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Before
we start with the tutorial I want to
make it clear that this tutorial uses
both 3dmax and photoshop and its not
designed for complete beginners at photoshop
nor max since there are going to be
things that I'm not going to explain
such as the position of some tools,
adjusting brush sizes, creating layers
etc.. nor simple commands of max's user
interface such as applying bitmaps nor
other map types, exact position of map
settings but if you get stuck in a certain
area or don't know how to do a certain
command don't give up quickly, make
sure to take a quick look at the reference
manual for either max or photoshop to
answer your questions. Painting textures
can be very time consuming but very
rewarding and maybe you won't like how
things are going in the beginning but
it will start looking better as it progresses.
Even
though this tutorial uses 3d max, I'm
sure that people using other 3d packages
would benefit from it since the tutorial
is mostly dedicated to painting textures
with photoshop, but I will also supply
with a leaf model in other formats if
you want to import it to your 3d package,
note that the leaf model already has
texture coordinates so you would simply
have to take a screenshot of the uv
map or bake the procedural color in
order to follow along in the painting
section.
A
short summary of this tutorial would
be that its goal is not to simply teach
how to paint a leaf with photoshop but
to teach texturing methods and techniques
that could be applied to every texture
you make. The goal is to learn more
about texturing as a whole and learn
the role that specific map types play
on our 3d surfaces and how can we use
those maps to make our 3d objects look
and interact with virtual lights more
realistically therefore our leaf object
will include: A color map, bump map,
specular map, diffusion map, dirt blend
map, translucency map, a Reflection
map, and a luminosity map. The map types
will be explained more in depth in there
specific section of the tutorial.
One
of the most important keys when painting
your own textures is to have lots of
references, that way you can observe
how the surface is composed. Break up
the surface into multiple components
such as color, bump, specularity, diffusion,
dirt, luminosity or how much that surface
self-illuminates, and translucency.
I
think everyone already knows that when
you make a color map what you try to
capture is the surface's color but when
painting textures always try to paint
all the details in that object such
as the faded areas in metal, rust, damage
caused by the sun, even water drips
and blood stains, scars etc.. we don't
want to leave anything behind, you might
think that a certain detail is not important
or only makes a subtle difference and
maybe not include it but they are important
because these are the things that are
going to separate your artwork from
others and without those subtle differences
your surface will look like its missing
something to others and especially to
yourself as a texture artist, I personally
am not happy until I know that my surface
acts and looks as its real life counterpart.
The
things you try to capture for you bump
map is the way that surface feels, you
try to capture how that surface is distorted
even with the smallest of details, like
for example a real leaf my feel very
smooth just by touching it but by looking
closely you realize that that leaf is
composed of very small bumps all throughout
its surface and notice how damaged areas
also have an impact on how the surface
feels, you try to observe all of those
details and include them in our bump
map. Bump mapping should also be used
to back up the information in our color
map, like if you add drops of blood
or water in the color map you would
need to ad those details to the bump
maps as well to make it appear as if
the liquid had volume and if you add
scratches or dents to the color map
those should also be included in the
bump map as well.
With
specularity we try to capture the way
that a given object reflects light,
therefore its really important to have
references of that object under different
lighting conditions to get a better
idea of how exactly that given object
reflects and how the environment around
it has affected its reflection. That
given object may be wet, dry, dirty,
clean, soft, hard, new, or old, all
of these properties are important to
include in your specular map. A specular
map should be used to back up the information
in the bump and color maps as well,
like the scratches In the bump and color
maps, normally light would get trapped
more in a scratch or crack on the object's
surface therefore that area would be
less reflective therefore that should
be included in your specular map, or
if your adding drops of water or blood
those areas would tend to reflect a
light source more therefore that information
should also be included in your specular
map.
Here
are the baked
color maps, this contains the baked
procedural color and the baked wire
frame reference if you want to skip
the texture baking sections and go straight
to the texture painting sections, they
are jpg format with the resolution of
2048x2048 (you can resize of you desire).
This was made with users with older
versions of max in mind (can be used
for other applications as well) since
texture baking was implemented in version
5. I would recommend to delete the black
background in the images using color
range in photoshop in order to maintain
alpha transparency in the layers (witch
plays an important role in the tutorial).
Here's the 3dmax
scene file with the unwrapped leaf
model (max5).
Here's the obj,
3ds,xsi, and lwo format leaf model
if you want to import and work with
it in another application.
Here are two fingerprint
images that you can use for making
custom fingerprint brushes that will
come into play when making our specular
map.
The
tutorial is broken up into several
parts:
3D Studio MAX |
Photoshop |
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