
Majora's Mask Fanart

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.
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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.
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I decided for the back of the mask to be flat, because thematically the Majora's Mask has control over the user, influencing them.
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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.
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To make this effect, I utilized the sequence editor in Unreal Engine 5.
