More plants today! We’re going to be making clovers, a bush, and a single leafy plant. C:
First we’re going to start off with the clovers. Off to Blender!
So empty right now isn’t it?
When it comes to plants you’d usually think to just make the texture and then UV map it onto planes, and then let them take their shape. That’s something we’re going to actually do! But before we do that we need to do something that can only be done in Blender:
Set up the actual details for the textures!
Instead of searching the internet for images to use for the texture, we’re going to make it all from scratch. And one of the ways to do that is to model a detailed version of what’s going to be made, and then use it as a texture piece for the finished product. Seems kind of anticlimatic, but it works, and it has great results! (It was done for the flowers seen in yesterday’s LB).
So when it comes to clovers I’m going to start with a single plane
Then go into edit mode and start to extrude and scale the edges until it looks like a single leaf off of a clover
Then I’m going to split it down the middle and slowly move everything around until there’s a visible dent along the center. It’s going to be needed later.
Then I’m going to split again so that the leaf itself has a bit of a bend, then extrude the edges so that it has depth.
Then I apply a subsurf and material color that we can use as a base and then…
Now we need to make two more leaves to complete the clover
To make it easier I’m going to snap the cursor to the clover’s center, and then rotate along it so that it will all come out nice and even.
And there we go! Next up will be moving it into Photoshop and then texturing the clover itself. C:
Disabling the visibility of the grid and moving just a teensy bit so that it’s gone, I simply screenshotted the clovers and then pasted them into photoshop (I’d duplicated and modified the copies so they’d look different, this would help for variety later on; I simply forgot to document it, sorry).
After that I simply cut out the gray and then scale it to a size that I find appropriate for editing.
We can’t simply color over these clovers because they’re going to be part of the detail in the final texture, so we’re going to select them, inverse the selection, and then color in the selected shapes on another layer beneath the pasted clovers.
Now back to the pasted layer, I’m switching the mode of the layer to ‘Linear Light’, and then decreasing the opacity so that it isn’t too dark nor too light. Then, I make a layer between the two layers for some detailed coloring.
Next we’re going to play with some shading layers over top of everything until it has enough detail.
There we go.
However, The clovers seem a little dark. They’re supposed to be a more neutral green, but not this dark. So let’s make a quick hue/saturation clipping mask over one of the layers (I went with the detail layer)
We’re ready to put them on a model now!
They’re taking up a lot of space on the texture map that we don’t need. So we’re gonna resize them and put them somewhere so they won’t take up so much space.
And there we go! Ready to be put on a fresh model.
Back in Blender, start with another plane.
Merging one edge together to make a triangle.
And then extruding all the edges so that they make ‘leaves’.
And there we go! Clover grove.