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Making Seam Layers
Before
we apply our maps we need to save them
out from photoshop but before we do
so were going to create a simple seam
image in order to make sure all the
edges blend together properly because
even dough we baked a seamless color
for the base that doesn't mean that
all layers will blend together seamlessly,
the way you create a seam image is to
first get a selection of the leaf by
ctrl+clicking on any base layer, create
a new layer on top of the base layer
on the current set and rename it edge
blend, expand the selection for about
15 pixels use the paint bucket tool
in orde r
to fill the new selection in the new
layer with about the same color that
that specific map already has on the
edges, contract the selection by twice
the amount you expanded it earlier,
in this case its 30 pixels, delete the
selection and apply a Gaussian blur
of about 20 and make a duplicate of
the layer and merge it down to make
it more apparent, last what we will
do is create a new layer at the bottom
of all the layers in the set and rename
it to background, simply fill this layer
with the same color you used for the
edge blend layer. After you do this
for one set what you can do is duplicate
the edge blend layer, move it to another
set and adjust its color values in the
hue/saturation in order to change the
colors to better fit the color already
on the edges and then make a background
color for that specific layer. After
your finished making your seam images
just hide all the sets and unhide each
set one by one while saving a .jpg copy
of that current set using proper names.
Here are two examples of a map with
a seam layer and a background layer
created for it in order to ensure that
all of our textures blend perfectly
with our final images.
Before
we start working on the following sections,
I want to say that were going to start
using max again, the sections will be
allot shorter because I wont go as much
into theory as I did in the past sections,
I'm going to keep the max sections short
and simple, by now you should already
know what each specific map does and
what effect it has on the leaf there
is no need to explain things twice.
Even though the following sections are
max specific I'm pretty sure you can
do the same in other high end 3d applications,
I personally haven't used most of the
other high end 3d packages but they
most likely do have map able translucency
attributes, blend or multi-layer shaders
with blend together according to the
information in a texture map, falloffs
or map able gradients that are influenced
by light and shadow, fresnel reflections
and the ability to reflect environment
maps, and self-illumination and luminosity
attributes or other attributes that
have the same or a close effect as them.
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