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Making the colour map
Even
though the instruction for making the
procedural map and baking the map and
use it for painting are max specific,
I'm sure you can apply these techniques
to other packages because of the nature
of procedurals and simply because most
of the surface editors in other packages
have the noise and cloud/smoke procedural
maps already included in them.
You
may be asking yourself why are we going
to make a procedural map instead of
just taking a screen shot of the unwrapping
editor? Simply because making a procedural
map and then baking them it is a good
way to insure that the edges of the
object will blend together seamlessly
and a procedural map could also provide
us with a good initial base color that
we could use as reference when painting
details in photoshop.
To
start off open the scene file included
in the leaf zip file, you should see
the fully unwrapped leaf model ready
to be painted, but instead of taking
a screenshot of the uv unwrap modifier
were going to create a simple procedural
texture and then bake it, as I mentioned
before this way we ensure we start off
with a seamless texture and some colors
we can use as reference for painting
as well.
Open
the material editor and ad a smoke map
to the diffuse channel of a new material,
change the size to 10, give color 1
an rgb value of R:101 G:54 B:16 and
give color 2 a value of R:81 Green:36
Blue:0, this will produce a brown tone
witch is part of the discolored areas
in our leaf.
Add
the current smoke map to a noise by
clicking on the smoke button and picking
noise from the material/map browser
(keep old map as sub-map), change the
type to fractal, in the noise threshold
give the high parameter a value of 0.6
and a low value of 0.25, and add another
smoke map to the empty color 2 slot.
This
time instead of browns were going to
use yellow tones to add more variation
to the faded areas in the leaf, change
the size to 10 give the color 1 an rgb
value of R:167 G:128 B:22 and color
2 a value of R:196 G:161 B:22.
Click
the go to parent button
once to go to the noise base level and
add the noise map to another noise map
by clicking at the noise button and
picking noise from the material/map
browser and keep old map as sub-map
in order to create the third color layer,
in the new noise map change the type
to fractal, size to 30, noise threshold
high value of 0.6 and low value of 0.25,
phase to 10 just to give it a different
pattern, and click the swap button in
order for our old noise map to move
to the second color slot.
Add
another smoke map to the empty color
channel (first color slot), change the
size for that smoke map to 10, give
color 1 a value of R:44 G:60 B:0 and
color 2 a value of R:67 G:84 B:0

Were
finished with this step, for now make
a quick render of your scene, if you're
not entirely happy with the pattern
or color feel free to adjust the maps
to your liking before moving to the
next steps.
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