Finalizing the Tall Kami Character Textures:
Today, I developed on from previous texturing experiments I conducted for these characters. Their new material is simpler and therefore quicker to render; a matt
aistandardsurface with an alpha map connected for the base opacity gradient. I had previously used pre-sets for the same effect, but these took far longer to render in Arnold.
Texturing My Toro Lantern Models:
![](https://blogger.googleusercontent.com/img/a/AVvXsEh64qMb9QSGplRwcdCtUne1W-5eKQc3YhMuhQBMT14QkT5HQXsDn4wH3XipSW8gdg-rYEKM3Nuczynw8luqg2ilvg4NUGlNzzEsbmbKFFjiX3clRLiNewHqJtliovrC7VRFpTU2rE6fQvUL5jyYJW2oXVy4MeCfGNWOrXLZxWxxF-nsAYDItZ_2OTaa=s16000) |
Using the same seamless textures from my rock models, I created some colour and normal maps for my Toro lanterns. I'll also use these materials for my Jizu statue; using the same textures will help give my sets continuity. |
![](https://blogger.googleusercontent.com/img/a/AVvXsEgTC1ej0JuWynySzfblSNghbMNyTep5rxdBpdAuNqjAC8zULB5-_1lDIq-EEvGfkeGBLAyYkx4XWs5K__WZ1KpjUH0xoG6B7m6DO2MPZJGgS2JFRu0NDDokCVOnE84O2tKbiGClwOdei2kJvLns_U1jW4FatDhyHSs06XtW9_1-fWHQDVV6WBFnJV4N=s16000) |
I created the moss in Photoshop, gradually building it up using a mask to ensure I could add and remove areas at any time. |
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