Using a mix of colour, normal and alpha maps made in Photoshop, I textured my Yin character model. Creating the feathered headpiece was the most tedious task, as each feather was individually placed. I plan on merging the feather geometry into one object to make the skinning process easier. The feathers can also be recycled and used on my Gin character model.
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Above, a front view render of Yin fully textured. I like how the character's matt surface absorbs light, affirming that this individual is a supernatural kami spirit. |
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Above, a rear view render of yin. |
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Above, a portrait render of Yin. The feathers take a while to render, this could be rectified by making the headpiece a proxy stand-in? |
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Above, a core body render of Yin. The feathers around his poncho were created using a piece of ring shaped geometry and an alpha map. |
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Above, a render of Yin's ribbon scarfs. I might edit the normal map on the pompoms (Yuigesa) to be fluffier. |
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Above, colour and alpha/ opacity maps used to create Yin's ribbon scarfs. |
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Above, the colour map for Yin's base geometry (left) and the opacity map used for the feathered poncho detail (right). |
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Above, the opacity and colour maps used for Yin's bone necklace. |
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