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View Full Version : HARDCORE MODELING!: 80's Cartoon: Mumm-Ra


Oberyn
03-06-2009, 04:26 PM
I think I'll be doing Mumm-ra.
Doing some concepting for now. Might revamp the overall design, but this is where I'm at for now.
http://i147.photobucket.com/albums/r296/Cyclopaexan/anatomyStudies_01.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/faceConcepts_01.jpg

axiomatic
03-07-2009, 02:54 AM
Mumm-Ra is possibly the most recognisable 80's cartoon villain too me. Looking forward to seeing how this comes together :)

Oberyn
03-08-2009, 01:55 AM
Some concepts for hand jewelry
http://i147.photobucket.com/albums/r296/Cyclopaexan/moreConcepts_01.jpg

http://i147.photobucket.com/albums/r296/Cyclopaexan/moreConcepts_02.jpg

Sorry... for some reason Blogger really doesn't like me linking. <.<

Geta-Ve
03-08-2009, 04:03 AM
Nice concepts, second ones not showing up though

Oberyn
03-08-2009, 10:10 AM
Face concept. Terrible, but good enough to sculpt! :P

http://i147.photobucket.com/albums/r296/Cyclopaexan/moreConcepts_03.jpg

SteveTsang
03-08-2009, 04:57 PM
Wow, some really nice ideas and concepts, very detailed :) I like the exposed skull on the face.

Good luck :)

Oberyn
03-09-2009, 09:14 AM
Some WIP on modeling. :wip:

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_01.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_02.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_03.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_01.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_02.jpg

Archeus
03-11-2009, 07:14 AM
Looks like BALLOONS. Just kidding dude =p, looks awesome. One thing though, hold off on the jewelry for a little bit. I think the defining factor of Mumm-ra is that the weak version looks very simple and the strong version is very muscular (Duh) and has lots of detail (jewelry etc) So maybe you can give him the same type of detail but without adding adornments to him. Maybe just embroidering to the cape, a couple of rings in his hands and stuff is fine, but that big ass necklace seems like too much. You could also give him a staff. Keep up the good work.

The face picture you did with the very Egyptian hat seems like too much. I think bandages are fine. Besides, he's not from Egypt.

Geta-Ve
03-11-2009, 02:45 PM
Looking good sir. Nice foot, seriously. I like that you seem to be planning this out and going through the steps carefully and slowly.

Oberyn
03-12-2009, 03:41 PM
Starting the torso:
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_03.jpg

Torso modeled (I'll retopo later, probably), arms added:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_04.jpg

Archeus
03-12-2009, 05:25 PM
So how are you doing this exactly? just maya or using zbrush as well? and which did you start with first?

Airflow
03-12-2009, 06:42 PM
Its looking very nice. I like how you quickly knocked up the base mesh in zbrush.
Interesting flipside to my model. Ill keep an eye out :)

Oberyn
03-13-2009, 02:15 AM
Thanks for your comments guys. =) Really appreciate it.

So how are you doing this exactly? just maya or using zbrush as well? and which did you start with first?

I'm moving back and forth a lot. In a nutshell, I'm modeling very basic mesh in maya, and for any major vertex pushing and pulling, I just export and smooth/move in zbrush (It's faster for me at the moment, because the sculpt geo. tool is clunky, and I don't have the new version for that great soft selection yet). My basic process is the above listed > sculpt out detail until you're inhibited by topology > retopo > polish off sculpt. It's not perfect, but I'm working out the kinks. :)

Geta-Ve
03-13-2009, 03:08 AM
Very nice! I really like the proportions. Odd workflow, but if it works for you then more power to you! ;) :thumbsup:

Oberyn
03-13-2009, 10:56 AM
Mesh with hands added. I don't think the geometry on the hands is too great, but I guess I can retopo later. I'm gonna chop this mesh up before I start sculpting anyway.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_05.jpg

Oberyn
03-13-2009, 03:11 PM
Starting the head.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_06.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_04.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_07.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_08.jpg

angel
03-13-2009, 03:16 PM
Nice sculpt work so far. I think that the jaw/teeth are too far out but maybe that's what you want?

Oberyn
03-13-2009, 03:29 PM
I think that the jaw/teeth are too far out but maybe that's what you want?

Yeah. I might pull it back a LITTLE, but I do want it jutting forward a bit. Then again, skulls are so vastly different from one to the next...

http://i147.photobucket.com/albums/r296/Cyclopaexan/skull_scan.jpg

dude5487
03-13-2009, 07:08 PM
I am going to keep an eye on this thread. I really like your use of tools and workflow.

Its good so far keep it up!

Oberyn
03-14-2009, 07:59 PM
Adding the skin layer.

http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_05.jpg

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_09.jpg

Oberyn
03-15-2009, 08:29 AM
More sculpting.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_10.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_11.jpg

Oberyn
03-15-2009, 09:48 AM
Mmmmmmm. Maggots. I'm hungry.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_12.jpg

axiomatic
03-15-2009, 11:07 AM
Hey, your work is looking really outstanding.

I think the cut-away on the skull is a beautiful idea but I'd like to see some more work on the places where the flesh falls off to the jaw, particularly around the chin. I think it sorta works with the bronze shader but when there tone differences are in I think the flesh will feel unrealistically stuck on there. Perhaps check how the muscles in the face bind to the tip of the jaw and see if there's something that can be done to emphasize the disparity :)

I was also thinking that in profile the ridge of the eyebrows have become less pronounced from your base mesh during the sculpting. I'd like to see that pronounced ridge come back as I think it adds a lot of the emotion to the profile image.

Only being nitpicking because I think the work warrents it. Looking beautiful :)

Oberyn
03-15-2009, 11:16 AM
Ohhh, yeah. I'll try and remember to go in and pull the brow out some more without losing that sunken, shadowed eye. As for the other comment, I'm *hoping* to have time to go in and add some of the fasciae.
Good eye, man. Har har... no pun intended. :applause: Thanks tons for your comments. =)

Oberyn
03-15-2009, 03:19 PM
Working on the hands.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_13.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_14.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_15.jpg

Boone
03-15-2009, 05:02 PM
Excellent.

Oberyn
03-15-2009, 07:08 PM
Thanks, Boone. :D Moving on to the body.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_16.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_17.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_18.jpg

Oberyn
03-15-2009, 08:37 PM
Legs/feet.http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_19.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_20.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_21.jpg

Archeus
03-16-2009, 07:43 AM
Looking amazing, but I dunno about the half nose thing. It doesn't look all that mumm-ra-ish. It's starting to look like a bronze statue or something, hehe.

Oberyn
03-16-2009, 02:17 PM
Looking amazing, but I dunno about the half nose thing. It doesn't look all that mumm-ra-ish.
Does that mean that the power of the ancient spirits of evil reside in his nose? :P
I thought it was those canopic creatures that gave him his power! We've been deceived! No wonder Mumm-ra came back every week!

I'm redesigning it, Marcel. :D Hence the jewelry, the more realistic proportions (if you wanna call it that), the decomposition of a mummified character that probably wouldn't happen, etc. I guess you missed that post. lol The jewelry, I'll probably hold off until the end because I think it's optional to the success of the character I need to hand in for my class, but I do want to add it.

You never did say if you'd settled on an idea for yours... clock is ticking. :P

Oberyn
03-16-2009, 02:54 PM
Next comes the wrappings. Does anybody think he looks a little too top-heavy? I kinda like it, but his legs ARE a little gangly, though I think both the added funeral wrapping/cloak stuff will offset/hide it.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_22.jpg

Archeus
03-16-2009, 03:08 PM
Slightly...... thicker thighs. If you can do it, if not then don't worry about it. it's gonna be covered with shit anyways. But yeah, that's the only reason it's top heavy.

