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TEXTURES
The texturing was pretty straight forward, with the bulk of Yoda's head covered with a cylindrical maps created in the Mirai paint module. An alpha map with a special texture was used to catch the top of his head where most of the stretching would occur.
I did create special 'paint states' to help alleviate texture stretching. Much like the hair, I modeled portions into more paint friendly positions; eliminating undercuts and other overlapping areas, and then made a state by going into Body selection mode, Make State. The ears were straightened out and cylindrically mapped on the X axis.
MOVEMENT
Even though I had no plans to animate him, I wanted to be able to give Yoda some more life beyond the static death mask he was modeled in. I did this through Bones and facial displacements.
Bones in Mirai are very easy to set up. I made a simple chain for the head and neck, and also a few for the ears. After selecting the Skeleton, the Skin command was used and the Yoda head model was assigned. Individual vertices that didn't snap to the right bone were easily reassigned with the Change Skin Part command.
Bones were also put in the eyes, so that they could target or follow a focal point around by Pinning them to a Pin Point (under New Elements).
A few basic facial displacements were made such as blink and smile. This is actually as important modeling step as any. Care must be taken to make facial morphs that behave anatomically correctly and within the character's personality.
May the Rendering Force be with You
That about wraps it up. Yoda was lit and rendered in Mirai. I've streamline some of the descriptive process, but there are tutorials that cover more specific aspects of character creation in Mirai on the Winged Edge web site.
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