After
saving a .jpg copy of every map, fire
up max and create a new "blend
type material", make a new raytrace
type material "material 2"
slot for that blend material and rename
the new raytrace material "leaf
shader". Apply the maps to there
corresponding channel, color- for the
diffuse channel, bump channel (Give
the bump amount a value of 50), specular-specular
level channel, specular color, and the
diffusion channel. For now don't apply
the dirt, translucency, luminosity and
reflection maps, those will be covered
in the three following sections: Faking
blurry refractions using reflections,
faking translucency and creating the
dirt shader.