Texturing Character Model 'Yin'


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. 

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. 
 
Above, a rear view render of yin. 



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?

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. 

Above, a render of Yin's ribbon scarfs. I might edit the normal map on the pompoms (Yuigesa) to be fluffier. 





Above, colour and alpha/ opacity maps used to create Yin's ribbon scarfs. 

Above, the colour map for Yin's base geometry (left) and the opacity map used for the feathered poncho detail (right).

Above, the opacity and colour maps used for Yin's bone necklace. 

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