I see what you mean about the nose but keep this in mind, when you take a picture of him for his final presentation, there is no way in hell you can take a picture from his left side. Because the nose would cover the fact that he's missing the other side. He'd just look like a guy who had an accident with his mouth. :) So every picture you take is probably gonna have to be from his right - to front - angle. But you know, I think I just got an idea for yours...

How about this... can you make little pieces of his cheeks skin fall over the left side of his face? Like shreds of skin just slightly covering some of his mouth. Loosely.

This way it offsets the fact that one side of his face looks a little bit healthier than the other. It is rotten skin after all, so maybe you could experiment with that. Give it a more menacing look of undead.






Still though, all I have to say is :

http://www.jumaane.net/mysticdomain/gfdotcom/gfdc_ani/zangief-lariat.gif
Mumm-ra loves the cyclone lariat. In his face. That's why he's a mummy now.

Oberyn
03-16-2009, 03:19 PM
Belay that topic for now. :P
I need to take a step back and look at that jutting jaw before I get too wrapped up in other stuff to mess with it. In the following, the original is on the right, and the altered is on the left. Basically, I shrunk his muzzle a little overall, and pulled it back into his face a little bit. The change is slight, but I thought I'd ask what people thought. I kinda like the big chompers thing, but... *shrug*
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_23.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_24.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_25.jpg
Please let me know your thoughts!

Archeus
03-16-2009, 03:57 PM
Yeah the altered one looks slightly better. The big teeth one now seems kinda silly, too prehistoric in nature. Doesn't fit the withering old mummy look as much as the skinny rotten teeth.

Airflow
03-16-2009, 04:38 PM
Really good work here. Love the zbrush stuff.

WyattHarris
03-16-2009, 10:24 PM
The rotting skin is really coming out nice. I like the big chompers better myself. Gives him more of a feral look.

stage-gr
03-17-2009, 08:51 AM
looking awesome :thumbsup:
He has a lot of character and that WIP shader you use really brings out all the detail you do on him. I would prefer a less defined shoulder area but it will be covered anyway with the cloak.
I'd go for the left images BTW

One of the strongest entries if you ask me...good luck!!

Oberyn
03-17-2009, 12:26 PM
Thanks, guys. Really appreciate it. I'm still a little undecided about the teeth, but there is currently a lull in the workflow while I'm forced to work on other things. :P So I get a few days to think about it.

Archeus
03-17-2009, 03:10 PM
So when you bring this to maya, what exactly do you do to it? and are you working with both programs at the same time?

Oberyn
03-17-2009, 04:28 PM
There are really no specifics. I just use whatever I feel will be most efficient for me.
Towards the beginning, I use zspheres to create super fast, basic meshes. Then I take it into maya and get something roughly resembling what I want as far as where geometry is. At that point, I usually bounce back and forth a lot depending on how much vertex pushing and pulling I need to do. I'm not arbitrarily jumping from one program to the other, and I won't export and start in on zbrush when I think it will be just as fast in maya. I just switch off when I think it's a significant time saver.
If you absolutely need to hear how I categorize what I'm using them for, I guess this is probably the best way I can explain:
I use maya for inserting individual edge loops/splitting geometry, extrudes (I don't like zbrush extruding; it often takes just as long to isolate the face I want to extrude, as it would to complete the entire process and reimport it from maya), complicated mirroring or symmetry issues, stuff like that. Mostly anything that involves actually editing the mesh and reordering vertices.
Once I start subdividing the mesh and sculpting, it usually stays in zbrush, so I try to get everything maya done before that point. Particularly once I get over 100k polys. There have been a few times where symmetry was being dumb or something like that, and I decided to be suicidal and edit a ridiculously high poly mesh in maya, but... maya doesn't really like that very much, and my computer starts crying. So I avoid that, unless it's absolutely necessary.
That's why I think it's so imperative to make sure everything is laid out pretty well before you bother sculpting anything. This also helps with a problem that you see over and over again with zbrushers, where they subdivide their mesh and get way too poly-heavy way too fast. It's pretty important to get as much detail as you absolutely can out of the geometry you have before you add more. This is just as important in zbrush as it is with traditional modeling, and unless you're adept enough to know how much preemptive up-ressing you can get away with, the result is usually poor (and obvious).

Sorry if I sound like I'm trying to be mysterious. It's just a somewhat abstract process.

Oberyn
03-19-2009, 04:04 PM
Yay! Finally get to get back to work. :D

So I'm at the point where I need to start adding the bandages, and I played with a variety of ideas on how to achieve this effectively. These included building shells that surrounded the limbs/body, taking the base mesh and extracting a row of faces, and building individual primitives. I think ultimately I'll be using a combination of everything to get the final result.
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_06.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_07.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_26.jpg

Geta-Ve
03-19-2009, 04:24 PM
Man, this is coming along wonderfully! Though the bandages look like they will be a pain in the ass to do. Good luck! :D

Oberyn
03-19-2009, 07:18 PM
hehe Thanks, man. Yeah, I'm constantly asking myself how much I can get away with not modeling. :D

Some progress:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_27.jpg

TheRazorsEdge
03-20-2009, 09:09 AM
Great work so far!:cool:

I dont envy you for the work you have to do with the bandages. Have you thought about creating a nurbs spiral, adjusting/snapping the cvs to the leg/body, duplicating it, shifting it down, repeat the snapping, then lofting a surface and converting to polys to get the same thing? After that you could sculpt it closer to the legs or shrinkwrap it. That's what I usually do in such a case. The easiest way would be to just paint a mask in ZB and extract a new mesh for retopo though, but I am guessing you are strongly considering that already. ;)

Cheers!

Oberyn
03-20-2009, 09:47 AM
Thanks a bunch for your input! :)
Honestly, I hadn't though of exactly that, but I did think of similar things, and I'm worried about it being too... erm.. planned, that way. What I CAN do is make a spiral, throw it on there, and then slap on a few random ones to break up the precision.
I've actually spent a good while on it, and have gone mostly the primitive route. LOTS of individual subtools. More than I care to think about, considering I get to sculpt, UV map, and texture each and every one.
BUT... this method is giving me a tremendous amount of control over the details, so I'm hoping the end result will reflect that. I'll post an update soon. :D

Oberyn
03-20-2009, 10:08 AM
Bah! I was gonna wait until I got a little further along before posting an update, but.. hell with it, here is where I'm currently at with them. =) No sculpting yet really. Just positioning. Sooo time consuming. I think the real "fun" will be... rigging/posing. <.<
Especially since my experience level there is minimal.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_28.jpg

TheRazorsEdge
03-20-2009, 10:26 AM
Looks very sweet!
I know what you mean with the amount of control you are talking about. I tend to go the same route in my projects.
How about simulating the bandages rather than rigging/skinning (that is, if you have Syflex or nCloth)? That would speed things up tremendously when rigging/posing and you could correct interpenetrations via ZB later.

Cheers!

Oberyn
03-20-2009, 10:43 AM
Looks very sweet!
How about simulating the bandages rather than rigging/skinning (that is, if you have Syflex or nCloth)?
Cheers!

Thanks! I may, if I'm not pleased with this result. My problem at the moment is that this model is also a class project, and I have to have a reasonably finished instance of it done by Monday (posed, ideally with at least placeholder textures, and rendered). So I'm wondering how I can pull off a quickie pose by then.
After the class is done, I'll continue working on it for the contest, but I'd like to get a semi-polished result finished if I can.
No sleep for Richie. :P

Oberyn
03-20-2009, 11:41 AM
Quick update:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_29.jpg

wev
03-20-2009, 11:59 AM
Hi



You are doing great




The proportions are dam good

Keep Rock

wev

samartin
03-20-2009, 12:30 PM
Yeah great stuff here, been watching this thread for a little while now so thought I'd shout a keep up the good work.

I quite like the teeth, however have you thought about losing an incisor and maybe a tooth next to it, it seems he has perfect teeth yet is a living rotting corpse!?

