Now you can have 16 different looking leaves on the tree, almost as easily as you can have one. Then you can make a texture map with leaf variations arranged in the same 4×4 tile pattern. But a more efficient way is to layout the uv’s so that groups of leaves are mapped to different parts of the uv quadrant in a 4×4 tiled patternfor example. You could break the leaf mesh into a few parts and assign variations of the leaf textures to each part. Select the main root birchSpringHeavy1Main then : Geometry Cache> Create a new cache. Modify>Convert> Paint Effects to Polygons. To try it out: -In a new scene create a BirchSpringHeavy tree from TresMesh in the visor. This can look pretty good, but the repetition is usually very obvious. you can bake the animation of the tree after converting them into polygons in Maya. If you ever need to create vegetation in a pinch, there is nothing more quick and straightforward than Paint FX. The default output from the paintFX conversion has each leaf mapped to fill the standard uv quadrant, so each leaf gets a copy of the texture. While Paint Effects in Maya is a bit old-fashioned in the sense that there have been very few changes to the Artisan engine over the years, it is still a great workflow tool for a lot of things. Texture maps (color, opacity, bump etc) are then applied. “Maya’s paintFX can be used to make trees which can be converted to polygons with leaves that consist of just a few polys per leaf. David Johnson over at DJX posts a new script he created for handling UV Layouts of PaintFX leaves in Maya… pretty specific thing, but actually quite useful when you need to make grass and trees in large numbers in Maya starting with PaintFX.
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