and use these settings as a reference.
Create two new points on the graph using the 3rd tool from the left, the selected tool in the image manipulates the position of the points, when your satisfied it looks the same as displayed above go back to the Maps rollout tab.
The White is now invisible and accurate to the outline of the leaf providing 'amount' is set to 100. (If your leaf is going invisible instead, tick 'invert' in 'output')
Time to make it shine, and shine properly. This next part is important because we want to restrict the specularity to the leaf part of the map, and not let it appear on the excess edging on your mesh.
click 'none' next to 'specular level' in the list and select your map again.
roll down to Output at the bottom and use this reference till your again satisfied with the appearance of the graph and settings in view.
Apply the bump map near the bottom of the main map rollout (use correct bumpmap texture) play with the bump 'amount' until it looks reasonably realistic to you.
changing the specularity amount should now result in this appearance, and for subsequent render's.
Your done!, now drag that material onto your desired mesh.
goto the modifier's list for your mesh and select unwrap UVW,
and UV map the mesh to fit the texture in the editor. It should look something like this..
Finally add some lights, set the scene and you should get something like this.
Images are rendered using Vray, Tutorial by Clarky.
Hope thats useful
First of all, to follow this tutorial you will need atleast basic understanding in creating materials and mesh's.
Here are the maps for your leaves, accompanied by its respective bump map. The Tutorial is below.
MAPS:
A.
B.
TUTORIAL:
I'll be focusing on the material and effect.
Boot up MAX and spend as much time as you like creating a rough mesh for your leaf, It's helpful to place the map on a plane and trace its shape with the mesh your making.
Here is mine for reference.
Open the materials editor, and select a swatch,
Open the Maps drop down menu, click 'none' next to Diffuse. and open your choice of leaf as a bitmap (not the bumpmap)
Now we need to get rid of the white part of the map with an alpha channel.
Go back to the Maps rollout, by selecting default in the rolldown tab below the material swatches.
click 'none' next to Opacity, and again open the same leaf as a bitmap... rolldown, Open 'Output' and use these settings as a reference.
Create two new points on the graph using the 3rd tool from the left, the selected tool in the image manipulates the position of the points, when your satisfied it looks the same as displayed above go back to the Maps rollout tab.
The White is now invisible and accurate to the outline of the leaf providing 'amount' is set to 100. (If your leaf is going invisible instead, tick 'invert' in 'output')
Time to make it shine, and shine properly. This next part is important because we want to restrict the specularity to the leaf part of the map, and not let it appear on the excess edging on your mesh.
click 'none' next to 'specular level' in the list and select your map again.
roll down to Output at the bottom and use this reference till your again satisfied with the appearance of the graph and settings in view.
Apply the bump map near the bottom of the main map rollout (use correct bumpmap texture) play with the bump 'amount' until it looks reasonably realistic to you.
changing the specularity amount should now result in this appearance, and for subsequent render's.
Your done!, now drag that material onto your desired mesh.
goto the modifier's list for your mesh and select unwrap UVW,
and UV map the mesh to fit the texture in the editor. It should look something like this..
Finally add some lights, set the scene and you should get something like this.
Images are rendered using Vray, Tutorial by Clarky.
Hope thats useful