Oberyn
03-20-2009, 12:36 PM
Thanks Wev. :D

Yeah, I keep meaning to go in and at the very least break the symmetry of the skull, the teeth in particular. I get sidetracked every time. hehe Thanks for reminding me. I'll dink around with it once I'm done with the wrappings. :D


I get sidetracked every time. -- I'll dink around with it once I'm done with the wrappings. :D
haha... I'm amazed by my own (lack of) genius...

Oberyn
03-22-2009, 12:33 AM
Latest update:
Holy crap, bandages are... quality entertainment. :P
Still using mostly primitives. No sculpting yet.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_30.jpg

Itsgallus
03-22-2009, 02:17 AM
Hello Oberyn

Very cool bandages....!! looking sweet !!

keep goin'

//cheers...

Oberyn
03-22-2009, 04:18 AM
Thanks Its =)

Another update:

I created the base mesh of the cloak in maya, using a primitive cylinder. I then used soft modifications to warp the vertices around so that the drape was closer to what I wanted.

http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_08.jpg

From there I turned it into nCloth and attached it to the shoulders.
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_09.jpg

A few tweaks to areas that were a little drastic...

http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_10.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_11.jpg

I created the hood with a cube, minus two sides, with rows to match the number on the cloak. I used a lattice/sculpt geometry to get the rough shape I wanted, and then nClothed the hood as well, with constraints around the top edge of the cloak.

http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_12.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_13.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_14.jpg

Oberyn
03-22-2009, 04:29 AM
Cloak added, but nothing really done to it yet.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_31.jpg

mnartgirl
03-22-2009, 04:43 AM
Geez your doing great

Does any one remember his spiked collared dog?

Oberyn
03-22-2009, 04:50 AM
Thank you!
Yeah, I thought it would be funny to add him, but I don't think I'll have the time to. hehe

Oberyn
03-22-2009, 08:31 PM
Some updates. I'd intended to sculpt these bigger shells that are underneath the wrappings to look like filler wrappings, but I'm curious what folks think.
I'm thinking that maybe they should just stay large scraps of decayed cloth, instead of painted up into bandages.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_33.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_34.jpg
The blue would be the "shells" I'm talking about, and the red are the individual bandage primitives...
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_35.jpg
Thoughts?

mnartgirl
03-22-2009, 08:58 PM
I would just make them larger cloth pieces I don't think you need to do alot of extravagant sculpting on them.

Oberyn
03-22-2009, 09:21 PM
Thanks for your input, Amanda. I was thinking the same thing.

I also think maybe my compression wrinkles are off scale (little busy for the rotten-burlap-ish material I had in mind), but I'll probably keep sculpting and see how they look textured before I worry about that too much.

Oberyn
03-22-2009, 10:42 PM
Legs "done"
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_36.jpg

mnartgirl
03-22-2009, 11:16 PM
I don't think they are too busy at the moment.

The fact that the burlap is rotting would make for thinner and more pliable material so personally I think the wrinkles look very realistic

Amanda

jhasse
03-22-2009, 11:18 PM
munn-ra look really nice, keep it up.

Oberyn
03-23-2009, 12:30 AM
Thanks guys. :) I'll keep going and wait to see how they look.

Not sure I handled the edge wrinkles on these tears accurately, and I'm not willing to tear up my t-shirt, so I just guessing. I think maybe some really small wrinkles around the edges would probably pop up where points are sticking out and stuff, but I'm not sure. Either way...

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_37.jpg

Oberyn
03-23-2009, 01:16 AM
Torso shells:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_38.jpg

Oberyn
03-23-2009, 07:51 AM
Update:
Bulk of the sculpting on the "original" Mumm-ra pieces is done, though I may add some more later on. This is the version I'll be submitting for my class (it's the final project in an advanced modeling class, in case you missed it earlier in the thread).

This is also my first real attempt at this degree of drapery. I hope I pulled it off ok.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_39.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_40.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_41.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_42.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_43.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_44.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_45.jpg

TheRazorsEdge
03-23-2009, 08:04 AM
Very nice progress! I have no idea what the requirements of your class are, but am guessing you should do well with this model. I'm really looking forward to see where you'll be taking it for this challenge.

Cheers!

Oberyn
03-24-2009, 03:27 AM
Thanks Razor! :D

So, I figured I'd post this for the other guys doing Mumm-ra. I was thinking about what environment (if any) I intended to place him in, with the obvious answer being his tomb, and then started worrying about not finding decent references.

After looking around a bit, I've found that any worries are pretty misplaced. The art styles vary drastically, so I think you can get away with pretty extreme detail changes (even if you're not doing a redesign) and still fit comfortably within the original Mumm-ra world.
The ancient spirit statues are based on the idea of the Egyptian canopic jars that were placed in tombs and contained the interred's organs. I imagine as long as you relate that in your environment, it'll look great!

http://i147.photobucket.com/albums/r296/Cyclopaexan/spirits.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/tomb.jpg

angel
03-24-2009, 03:38 AM
Great progress man! nice stuff, I would love to see it with a less distracting material tho.
Keep on rocking:beer:

edit--
now looking it at it more carefully, I think some of your folds (more noticeable in the cloak) are not draping realistically; its like the whole thing is relaxed when there are some obvious tension points where folds would be almost non-existent due to the fabric stretching.

Oberyn
03-24-2009, 03:49 AM
Yeah, I'm gonna fix some spots on the cloak I'd noticed later. The biggest ones being the area draping over the arms. Realistically, I don't think there should be much in the way of wrinkles there at all. The entire front side of the cloak is too busy.

Oberyn
03-24-2009, 07:30 AM
I wanted to revisit the cloak a little bit before I started getting heavily involved in other stuff. I've changed it a bit, and am soliciting input on the differences, and whether they seem positive. I think the changes on the wrinkles on the parts draping over the front of his arms are quite a bit better. The red area (on the last image) probably needs to be fixed, but the blue makes a little more sense to me. The red seems like it was just drawn on and really doesn't fit, and while the blue may not be totally accurate, it seems to at least fit with the folds around it.
Other input, before I move on to other parts?
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_46.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_47.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_48.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_49.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_50.jpg

Oberyn
03-24-2009, 07:54 AM
More changes:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_53.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_54.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_52.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_51.jpg

MysticDread
03-24-2009, 03:36 PM
Huge improvement - specifically between the neck and arms.

This is a great thread... :thumbsup:

Oberyn
03-24-2009, 08:32 PM
Some rot added to the leg.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_55.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_56.jpg

Oberyn
03-24-2009, 08:59 PM
More for the arm.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_58.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_57.jpg

theKid123
03-24-2009, 09:09 PM
like the way you do the cloth ... very nice

WyattHarris
03-24-2009, 09:29 PM
Much better on the cloak. I see what you mean about the drawn on look. The new form seems to take Mumm-Ra's shape and how gravity would pull on it more into consideration.

Oberyn
03-24-2009, 10:11 PM
Slight changes to the symmetry of the teeth.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_59.jpg

Oberyn
03-25-2009, 12:28 AM
Some more face detailing:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_60.jpg

angel
03-25-2009, 05:42 AM
OH YEAH! the cloak is much better:thumbsup: and thanks for posting with a new material... it really makes it easier to see the nice sculpt work you are doing. Looking great man.

Oberyn
03-25-2009, 08:21 AM
Yay! Glad you like. Thanks a ton. :D
Up next: textures!

axiomatic
03-25-2009, 10:50 AM
I think the cloth is looking good, although if you're like me you'll find it hard to get a good feel for it without doing some reasonably lit renders to get an understanding of how it'll feel...

I'd like to see some wires and look at the topology, especially on the face and jaw. Quick look at it makes me think you will need to be doing some lower res re-topo right? Anyway, it's all looking fantastic at hi-res.

