Now here is a curious thing, while there were no endemic reptile species (save for primarily marine ones like sea turtles) on the Hawaiian islands, there were tales involving giant lizards. These mythical creatures were known as “mo’o”, it is unknown whether or not they are related to the geckos brought to the island during the Polynesian’s migration of if they are of another variety, like the monitor lizards or even crocodiles. More (third party) sources here: The Sacred Spine
Another tale spoke of Moalii, the Lizard God of Hawaii – references are however few and far in between, as cited by this website: Hawaiian Legends Index (Moalii) This may warrant further investigation in the future.
“Lizard people” based on monitor lizards.
Form or behaviour does not seem to matter at all with these shape-shifters, and if anything, the only commonality of the tales were of the entity’s association with bodies of fresh water – lakes and ponds. Like many other deities of the world, they may or may not be friendly to the new human denizens of the islands. Due to time constraints, they may only be used as hostile, humanoid NPCs in our game, an unfortunate fact that just have to be accepted right now.
Well, apparently ancient Hawaiians do use an analog of paper, called Tapa Cloth. It was made from smashed up plant fibres, just like modern paper. It will be a fine medium for the user interface in our game.
We can partially imitate this effect in Photoshop by adding a noise effect to a layer above the base colour, use the smudge tool to create irregular “fibre patterns”, and then changing the overlaying layer to multiply mode.
In other news, we now have a monk seal in our expanding library of art assets. Curiously enough, the Hawaiian Monk Seal is one of the only two endemic mammal species to the island chain, the other being the Hawaiian Hoary Bat.
There were no native reptile species as far as I can tell.
Latest work, a simple modeled Hawksbill Sea Turtle. As usual, it is modeled in Maya, using Quad Draw to create a flat cutout of the model, and then Face Extrude to give it volume.
UV based on camera position offers the best control – use the orthographic views (top, bottom, side, front, etc.) to acquire the basic profile, select desired edge seams, and split UVs to separate UV selection “shells”. It is a matter of exporting the UV out to an image format to be painted inside Photoshop to create the diffuse/colour map.
The resulting model after a couple hours of texture painting.
And a bonus, bird props: