When
you open the baked texture file in photoshop
the first thing you might notice is
that the top part of the leaf (the one
on the right) and the bottom part (one
on the left) have the exact same pattern
that's because of the nature of procedural
textures but to fix this use the heal
tool to change the inner pattern on
one of the leaves but make sure you
don't change outer edges of the leaf
because we still want the texture to
remain seamless. In this case I find
it better to use bigger brushes with
their hardness parameter set to 0, that
way the healing changes will be more
subtle, after you finished healing one
side of the leaf rename the layer to
"base color".
Now
were going to begin painting some of
the details into it but first open the
wireframe map that we baked, copy and
paste it to our image, position so its
right on top of our base color layer
and rename the wireframe map to "Wire
Reference" and change the blending
mode for it too multiply to be able
to see it on top of our base color texture,
now create a new layer on top of wire
reference and rename it to "Leaf
Pattern"
To
make the leaf pattern you could make
a new document and make it so it's about
one fifth the size of your canvas, what
were going to do is make a custom brush
for the pattern shape. Use the image
on the left as a reference for the shape
of the costume brush, to make the custom
brush just select the entire canvas,
then go to edit>define brush.
In
the LeafPattern layer, use your new
costume brush to paint the patterns
on the left side of one of the leaves,
then you can simple make a duplicate
of the layer and flip it horizontally
(image>adjust>flip horizontal)
and position it on the right side of
the leaf and adjust some of the strokes
by lasso selecting them and moving so
they come in contact with the edge center
vain or
you could make another custom brush
with a pattern that is flipped horizontally
and paint the patterns on the right
side, after you finished making the
patterns for one of the leaf sides,
duplicate the layer and move it to the
other side and make regular brush strokes
to compensate for the differences in
a few areas. Here's a screen of the
leaf patterns with the wire reference
layer hidden. After you finished positioning
the patterns merge all the leaf pattern
duplicates into a single layer.
Make
a duplicate of the pattern layer and
rename it to "pattern soft shadow"
and apply a Gaussian blur of about 5,
now change the blending mode to soft
light, and move it so its a few pixels
below the LeafPattern layer.
Change
the blending mode of the leafpattern
layer to "darken" and change
the opacity value of the layer to 25
percent just as a temp color, were going
to come back on this and make some changes
to this layer later in the tutorial.
Duplicate
the "pattern soft shadow"
layer and rename to "pattern soft
highlight", adjust the hue saturation
for that layer, were going to give this
layer a dark green color tone, check
colorize and give hue a value of about
115, saturation of 100 and lightness
of 10. change the blending mode to hard
light and to make the colors more apparent
make a duplicate of the soft highlight
layer and merge it down (ctrl+e).
Hide
the leaf pattern layer and the soft
shadow layer, make sure your wire reference
is not hidden, now sample the dark green
color in the soft highlight layer and
paint in the outer edges of the center
vain of the leaf, you might want to
give your brush a little bit of scattering
(in brushes tab) in order to make the
brush strokes look a little more random
than uniform and change the flow and
opacity of the brush to about 50 percent.
Use the following image as a reference
for painting the dark green areas.
Create
a new layer above the pattern soft highlight
layer and name it pattern detail, for
this were going to make a custom brush
to add some detail to the pattern, with
this brush it should look like the patterns
have this root/lightning pattern on
them. Open the brushes tab in order
to customize this brush, enable scattering
and give the scatter amount a value
of about 95, enable texture and give
the scale a value of about 95 and a
depth value of 90 in order to give the
brush more detail, now pick the texture
called "metal landscape" that
has the exact effect were looking for,
increase the brush size accordingly,
also change the opacity value of the
brush to about 75 and flow of about
60. Your brush strokes should look something
similar to this:
Make
sure you increase the size of the brush
and the scale of the texture as you
get closer to the center of the leaf
and decrease it as you get closer to
the bottom. To soften and add additional
detail to the strokes after you finished
going trough all the lines in the leaf
pattern, increase the size of the brush
and the scale of the texture even more
and decrease the brush opacity to 30
percent and give the patterns another
pass and that should complete the leaf
patterns, now just change the blending
mode for the pattern detail layer to
overlay and opacity to 75 percent. Use
this image as reference for painting
the detail strokes.
Were
going to go back to the base color layer
and add more detail to it, we want the
color to be darker in a few areas and
lighter in others, we also want to make
it look a little sharper since the procedural
texture gave us good color tones to
work with but not as much detail nor
sharpness. We are going to use the dodge
and burn tools to make areas darker
and lighter and the sponge tool to remove
and add color from a few areas as well.
Pick the burn tool and change the brush
size to about 50, an exposure value
of 15, and in the brushes tan enable
scattering and give it a value of about
260, enable dual brush and pick number
"60" that brush will give
us a good level of detail to work with.
Start painting, its up to you too decide
witch areas of the leaf you want to
be dark or lighter, for now just paint
the dark areas with the burn tool and
when your happy with it make other areas
lighter with the dodge tool, make sure
the dodge has the same brush size and
style parameters as the burn tool's
current brush. Try not to paint on the
edges.