Great work :)

Oberyn
03-25-2009, 01:43 PM
http://i147.photobucket.com/albums/r296/Cyclopaexan/wires_side.gif
Thanks Axiomatic. =)

I think the jaw could stand a retopo, especially around the teeth area, and I may do one just for grins if I have extra time. Maybe the skin layer, around the corner of the mouth. However, this isn't a character for games and likely won't be animated much, if at all. The jaw and face are also separate meshes, so I can probably get away with treating the jaw as a rigid body. No deformation = no real need for a retopo.

Edit: Staring at that gif, I almost wanna retopo the skull just to get all of that wasted geometry out of the eye socket. It is covered by an eyeball, after all, and those polys would be more useful elsewhere. :P

JM-art
03-25-2009, 02:48 PM
Very well done man.

WyattHarris
03-25-2009, 03:42 PM
Edit: Staring at that gif, I almost wanna retopo the skull just to get all of that wasted geometry out of the eye socket. It is covered by an eyeball, after all, and those polys would be more useful elsewhere. :P
You could also just delete them, no need to retopo. ZBrush handles deleted polys pretty good in my experience.

TheRazorsEdge
03-26-2009, 07:09 AM
Great progress here!

I'm not at all familiar with the character, but judging by the number of teeth he has, he is not quite human, is he?

Cheers!

Oberyn
03-26-2009, 05:16 PM
Doah! I just noticed that! *cough* Ahem. Well, he IS from another planet. <.<

Airflow
03-26-2009, 07:58 PM
Really excellent work, everything is so well done. The cloth is especially nice.

Oberyn
03-26-2009, 10:37 PM
Thanks, Air! :D

I realize this is probably a question better put to the zbrush forum, but I figure it sorta fits here as well, and I won't be heartbroken if I don't get/can't find an answer.
I was trying the deal where you bake a material into polypaint via zAppLink. For some reason, it baked the wrong material (default red wax), and doesn't want to let me colorize over it. Actually, it baked the RIGHT material at the time of baking, but I saved the file and came back to it later to find a different material baked in. Anybody else ever had that happen/know how to fix it?

If I can't figure it out, I'm just gonna handpaint it anyway, so it's not THAT big of a deal. Just weird, that's all.

Archeus
03-27-2009, 01:33 PM
Nice job, I think he looks like a total pimp. But he's missing something, ya know? like I think he would look even more pimp if he had some gigantic necklace hanging in front of him, just to show that he's got the bling-bling and then some rings on his fingers, even toes too. Cuz he's all rotting and shi n lik y nut hv bling 2 cuver up his broke as shi, ya kno wut i mean jely been?

http://img148.imageshack.us/img148/4431/mcra.jpg
MC-RA: "wEsT sIdE, fO rEaL yO.... *cough*... oH wAiT, I hAvE nO lUnGs"
(He's got a golden grill too, but it might be hard to tell.)



I love how my post degraded with every word. Translation: Are you still gonna add jewelry? I still think that big necklace might be too much. In my humble opinion.

Oberyn
03-27-2009, 08:12 PM
HAHAHAHAHAHA *wipes tears from eyes*

Wow. Jewelry's an extra. In fact, most of the weird clothing components are extras that I want to throw in if I have time.

Oberyn
03-28-2009, 01:31 AM
So, I didn't die or anything. Just beating my head against the wall trying to get these textures right.
I think the fiber is a little too coarse, so I'll fix that. The motif squishing at the border... well, I'll *try* to fix that. I like it. Anybody think I should just scrap it altogether?
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_61.jpg

Archeus
03-28-2009, 02:45 AM
I think it looks great, but since it's just basically a umm... like a blanket, I think it should just degrade as it gets closer to the bottom near the floor. Like full of dirt, and faded out, torn at places, etc.

hehe.... mumm-ra and his blankey...

I can picture a little chibi mumm-ra in my head, with a pacifier..... wait, that's disturbing, nvm.

http://1.bp.blogspot.com/_ARTxiBaLfnc/RfdokcFqbvI/AAAAAAAAATs/xF4Qnt9hsDo/s320/mumm-ra.jpg
Mumm-Ra: And I would've gotten away with it too, if it wasn't for you meddling teenagers and your stupid snarf.

Although, I think you should know... it looks a little too much like....

http://www.gamerhelp.com/images/content_images/126420-1.jpg
The bad guy from Resident Evil 4


Oh dude, you could always give him his sword! it's bad ass.
http://i218.photobucket.com/albums/cc275/thehousenextdoor/2007/Links%20for%20the%20Day/October%2030th%202007/supermumm1.jpg

Sure, he's not "Super" but whatever, why not have it as a walking stick? would be hot.

Umm... I ran into this one, I don't get it. Also it's politically wrong...

T-Shirt (http://rlv.zcache.com/obam_ra_tshirt-p235038264244906469trlf_400.jpg)

Oberyn
03-28-2009, 09:20 AM
lol Thanks, Marcel. Always a joy. :P

I'm still not sure what I want to do about the border. I'm probably going to make an alpha map to give the whole thing a threadbare look. I do like the idea of having most of the wear and tear towards the bottom, but... he's undead. He's rotting. He has maggots on his FACE! I doubt he hangs his cloak on a peg before he lays down to decompose. :D

It is a good point though. What I'll probably do is just bust up the whole thing, and put MORE wear at the bottom.

I still think the cloth is just a little too coarse, but I doubt it'll matter much in the final look. What will probably matter is the color. I'm planning on staying pretty true to the character as far as his skin tone goes; so grey blue, pallid skin, a blue cloak, and what will likely end up being cooler colors in the tomb as well... the imagery will be nearly monotone. So I'm going to play with warmer stuff on the cloak.

Archeus
03-28-2009, 09:42 AM
I still think the cloth is just a little too coarse, but I doubt it'll matter much in the final look. What will probably matter is the color. I'm planning on staying pretty true to the character as far as his skin tone goes; so grey blue, pallid skin, a blue cloak, and what will likely end up being cooler colors in the tomb as well... the imagery will be nearly monotone. So I'm going to play with warmer stuff on the cloak.

Lies! it's all lies!

Oberyn
03-29-2009, 05:23 AM
So I made the mistake of setting the last image I posted of the skull as my desktop. And since Felix pointed out my teeth were wonky (thank you SO much, Felix... :P), I couldn't stop looking at them. It was like seeing someone with a piece of broccoli stuck in their teeth. :P
SO. I compulsively fixed them, even though you probably won't even see them in the final image.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_62.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_63.jpg

I hope this is an improvement. hehe

TheRazorsEdge
03-29-2009, 07:16 AM
Lol, my pleasure. :p I don't mean to be a smart-ass, but last time I checked, a human set of teeth was 32, not 28. But if he had all his wisdom-teeth pulled..... ;)

Anyways, disregarding such minor details in the world of boundless artistry, this is continuously great work here. It's really shaping up sweetly!:buttrock:

Cheers!

Oberyn
03-29-2009, 07:22 AM
HAHAHAHA Hey, the ref. skull I was looking at had 28, and *I* have 28.
True, I doubt Mumm-ra has seen a dentist anytime recently, but we'll assume he's had his wisdom teeth pulled. :D
Funny.
Seriously though, thank you for you input man. Really appreciated. :D

WyattHarris
03-29-2009, 08:08 AM
I expect I wouldn't have noticed anything about the texture on the hood if you hadn't posted what it was supposed to look like. The course fabric makes sense to me. Old and worn out sitting in a sarcophagus all day.

