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Majora's Mask Fanart

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The Legend of Zelda has always been a huge part of me as a person, so I wanted to dedicate this piece to some of my favorite memories from my childhood. After many years of watching my sibling play it, finally playing Majora's Mask.

For this project, I wanted to focus on challenging myself on proportions and details.

Solo Render (UE5)

Beauty Shots and Turntable (UE5)

For my inspiration, I wanted to create a twist on the in game Majora's Mask. Rather than go for how is in game or official renders, I wanted it to look like an actual wooden mask, with some areas experiencing chipping paint.

I decided for the back of the mask to be flat, because thematically the Majora's Mask has control over the user, influencing them. 

Many of my references come from real world wooden masks. 

References

For this piece, I did a mid-poly in Maya using subdivisions and boolean operations. After creating the base, I brought it into Zbrush and added details by hand after Dynamesh-ing. After decimating and exporting back to Maya, I used the work pieces from making the mid poly to create the low poly. After quickly making the UV shells and organizing them, I brought it into Substance Painter and baked the high poly to the low poly. I created the textures by using many folders with fill layers and black masks. I used a lot of hand painting to add layers of texture.

ZBrush Render of High Poly

Wireframe, UVs, Normals

Recreation in UE5

Original (The Legend of Zelda: Majora's Mask N64)

To add to the dramatic effect of the mask, I made a video based on the actual Majora's Mask intro. For the audio, I got the help of a peer of mine, Valentino Martinez, to create a similar sound as the eerie sound present in the game. 

To make this effect, I utilized the sequence editor in Unreal Engine 5. 

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