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GRASS CREATION IN SPEEDTREE PART 02

In this video I show how I generate the texture maps for our grass model. I use Midjourney with a simple prompt (blades of grass, solid black background, no shadows) plus a reference image to get a usable result, mentioning that provided course textures are available if you’d rather skip AI generation. In Photoshop I remove the background, clean up the blade shapes with a layer mask, and export the color map as a JPEG. I then build an opacity map by placing a white solid layer, clipping it to the shape, contracting the selection by two pixels for clean edges, and exporting it separately. Finally, I generate a normal map using Blender’s free DeepBump add-on (installed from a downloaded zip with its dependencies), applying the color map to a simple plane’s material and running Generate Normal Map, then saving the result through the UV Editor so it isn’t lost. With the color, opacity, and normal maps all ready, I move back into Speed Tree in the next video.