Texturing Character Model Yang


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. 
 

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. 


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.

Above, a profile shot of Yang. I used volume shaders on the face and eyes to create a 'void' appearance.

Above, a close up render of Yang's textures. I used normal maps to create the cloak scale pattern and the shiny chainmail pattern.

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.

Above are the two colour maps used to texture this model.

Above, two opacity maps. One for Yang's ribbon scarfs and tassels, the other for the opaque shawl. 

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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