Oberyn
03-29-2009, 09:52 AM
Yeah. I guess, if you really thought about it, anybody worth burying in a gigantic pyramid with cool statues and stuff would prooooooobably have something fancier to be buried in. But coarse, burlap-type stuff just feels more grungy/evil dude to me. =)

Oberyn
03-29-2009, 10:53 AM
Some quick and dirty door concepts.http://i147.photobucket.com/albums/r296/Cyclopaexan/doorConcepts.jpg

Oberyn
03-29-2009, 12:06 PM
Door base mesh (re-used the basic skull of Mumm-ra, edited the topology a bit)
I'm not quite sure if I'll go all-out pursuing the tomb, or try to finish the textures first. Probably the latter.
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_15.jpg

Oberyn
03-29-2009, 01:35 PM
Doing some polypainting for textures.
If this is really dark, sorry. My monitors don't agree with each other.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_64.jpg

tuckerhcool
03-30-2009, 03:06 AM
Hey Richard,

This project is great! it will make a great piece to put into your portfolio. I am wondering if you are planning on poly painting it all or mapping it. what you did with the foot looks great, although it is very dark.

I will be interested to see what you do with mum-ra's fortress.

-Tucker

Oberyn
03-30-2009, 03:17 AM
Thanks Tucker. :D
Yeah, it's the lighting and photoshop that made it too dark, I guess. It's nice and bright on my OTHER monitor. =\ I usually polypaint everything, at LEAST for a base texture. It goes so fast, there's really no reason not to for stuff like this. I polypaint and then go in and add more minute details in photoshop.

Oberyn
03-30-2009, 04:28 AM
Small update:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_65.jpg

WyattHarris
03-30-2009, 06:18 AM
Oh man, Oberyn that looks rotten good. :D That exposed toe bone really makes a good contrast to the not rotten side. If Mumm-ra looked like this in the cartoon it would really set him apart from the hulking Mumm-ra the Everliving.

Oberyn
03-30-2009, 10:35 AM
Thank ya, Wyatt!
More updates. Nothing terribly fancy, but I uploaded a time lapse for fun. :)
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_66.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_67.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_68.jpg

http://www.youtube.com/watch?v=5yUiRLOAW48
(http://www.youtube.com/watch?v=5yUiRLOAW48)

Oberyn
03-30-2009, 11:59 AM
Body polypaint pretty much done.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_70.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_69.jpg

Oberyn
03-31-2009, 12:48 AM
Well I'm a nub and don't know how to embed videos, or my account doesn't let me or something. In any case, here's another time lapse of painting the face.
zbrush started being wonky before I could finish, so I had to save it.

I'll post the finish later.

http://www.youtube.com/watch?v=1GlLTwoYoGw

energise
03-31-2009, 04:34 AM
Looking totally awesome man! =)

love the rotten bodyparts hehe..

Oh the timelapse was a cool thing to post by the way =P

Oberyn
03-31-2009, 09:43 AM
Thanks, Jonas. :)
I'm probably gonna post more of those, as well as the regular pics. :buttrock:

Oberyn
03-31-2009, 11:23 AM
Face update:

Time lapse-
http://www.youtube.com/watch?v=Ke1a6voutXI

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_71.jpg

Oberyn
03-31-2009, 02:03 PM
Think I'm done with the head, unless somebody sees something broken. Does it still feel like the face is just stuck on? I might come back to it later and add some more junk around the borders if it does.

Time lapse:
http://www.youtube.com/watch?v=ZAuvsB8A65E

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_74.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_73.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_72.jpg

Archeus
03-31-2009, 02:07 PM
Looks amazing. :bounce:

RageOfAges
03-31-2009, 02:26 PM
Indeed, it looks fantastic!

I believe the skin should be peeling where it exposes the bone, though. As it is now those edges really clash to me because of the level of detail that surrounds them, both on the skin and on the underlying exposed anatomy. Of course, if you're not looking to do a close-up then no one would ever notice anyway, so no point.

Apart from that, It is an impressive model you have. Every day I check this thread to see if you've got something else posted that will blow my mind :D

-Rage

razeverius
03-31-2009, 03:30 PM
the plastic at the back of his head got me thinkin that he was going to a spa or something. looks cool:bounce:

Oberyn
03-31-2009, 03:38 PM
Yay Marcel. You're stuck in mid-bounce. :P

Thanks, Rage.
I was thinking of adding some peeling too, but I think it's tough to pull off with 1-sided geometry. I'll probably have to tackle that at render time anyway, considering all of my bandages/cloak/etc are 1-sided polys that will need to be rendered 2-sided.

Also, I was hoping to add like... stringy little zsphere chains of flesh and stuff connecting the tissue to the bone. Tons of detail like that. But I'm afraid I'm cutting it pretty close to the limit on subtools/polys(the total for all subtools maxed right now is 8.6-ish million polys). Not for zbrush, but definitely for my computer. It's already gagging at me every time I max out all the tools. So I'm trying to get as much mileage as I can get from what I've already got there.

As far as closeups go, for the "final" image, no... most of this extraneous detail won't be seen. Certainly not something like maggots. But the contest is (at least for what I'm doing) for a character, so I want the character to be able to stand on its own, even if my final vision doesn't include those details. The biggest hurdle is finding the balance between the two, I guess.

Thanks tons for your comments and input, man. Really appreciate it. :)

...plastic? OH! Like a bathing cap? hahaha

razeverius
03-31-2009, 03:39 PM
yeah a bathing cap! somehow it was tingling in my head anyway im making a useless comment now, but anyway really looks awesome!:applause:

angel
03-31-2009, 04:19 PM
ohhhh disturbing... nice! keep on rocking man!

Oberyn
03-31-2009, 05:25 PM
Thanks Angel. :D
Thought I'd throw up some of where I'm at before I take off to work.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_75.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_76.jpg

LMG
03-31-2009, 06:07 PM
Oberyn ... amazin job! Looks fantastic.

Im glad you could make such a progress with plenty of time before the dead line.

Congratulations.

WyattHarris
03-31-2009, 09:54 PM
I would say try to meld the meat on his skull to the flesh in his face more. Right now they look like 2 very separate layers. Its a bit jarring seeing his exposed teeth on one side. At first I didn't like it but now I see its just disturbing. :D Maybe have some hanging flesh scraps coming down over his teeth, IDK.

Oberyn
04-01-2009, 12:05 AM
Thanks, LMG!

Yeah. I think one of the things that throws that side of the face off is that the border of the flesh runs near-parallel to the tooth line/jaw line. It stops right at the cheekbone, more or less. Something to break that up would definitely help. I will PROBABLY add more junk all around. At the very least a bit of color, so the skull that's showing right by hunks of meat isn't all fresh and pretty.

TheRazorsEdge
04-01-2009, 06:47 AM
Sweet progress! Not much else to say right now. :)

Cheers!

Oberyn
04-01-2009, 08:41 AM
Thanks man. :D
Adding another face update. I decided to include some more anatomy.
Working?
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_79.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_78.jpg

Edit: Threw in an auto-corrected image just to have one that's not so dark. :P

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_77-1.jpg

RageOfAges
04-01-2009, 08:56 AM
The extra anatomy is definitely working. Close up, though, it looks like the gums are a 3rd row of teeth. I'm sure color will help, but perhaps you could reduce the indenting to make it look more different from the teeth.

Looking awesome.

-Rage

razeverius
04-01-2009, 09:23 AM
:eek:wow that looks cool can't wait to see it posed. the skull reminds me of terminator :D

Archeus
04-01-2009, 02:57 PM
Why do you ALWAYS have really dark pictures on everything you work on? bring up the damn brightness on your monitors son! It's okay! just because it looks a bit brighter, it won't hurt your pretty vampiric eyes. Promise. :bounce:

One criticism,

http://img10.imageshack.us/img10/2093/wrongra.jpg

That bothers me. It's like a little linen hoodie thing of some kind, it totally clashes with the rest because it's soaking up such a large area where detail could be at. I say get rid of it, and let us see the typical bandages covering his body. Unless of course you don't have any bandages below it.


