Chapter 2 covers modeling the high poly branches and leaves and then baking them down to a diffuse and normal map texture.
Пікірлер: 9
@AppearYT8 жыл бұрын
"Oakely Dokely" Haha I died a little :P Great tutorial!
@Pinkhair3d8 жыл бұрын
In photoshop, you can 'select by color' in the select menu, which works almost identically to the replace color tool(In fact, I believe it uses the same function under the hood).
@svenwoolston51988 жыл бұрын
just wondering, couldnt you just make another render in max with a black material and a white one depending on what you wanna mask out (leaves or branches) in order to get a clean mask? great tutorial btw! ;)
@marsmotion5 жыл бұрын
yes he could have rendered a new diffuse bake with colors added to the model via materials to make a mask map
@esscee965 жыл бұрын
is there any particular benefit to creating the branches in 3D if we're baking it down to a 2D plane anyway? Cause after you traced the vertices you moved them on the Z axis but then you baked it back down to be flat like there was no change in the Z.
@marsmotion5 жыл бұрын
the magic comes from the normal maps var orientations
@19640512aud2 жыл бұрын
Nice tutorial, you could have just rendered the leaves with pure white with a white glow, and then the branches, would have been much easier to separate them.
@Ochikatzu8 жыл бұрын
so.. its better make your own trees in this way or use speedtree?.. i mean, for game engines which is better???
@marsmotion5 жыл бұрын
depends how custom it needs to be and how much control