For
the sponge tool we don't really have
to use a dual brush, but we will use
a little bit of scattering for it but
the exact scattering amount is not that
important. First set the sponge tool
to saturate mode, this will add more
color to the painted areas, change to
flow to 50 percent, if you look closely
at the areas you painted with the dodge
tool you will see that some of these
areas have almost no color at all, make
a pass around these areas to add more
color to them. Change the sponge to
desaturate mode and decrease the flow
to 25 percent, if you take a look at
areas we made darker with the burn tool
you will notice that some of these areas
show a little bit too much color, you
might want to give a pass to those areas.
Open the burn tool again and make the
center root detail a little darker,
make sure your not using a brush texture
or style and scattering is not really
needed since we want to change only
the center area and keep it looking
rather smooth. Here's a screen with
all the changes applied, just a few
more details and were finished with
the color map!.
Now
were going to make a few tweaks and
changes to the leaf to improve it even
more. If we you take a look at the patterns
in a real leaf you will see that the
influence of the patterns is stronger
in the center and fades away progressively
and in the edge of the leaf only a small
portion will be noticeable, so what
we can do about this is use a soft eraser
to erase the areas around the edges
of the leaf on the four pattern layers,
the reason why we don't merge the four
layers into one is because the soft
shadow and soft highlight are color
only layers, meaning that we don't want
this layers to show up in our bump/spec/diffusion/dirt
maps so keeping them separated will
save us allot of trouble in the future.
When erasing the edges of the pattern
layers make sure your eraser has a subtle
influence such as 25-50 percent to make
sure we don't erase them completely
and try to keep a smooth progressive
transition.
On
the base color layer use the dodge tool
with a low exposure such as a value
of 5 percent to make the center of the
vain of the leaf a little brighter.
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Our
last tweak will be changing the color
of your "leafpattern" layer
from black to another brighter/brownish
tone like the tone present in the center
vain, so for now increase the opacity
to 100 percent and blending mode to
normal, open hue/saturation, check colorize
and change the hue value to 30, saturation
to 20 and lightness to 20 to give it
a dark brown tone to make it look like
its coming directly from the center
vain, if needed change the values to
compensate for the exact color of the
center vain of your own leaf. Now change
the blending mode to Exclusion and opacity
to 75 percent. If you look at the updated
image you will notice that the pattern
is allot more subtle now, were ready
to move on and add the final details
to the color map!.
Right
now our color map looks really good
we could go and apply this map and use
a copy of it for the bump channel and
the leaf would look really good but
we don't want good we want perfection!
Therefore
this leaf will have color, bump, specularity,
diffusion, dirt, translucence, luminosity
and reflection maps but don't worry
because things only get faster and easier
after we finish the color map!. there
is only one thing that is missing with
the color map and that thing is damage!,
if you look at the 3d surface of the
leaf you instantly know that that leaf
has been trough quite some damage but
the color map suggest that the leaf
is almost perfectly healthy. We'll start
creating the damage by making a new
layer and naming it "damage red",
move this layer below the leaf pattern
layer, change the foreground color to
R:137 G:28 B:74, brush size about 20,
opacity of 50, flow of 75, in the brushes
tab enable scattering and change the
amount to about 250, disable texturing
if its checked and use dual brush, use
brush number 60. there not really a
rule for painting these so just paint
the areas that you would like to add
this type of damage but make sure you
don't paint on the edges ordirectly
under the patterns or above the center
vain, afterward you might want to burn
some of the damaged areas to make some
look darker, than others, here's a close-up
of the damage so you can see exactly
how the damage is shaped using the custom
brush and how I used the burn tool to
change the color tones.
Now
were going to add are second and last
layer of damage, create a new layer
and name this layer brown damage, change
the foreground color to R:68 G:28 B:9,
do the same as you did for the red damage
but add less of this type, but this
time paint on the parts that are cut
away from the leaf such as the area
here:
Here's
a screen of the completed red and brown
damaged areas.
Lets
just do a little cleanup before we start
with the bump map, create a new set
(folder icon) and name that set "Diffuse
Color" and drag all the maps to
this folder, make sure you keep the
order of the layers the way they currently
are, but don't add the wire reference
to this set, place this layer on the
bottom of the set and hide it since
we might find a need for it in the future.
Control click on the base color layer
to select the leaf object, inverse your
selection, now with the selection inverted
just go over each layer pressing delete
just to get rid of some of the areas
that we over painted do this to all
the layers except the "brown damage"
layer, we need this to go a little over
the edge because we will render the
leaf model using mesh smooth, therefore
the cuts will be more rounded off and
the extra color in those areas is needed
for the texture to blend correctly.
Now were finished painting the color
map, it's time to move on the making
the bump map.
Here's
a render of the leaf with the color
map applied, don't worry about applying
the maps to in max just yet, these are
just examples to show the progress of
the leaf after each stage.