GREAT MUMM-RA REFERENCE (http://www.youtube.com/watch?v=jhSboHto_ys) <<<<<<<< click this Richard
LOLOLOLOLOLOLOLOLOLOLOL

Oberyn
04-01-2009, 05:13 PM
hehe Thanks for the grin. Though I found that super early in the development of this character.
...
Wouldn't that be turn the brightness on the monitors DOWN? If it looks fine on mine, I would need to turn the brightness DOWN to make the end result a happy, spring morning picture for your eyes. :P

As for the linen hoodie thing, I kinda like it. I am thinking of ways to break it up, but I like the whole linen mantle thing. And no, there are no bandages under it.

Edit:
This is what's under the mantle:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_80.jpg

RageOfAges
04-01-2009, 10:45 PM
I also like the mantle. It is necessary to catch little bits of flesh that fall through his mouth when he eats people. It's his EVIL BIB!


-Rage

Oberyn
04-01-2009, 11:15 PM
It is necessary to catch little bits of flesh that fall through his mouth when he eats people. It's his EVIL BIB!

Haha! That's great. :D
Yeah, I tweaked it a bit to appease the Marcel, but it's not going anywhere. :)

Oberyn
04-02-2009, 02:28 AM
Minor update. Not much changed, but OH MY GAH painting funeral wrappings is tedious. :argh:
Need to go and throw some gunk and stuff on'em too.
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_81.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_82.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_83.jpg

Oberyn
04-03-2009, 11:32 AM
Made this for a teeeeeeeeeeeeeeeeny weeny cloak chain thingie, but I might get to reuse it in the tomb.

Time lapse: http://www.youtube.com/watch?v=Hwr9wSIuVT0

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_84.jpg
zSpheres
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_85.jpg
Adaptive Skin
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_16.jpg

Suicidal Maya posing/mirroring
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_17.jpg

http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_18.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_19.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_20.jpg

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_86.jpg
Reimported to zBrush

RageOfAges
04-03-2009, 12:49 PM
LOL "suicidal maya posing". Looks sweet. A lot of work for a tiny detail, but it's easy to get lost sometimes, and also refreshing good to take a break from one model when you've been staring at it for a month. I totally dig it.

-Rage

LMG
04-03-2009, 02:01 PM
Oberyn you are mad man. Absolutly marvellous modelling and sclupting.
I do believe this is one of the few i think have a really chance for this challenge.

Keep it up, Ill love to see it done.

Congratullations!
Leandro Giorni

FICTIS
04-03-2009, 10:42 PM
Holy F*% SH#* this rocks (sorry for that, you know I'm french and my english is a little approximate :D ) , that's a marvel, those details are killers, Congrats man, this is insane :buttrock:

Oberyn
04-03-2009, 11:03 PM
Thanks Rage. Yeah... there were 3 reasons I went so overboard with something that's such a small detail. The first was exactly what you mentioned. I've been eating, sleeping, and breathing Mumm-ra for a month, and needed to look at something else for a while.. Secondly, I was hoping to create a nicely detailed asset that I could reuse in the tomb. Thirdly, I sculpted a snake really similar to this when I first started learning zbrush, and I was massively proud of it, so I tried to make one similar (ego boost for using your OWN ART for reference! :D)

Thanks tons, Fictis & LMG. :)

This is what the "final" cloak pin ended up looking like:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_87.jpg

Unfortunately, I'm probably going to have to remake the snake portion (well, repose it, using a lower subdiv. level from the base tool). For some reason- I'm assuming it has something to do with the symmetry- zbrush doesn't want to reconstruct a lower subD level for the snake, and the lowest I can get it is around 50k. Which is obviously ridiculous for something that will end up being a little dot on the screen when I'm done. Oh well! I still have a nifty snake for the tomb!

RTjunior
04-03-2009, 11:50 PM
Really love the work you have done so far. Definitely one of my favorite entries. Looking forward to more! :thumbsup:

razeverius
04-04-2009, 01:49 AM
ooooooooohhhhhhhhhh snap! cool texture. it's rocking!:buttrock:

Senseicapi
04-04-2009, 02:09 AM
This is just Insane!!! one of the best cartoon Characters and incredibly well modeled!!! Awesome man!!

TheRazorsEdge
04-04-2009, 08:19 AM
Very nice work on that snake-emblem!

I was wondering, since you are working a lot with ZB, wouldnt that have been more easily achieved with transpose and/or perhaps a ZSphere rig?

Cheers and keep the updates coming. :thumbsup:

Oberyn
04-04-2009, 02:35 PM
Thanks so much for your comments, guys. :D

Felix-I haven't really done a zsphere rig before. Well, I've played with it, but nothing serious really. I'd like to learn more of it, but I have such a large list of things I wanna learn, it always seems to get pushed to the side.

In any case, I was pretty knuckleheaded about wanting to combine the mirrored snakes, which... for a detail that small, I probably didn't even need to do, but I was planning mostly for the larger one.
If there's a way to merge verts in zbrush, I don't know it. heh I know you can merge subtools with subtool master, but you'd still have to clean up the ends where they meet/overlap.

For the LOW res version, making a joint chain and posing it in Maya took like a minute. For that idiotic high res stunt I pulled, it took a fat delay just to update which verts I had selected. :P

axiomatic
04-05-2009, 08:29 AM
Over-all this is looking wonderful but I think something is going wrong with the lower half of his body.

I think the biggest thing is the way he's sitting into his hips. If his hips are forward then his upper body would be a little more vertical and back from it's current position, while if his upper body was to stay in the same place his hips would need to be pushed and twisted back so that his weight stays centered. I would recommend standing up and trying that zombie-type pose yourself to see what I mean.

I think it's a case of his pose not communicating his weight which I think is a shame as it's otherwise coming along really top notch.

I'm also not sure if the legs and waist/hips are too thin or not but it's hard for me to feel this out without a pose that's balanced.

Looks great though :)

Nsome
04-05-2009, 10:23 AM
You know I was just hopping on to see if you'd posted anything new in the last day and well you hadn't so as always I snoop thru the other comments left here and Axi's stood out to me.

When I first saw your current Mummra pose it didn't seem to me so much awkward as unique.

And then it hit me.

Mummra stands just like the undead in World of Warcraft. Just cock one shoulder out to the front and there you have it :P What class is your new Mummra toon?

Oberyn
04-05-2009, 03:15 PM
Thanks, Axiomatic.

Latest update:

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_88.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_125.jpg

WyattHarris
04-05-2009, 10:34 PM
Don't know if your still looking for a pose but my favorite is from when he transforms to "the everliving" and the wind hits him from behind.

Starts around 6 secs in.
http://www.youtube.com/watch?v=umU8vKRNnRw

Oberyn you have done a magnificent job on this. My 4 yr old is really excited about this whole contest so he was looking over my shoulder. As soon as he saw that last shot of yours he said, "Awww Mumm-ra, awwwwwesommmmme!"

So, you've satisfied one very tough critic. :D

Oberyn
04-06-2009, 12:21 AM
:D Umm.... Mumm-lock?

HAHAHA YESSSSSSS! Thanks, Wyatt! That makes my day.
The pose I have him in at the moment is in keeping with the vision I have of the final image. I did a quick mockup of what's going to be going on in the image, if I can manage to finish it all. I'm probably going to start in the center and model outward, that way if it looks like I won't get anywhere near done, I can still have a few assets to put onto a turntable pedestal with him.

Anyway.. The top scribble is just kind of an isometric of what's going on. Mumm-ra's in front of his pool, which'll be surrounded by 4 spires, which are in turn surrounded by the 4 spirits. The spirits are zapping the spires with energy, and the energy is sort of conducting down the spires and arcing into the pool. It all meets at the middle, and then arcs back up into Mumm-ra's hand. Hence, the palm to the floor. The skull door thingie that I posted concepts/rough wires of earlier in the thread will be hanging out in the murky background.
The bottom one is a very rough compositional scribble.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_89.jpg

WyattHarris
04-06-2009, 01:05 AM
I gotcha, yeah that idea is a winner.

