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Applying Our Maps.

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.

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Part1: Making the initial base color with procedural maps (Max)
Part2: Baking Initial Base color (Max)
Part3: Making the Color map (PS)
Part4: Making the Bump map (PS)
Part5: Making the Specular map (Ps)
Part6: Making the Diffusion map (Ps)
Part7: Making the Dirt Blend map (Ps)
Part8: Making the Reflection Level map (Ps)
Part9: Making the Translucency Level map (Ps)
Part10: Making the Luminosity Map (Ps)
Part11: Making seam layers (Ps)
Part12: Applying our maps (Max)
Part13: Faking blurry refractions using reflections (Max)
Part14: Faking Translucency (Max)
Part15: Creating the dirt shader (Max)
Part16: Rendering tips (Ps & Max)
Part17: Final Renders and additional information

 


Copyright © by Julio Juárez