Divine Zelda Modeling - Part 14/15 - Texturing Part 1/2 - Ambient Occlusion and Basic Colors

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Published on ● Video Link: https://www.youtube.com/watch?v=0u8gO4TlOgw



Duration: 4:26
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In this video I start on Zelda's texture by using Ambient Occlusion and a plethora of clipped Fill Layers. The use of fill layers will allow me to easily change various colors with just a few clicks (for instance, in the video her skin is a little too red, but this can now be changed in a matter of seconds). Note that the eye texture is merely a placeholder, as it will later get its own material.
Changes since last video: A slight ridge has been added to the eyelids so the eyes don't squish when animated. Hair has been thinned to match what is actually seen in the game, rather than how I had interpreted one of the reference images.
Goddess Harp modeling video: http://www.youtube.com/watch?v=a4qALU2v_6c







Tags:
zelda
skyward
sword
autodesk
maya
3d
model
animation
hylia
speed
modeling
character modeling
Autodesk Maya (Software)
ambient occlusion
texturing
adobe photoshop
cs5