TheRazorsEdge
04-06-2009, 07:42 AM
This is continuously looking better and better. The new pose looks great, rather comic-book-style exaggerated on the fingers on his right hand, but very effective.
Cheers!

AJ
04-06-2009, 10:46 AM
Hey Richard, this is really coming together nicely!

I know it's probably a bit late in the day for this, but one area that I really think could give him a boost would be the knees. I know he's not 'real' but if you look at a skeleton the region where the femur meets the tibia & fibula is pretty bulky. As Mumm-ra is all emciated in his mummy form this area would be quite pronounced. Plus as his lower half is very thin at the moment I think a little bulk in the knee could help break it up & give some interest.

Look forward to seeing the finished scene!

angel
04-06-2009, 03:06 PM
It reminds me of this transformation, about 10 seconds in. Here the spirits actually move and drop Mumm-Ra into the pool thingy.

http://www.youtube.com/watch?v=NsfbuKC4dd4&feature=related


This is looking awesome. I like the direction that you are going but I'm afraid that you are too far from the main character here, if those sketches are an indication of what you want to do. Get closer to him, you have made some awesome details that will just get lost.

Oberyn
04-06-2009, 07:46 PM
Felix- Thanks! I tried to make it a little comic-bookish. I think even his weight distribution is far more dynamic than it was in the t-pose, but I didn't wanna go TOO far overboard with it.

Alex- Thanks man. I was wondering about the knees myself. If he's so dessicated, all of that padding and stuff would shrink, yeah? So I'll try to remember and sculpt in a little more detail and see how it works out. :D

Angel- Thanks! Yeah, I'm worried about his details getting lost too. I think I'm going to sculpt as I've planned originally, and wait on the "final" composition to see how it works out. Probably have multiple.

Thanks guys! Appreciate it much! :)

jhasse
04-07-2009, 12:26 AM
awsome, love the pose keep it up :beer:

Oberyn
04-07-2009, 02:20 AM
Thanks, Jhasse. :)

Quick concept work for some of the tomb stuff below. I've decided to hold off on most of the tomb and focus on some parts closer to Mumm-ra. I don't like the concepts I'm scraping out at the moment, and I don't feel it's a cohesive art style. So I'll probably revisit this after the challenge is over, and try to get a decent overall design before I go crazy modeling and sculpting.

The scope of what I want to do in this tomb is probably well outside of what's reasonable to complete for the challenge, too. hehe

http://i147.photobucket.com/albums/r296/Cyclopaexan/poolConcepts.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/torchConcepts.jpg

Oberyn
04-07-2009, 04:32 PM
Minor update:
I added a little bulk to the leg and definition to the knee. Was curious what others thought. Left is the modified, right is the original.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_90.jpg

Oberyn
04-07-2009, 06:58 PM
Rough turntable model.

http://i147.photobucket.com/albums/r296/Cyclopaexan/turntable-concept.jpg

http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_21.jpg

WyattHarris
04-07-2009, 09:10 PM
The difference in his knees is pretty subtle. Not sure I would've noticed if you hadn't pointed it out. However I think the skinny ones make him look less human and more mummy.

Oberyn
04-08-2009, 12:33 PM
Base turntable mesh completed.
It was a bigger pain in the ass than I thought it would be to get everything to fit together and subdivide properly. :blush:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_91.jpg

FICTIS
04-08-2009, 12:43 PM
Good idea to add a turntable, can't wait to see him in his environment

Oberyn
04-09-2009, 01:33 AM
Minor update:
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_92.jpg

TheRazorsEdge
04-09-2009, 08:38 AM
Very nice work on the environment so far.
Personally I'd say the effort for the symbol was well worth it, although you might have been able to get away with a simple alpha sculpt if you only intend to use it embedded into the stone as in the latest updates. I had assumed you wanted to use it as a separate object.

Anyways, continuously impressive work here.

Skol!

Oberyn
04-09-2009, 08:49 AM
Yeah, I had planned on making it more prominent, higher res, and separate. But cutting it down from the whole tomb to just a turntable killed a bunch of stuff, and left me with a few assets to throw in there. So still... yay! :D
Thanks, Felix!

maxloeser
04-09-2009, 02:54 PM
Congratulations, your model is very close to the cartoon!

Good luck!!!


http://forums.cgsociety.org/showthread.php?f=208&t=739827&page=2

Oberyn
04-11-2009, 01:24 AM
Thanks, Max. :)

Update for the turntable. I think the current texture is too busy.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_95.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_94.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_93.jpg

TheRazorsEdge
04-11-2009, 07:09 AM
I think you're right on the texture. Maybe if you desaturate it a little and reduce contrast?
Other than that it's looking good. Perhaps a bit repetitive in some places like the obelisk.

Cheers!

TFeld
04-11-2009, 05:13 PM
Great stuff!!:thumbsup:

It seems a little wierd that the stairs ar rounded at the cutaway, almost as if the staircase i circular. The top edge should be sharper IMHO.

Airflow
04-11-2009, 05:33 PM
Man, thats some cool work right there, With this Mummra, The two Ulysese, those two danger mice, the two skull heads, DBZ a wierd amazonian bird with fuctional armour and a few others, I pity the judges this time.

Oberyn
04-11-2009, 09:28 PM
Hey Felix. I did desaturate and reduce the contrast on it. I think it looks a lot better. The repetition is still there, but it's not quite so apparent with a less bold texture. :)

I agreed at first, TFeld. I wanted all of the edges at the cut-away border to be super sharp in the beginning, but when I tried that it was just too distracting. So I kinda went with a little more stylized turntable. I was HOPING to go nuts and add all kinds of sculpted texture all around, but just like all the other things I wanna change, I keep looking at the calendar and making myself move on. About the only thing I would like to change on the steps (if time permits) is the weathering. I sculpted the steps slightly bowed, to imply that he's walked up them many, MANY times. It's hard to tell in those pictures, but the bowing follows the edge of the cutaway and shouldn't. So if I have time, I'd like to fix that. Thanks for pointing that out though.

Thanks Airflow! There are so many great entries!

Oberyn
04-12-2009, 01:31 AM
I thought I would post some details on a hiccup that happened to me. I was laying out my UVs and stuff, generating normal maps. When I got to the masseter, it freaked out on me as I imported the new UVs into the mesh. Got some really... interesting effects going on...

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_99.jpg
I originally created the mesh for the masseter subtool inside zBrush. I just generated a plane and then reconstructed lower subDivs in so that it was a workable low poly resolution. Apparently, zBrush doesn't like that. Or at least, zBrush doesn't like it when you try to change the UVs.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_98.jpg

It created these lines in the mesh. I had noticed them while sculpting, but the edges had no vertices attached to them, nothing I could manipulate. So I just assumed it was a graphical artifact or something and ignored it. Bad idea.

I ended up having to remodel and sculpt the entire thing from a clean mesh out of Maya. Just a simple plane, so nothing terribly complicated, but I moaned over the wasted time when the deadline is getting so close.

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_96.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/zbr_97.jpg

I just thought I would throw that out there for anybody who may try the same thing. I've seen it happen before, but only while goofing off. I'm assuming that zBrush thinks those extra edges DO HAVE vertices, and counts them as such, so that it reorders everything when you import new UVs. Just odd that you can't manipulate them (those extra edges are NOT present in the exported .obj).
If you have any ideas on what went wrong with that outside of what I've already mentioned, feel free to share them. :)

TimCallaway
04-12-2009, 07:17 PM
Nice work man! Sorry to see the UV's explode though:surprised

Oberyn
04-12-2009, 07:56 PM
:D Thanks, Tim! It worked out. Or at least, THAT part worked out. Crossing my fingers that I don't run into any other problems. hehe

Oberyn
04-13-2009, 11:45 AM
Quick test render just to make sure stuff isn't broken in maya.
http://i147.photobucket.com/albums/r296/Cyclopaexan/maya_23.jpg

razeverius
04-15-2009, 08:47 AM
sssoo is Mumm-Ra going to make it tonight? :D

Oberyn
04-15-2009, 09:21 AM
http://i147.photobucket.com/albums/r296/Cyclopaexan/large_mummra.jpg

:D I'll probably post just to get something up there, but I'm not happy with the maya renders at the moment.

