Exporting Yang's UV's out of Maya, I created several maps for the character using Photoshop before connecting them up through textures back in Maya.
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Above, a side profile render of Yang's model fully textured. I used an opacity map on the characters shawl to roughen and rip the bottom. Then, I increased the materials transmission to increase its opaqueness. The result, you can see through the shawl. |
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Above, a rear view render of textured Yang. I used an alpha map to eliminate areas of unwanted geometry near the ties at the scarf ribbon bases. |
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Above, a profile shot of Yang. I used volume shaders on the face and eyes to create a 'void' appearance. |
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Above, a close up render of Yang's textures. I used normal maps to create the cloak scale pattern and the shiny chainmail pattern. |
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Above, a closer look at Yang's feet and scarf ribbons. These ribbons will be rigged like arms to flow about separate to the body. |
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Above are the two colour maps used to texture this model. |
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Above, two opacity maps. One for Yang's ribbon scarfs and tassels, the other for the opaque shawl. |
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Above, another opacity map used for the models shimenawa belt, and a normal map for the models scales and chainmail textures. |
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