Using the UV's of my character model, I created some colour and opacity maps for Gin's base mesh. I now must texture her robe and create some feathers from flat planes and opacity maps.
![](https://blogger.googleusercontent.com/img/a/AVvXsEhbsLb3R6MKZIZO3njjgLoKpZO7QvPYZc-dBJmrYjFXnrhXcvaS4BSPr0RsqnaSSxRia9DVa5hxFBp66ei8hLE8HIaZlJ3gIoS8NxrBcaZ7AurRLQieJcu8vjonI13sATMu4fzijf3b-zqF2ogaPA3VIg9Iw9we1cdTbxNr-Ba6JoKLX0v5oNaDjF7E=s16000) |
Above, a front view render of Gin. Not visible in this light is her slightly reddened knees, matching her cheeks and ears. Shading is minimal overall except from these blushed elements. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEgSiofKQT0UgtpWsr1mEId1R_WKeNsloRyNdUTJhxhvNRex-yt_6jDKeQ8hBJa3RFHgHPwNP2NgOUqU8nqDZ7c3Zg_i5xIv8uoI9ehDaYW8F9FZg0ukm1pb2oPwFwWLvvd5mCt3i1vfXq1-hTErao5V8WA9aXQDDWczqRqjCotIw1llQVI_6OU0GTUu=s16000) |
Above, a rear view render of Gin. Her string belt is made from colour and opacity maps. The fluffy obi will be constructed using a similar method later. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEjXLHF5jDTzgro5S0Yp7h3wvxyU9pw7UqguKaMBxXF7ZkzYN_2QOJ6l75iSLqYu7yUPzh2s1WLR2yAexAz6k9moy1vRoNGdXwypuInPmfUC4Fm5uvuGh-fm8Dc1SsrxmHmSjAh_kBdd_KHfCxZwbBmq6HsUR6n_WecRatz2Sd2umWGDqdIEv9fYRSaT=s16000) |
Above, a side view render of Gin. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEgvgHrJKwZhZAV9s1ZqmPXYZbOYmfmwi7G7vNrAaio-FX2iQRJIxzI5QVC0KeUNxtJz0g8Ude7v9PZkCbWQmtr2fdtcmCUiaD8QocF-YBu-bpG74uOjkLzJmewduYZbmF2OsmjzcdP7arnb0iPFo1TQ-UDWvyk0PVzLd05IrZAzmyMuhSSz9VlTdi_z=s16000) |
Above, a front view render of Gin's face. I might revisit the eyes, but I'm very happy with this coloured render overall. I added some white specks to the eye maps witch make her look more lively. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEjUZlla2lHw_7T3va72Mw4KM6lCavCgRWdkF-HcqlYivjtt1mORr-GWbw-AgMmDzN7ppLMrvE-rPZXriTWi_vcdchigo_shme1qj-iAbup7TPeZFVUxCO1gCFAQe863Qk__A1G7m15cWHKa8sfiHlBhhmv0S5FZtsGv8xDAYy9ClI_yLs_Pdsjlf3uw=s16000) |
Above, a rear view render of Gin's head. I'm really happy with her hair texture. I feel I'm learning from past texturing mistakes. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEj_HWNDfwwknM7AXgatZfZu7ouAtrD1jh8QfvAokRWoN6sy-ODNx-D7dtazVvUvNcOLUdJC_7gyyCSg2PRXi0Y3GTomLSbwQmQ9IcFn11X3fVahWObfFUQqhGEyLiBFlclrNA2bulkLU27RGO_RtN8-frGhXKMmRTtDfmFeBfvzzs1sQ4MwsMBt7Ryq=s16000) |
Above, a side view render of Gins head. I might revisit her skin texture and add some wispy hair strands. Creating cohesion between separate textures. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEiqL2Z3RhW01e7YgaILEK1ZyoVFGwCAF5jszMOSHY2dz1sUpgmR6Fxzp-CYH9P-ccvSxuFAwexr3n1L1HlVJeKQGYiq_q3o7XRXquMaq2Fakngj3Nn7V6VL843hVGOOome6rLi5UfjuJ9SDfE02vL2dPQLO04n9xTGx4LMhboQbGQS17_Kt9djMeGT8=s16000) |
Above, some of the maps used to colour Gin's model. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEgBQjxoDeuT9JXJXPEl17lsYsqaMNlCl9ArAotKXAszNuqUaJ14y_86JKh6FFfAVZbDmrNUPqpg6wIqJNKI3Bp4A7WF_pIKoipSzjAKOM7XmhBw_EFhMAB8t5nY7UDuXQh3UL9swR8-Y7fXsfmz26-fjSPZor1exGZNk9HlNS7P8dPE8AMJSRzeHW4j=s16000) |
Above, the remaining maps used to colour Gin. |
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