Oberyn
04-15-2009, 11:31 AM
Wireframes

http://i147.photobucket.com/albums/r296/Cyclopaexan/frontWireframe.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/backWireframe.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/lefttWireframe.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/rightWireframe.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/topWireframe.jpg

Oberyn
04-15-2009, 11:34 AM
Ortho Renders

http://i147.photobucket.com/albums/r296/Cyclopaexan/front.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/back.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/left.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/right.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/top.jpg
http://i147.photobucket.com/albums/r296/Cyclopaexan/bottom.jpg

Oberyn
04-15-2009, 12:31 PM
Turntables

Head (http://www.youtube.com/watch?v=lk5_mzTTyvc)
Full (http://www.youtube.com/watch?v=zyS7WydX6KA)

FICTIS
04-15-2009, 01:06 PM
Congrats, it looks awesome!

Oberyn
04-15-2009, 01:08 PM
Thanks! :)

ZBrush Beauty Render

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbrBeautyLow.jpg
High-Res Version (http://i147.photobucket.com/albums/r296/Cyclopaexan/zbrBeautyHigh.jpg)

razeverius
04-15-2009, 01:20 PM
awesome man!:thumbsup:

REZI-st
04-15-2009, 08:12 PM
nice man ! very nice ;)

Oberyn
04-16-2009, 08:32 AM
Thanks a bunch, RES and Raz (lol!)!

I will have to say that for a while I was feeling a little burnt out on Mumm-ra, but "finishing" it has gotten me into the character again; I plan on revisiting him (maybe in the Everliving mode) later, once my schedule settles down some. If I do, I'll probably post links or something on this thread! :D

Omnilight
04-16-2009, 09:03 AM
very well done!! A strong piece, looking forward to ur next model.
small critique regarding the bottom view, i feel it could be omitted?
just my 2cents.

cheers and congrats

MysticDread
04-16-2009, 05:04 PM
Congratulations on your model, Richard!

:thumbsup:

samartin
04-17-2009, 12:25 PM
Congrats on getting finished and a fine model it is too. Personally I think the renders are a little dark, I think a lighting setup similar to vshens (TMNT redesign) would really make this pop.

Are you going to use your turntable model for the final render? Be a shame not to use it, anyways great to see this finished :)

RageOfAges
04-17-2009, 12:39 PM
You really came through on this model Oberyn. Congrats on getting it done on time, especially looking the way it does.

I know exactly how you feel about getting burnt out on your piece. The exact same thing happened to me when I realized that there was no chance my pc could handle my original concept. But like you, I tweaked and played and sculpted a little and got right back into it.

Again, great job!! I can't say for sure until all the entrants are in so I can take a look at them, but as of now, you've got at least one of my votes, probably 2 :D

-Rage

Oberyn
04-17-2009, 09:18 PM
Omni- hehe sorry for the mummy upskirt. I realize it isn't pleasant, but I wanted everybody to see how stuff was put together, and where I skimped on the details.

Aaron- Thanks man! Thanks tons for the support! :D

Scott- Yessir, I agree. I've been struggling with this too dark thing throughout this project. I've noticed it on other projects before, but this is the first time I noticed the DEGREE. I'd never really compared images on my computer from one monitor to the other before. I do very much tend towards very dark imagery, but in this setting it's a cop-out. I really need to calibrate my stuff. :P
As for the turntable, I decided not to use it because I think it competes too much with the model. Ironic that I'm not using a turntable for my turntables, but I think it's better without. :)

Thank you, Joel. I appreciate it! Watch for this thread later! You might get to see new stuff! :D

Thanks again, guys!

Airflow
04-17-2009, 09:35 PM
Its not about callibration, it s linear workflow. Set your gamma to 2.2 in you software app before saving out the images.

TimCallaway
04-17-2009, 10:17 PM
Nice work, gratz on a great model.

Archeus
04-17-2009, 11:52 PM
Dear god, in need of contrast much? lol come on Richard you know better than that. Otherwise, a great piece. Awesome work.

Nsome
04-18-2009, 01:49 AM
You know I love this :D

energise
04-18-2009, 09:15 PM
One of my favs in this challenge!

You´ve done an outstanding job =)

Oberyn
04-18-2009, 09:55 PM
Thank you, sir. I got my inspiration from a fat guy with chains. :D

RageOfAges
04-18-2009, 10:28 PM
Damn nice job on this one. This thread also was one of my favourites. You are gutsy to have taken on all that cloth and it looks really good.

-Rage

TheRazorsEdge
04-19-2009, 08:02 AM
I love your end result! You put a tremendous amount of effort into this and its very obvious.
My only gripe is the extremely dark render. It's very hard to visually appreciate the quality of your excellent work and detail unless you really strain your eyes and even then its difficult. What were the issues you ran into in Maya that you had do stick with a ZB render?

Cheers and again, great work!

Oberyn
04-19-2009, 08:34 AM
Thanks, Rage. The cloth is definitely one of the things that taught me most with this model. :D It's far from perfect, but I'm still proud of it.

Sorry, Felix! Sorry everybody! I'm a dummy! Here are some brighter versions of the renders if they're too dark:

http://i147.photobucket.com/albums/r296/Cyclopaexan/zbrBeautyLow2.jpg

High-res (http://i147.photobucket.com/albums/r296/Cyclopaexan/zbrBeautyHigh2.jpg)

As for the Maya renders, it was mostly time, and some lighting issues. I didn't like the way the low poly versions held up with normal maps, and wanted to bring in the next sub division level up and try that, but between that and struggling with the lighting, I just didn't have time to get it done.
The lighting issues mostly stem from the cloth being planar and behaving abnormally with normals. Still not entirely sure what's causing it, as reversing normals doesn't change much, it just flips the problem area from one end of the mesh to the other. I'll post some of the renders later. :)

Nsome
04-19-2009, 08:43 AM
Brightness!

These new pictures really show off the amazing detail that you put into this piece, I'm so glad you posted them!

TheRazorsEdge
04-19-2009, 09:01 AM
Much better! Please update your final entry now! It'd be a real shame if you didn't.

More later, gotta run, as brunch with the family is calling!

Cheers!

angel
04-19-2009, 03:11 PM
Man you did an awesome job, one of my favorites! I think this would have been the best diorama for sure. I can see some serious amazing models from you in the future, looking forward to it ;)

WyattHarris
04-20-2009, 09:43 PM
Ah much better, that really came out well. I was leery about Mumm-ra loosing his snout but you did him serious justice. Great job Oberyn.

jazzistoobad
05-07-2009, 05:31 PM
Amazing work , sir. I turned out fantastic. Mum-Ra was always my fave villain of all time. You have done a great job. Everything from the models to texturing is top notch, but the face imo should have been fully visible minus the skin tears. Just my opinion. It's a fantastic piece.

husainsheraif
08-02-2009, 10:09 PM
nice job ,,

jazzistoobad
08-03-2009, 02:52 AM
That is fantastic. Love the end result. do you directly create the pose or have you used bones? I love the folds on the bandages. Would love to know how that's done.

Oberyn
11-01-2009, 11:52 AM
Whoa. Totally missed these comments. Sorry!
I just transposed it for the final pose; no bones or anything. The funeral wrappings were just simple loops of geometry really, with the "folds" being sculpted in. :)
Again, sorry it took so long to see this, and thanks for your comments!
http://i147.photobucket.com/albums/r296/Cyclopaexan/wrappingsWires.jpg

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