View Full Version : HARDCORE MODELING!: 80's Cartoon: MUN-RA
mcrxsi 03-17-2009, 03:09 PM This is that a i want to do.
Mumm ra is the enemy of the Thundercats.
I´m searching for more reference, bot for now, i´ll start with this image.
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mnartgirl
03-17-2009, 03:11 PM
Isn't it mum-ra? Good luck
honestdom
03-17-2009, 03:45 PM
mumm-ra... there are three people doing mumm-ra so far, google image search will throw up a lot of references. :)
good luck.
mcrxsi
03-17-2009, 03:54 PM
Yeah, it seems that mummra become popular on the challenge. Anyway, i´ll try to do my best.
mcrxsi
03-17-2009, 04:54 PM
Beginning modeling!
mcrxsi
03-17-2009, 06:03 PM
head beginning
honestdom
03-17-2009, 06:45 PM
Yeah, it seems that mummra become popular on the challenge. Anyway, i´ll try to do my best.
I was the first! :P
mcrxsi
03-19-2009, 12:35 AM
wireframe of basic mesh progress
mcrxsi
03-19-2009, 09:49 PM
http://www.maocalderon.com/mumra/meshbody2.jpg
mcrxsi
03-20-2009, 12:27 AM
Creating clusters
http://www.maocalderon.com/mumra/texture1.jpg
rensole
03-20-2009, 03:38 AM
hey dude,
like what you got here so far yet i have a couple of pointers for you.
1: try making an organic model (like the human body for instance) in loops so that it will look good and the skin doesnt wierdly twist like yours has on the feet ;)
2: also use the top vieuw i found this very usefull while making head models and skulls.
3: try putting as little as detail as there is posible on the model itself, you can use programs like zbush to add detail to them ( if you cant use it you can still try normal and bumpmaps ;) )
goodluck with the model dude ill keep my eye on this tread :D
mcrxsi
03-20-2009, 08:59 PM
http://www.maocalderon.com/mumra/uv2.jpg
mcrxsi
03-20-2009, 09:32 PM
http://www.maocalderon.com/mumra/mudbox1.jpg
mcrxsi
03-20-2009, 10:07 PM
on mudbox
http://www.maocalderon.com/mumra/mudbox2.jpg
mcrxsi
03-20-2009, 11:20 PM
http://www.maocalderon.com/mumra/mudbox3.jpg
mcrxsi
03-21-2009, 12:39 AM
http://www.maocalderon.com/mumra/mudbox4.jpg
Oberyn
03-21-2009, 01:24 AM
I'm still waiting to see where you take it from here before I make any serious critique, but from what I see where you're currently at, you have two general things you need to work on that I think will skyrocket your potential.
The first is anatomy. Get it right before you ever touch a smooth. Make every poly count early on in the modeling process(I'm still not an ace at taking this advice myself, but I do try). Try to make sure your silhouette is where you want it to be before you move on to detailing and stuff.
The second is slow down. You're bumping up the complexity of your mesh WAY too much, way too fast. He looks like a melted wax sculpture, and it can be tough to pull it away from that look. It's a pretty common mistake.
I dunno, I've seen a few examples of people taking a base mesh with not so great anatomy, subdividing the hell out of it, and sculpting a marvelous final result. But generally speaking, that's not the case. It's like you're leaving out a lot of necessary design steps.
So my advice is to work on those two things. I think you'll be pleased with the result.
menthol
03-21-2009, 01:33 AM
I highly suggest that you first make sure the proportions are absolutely correct. It's better to get feedback at that point and after that, make the model ready for sculpting and probably you might want to get another feedback right away and finally, you may start sculpting. It seems to me, you are experimenting on creating the human being, I don't think anyone is capable of that :D Like Oberyn said, you need to study anatomy.
mcrxsi
03-24-2009, 05:41 PM
Hi,
thanks for the comments. I really appreciate that.
Basically, i´m newbie with the digital sculpting, and i know the proportions are too exaggerated, the arms, the muscle legs, etc., ..but, i dont want a realistic anatomy. I´m trying to close more at the comic style; the small head, the big arms, super tall, etc.
http://www.maocalderon.com/mumra/bodylike.jpg
Again, thanks for the comments.
scottimation
03-24-2009, 06:13 PM
"I´m trying to close more at the comic style; the small head, the big arms, super tall, etc."
I don't think that is the issue here. When you look at comic book art, similar to your example, the artist generally has the major muscle anatomy correct. You seem have masses where muscles don't/wouldn't exist. Look at your model's upper arms, lower abs, and leg muscles in particular. Even though you don't want realistic anatomy, your character choice is basically human. Having anatomy that makes sense goes a long way.
Check out these links for decent muscle charts:
http://i108.photobucket.com/albums/n39/iskender73/muscle_diagram.jpg
http://www.osteopathicbooks.net/muscle_anatomy_charts.html
Take notice of the muscle shapes, their flow and where they connect. As Oberyn said "Get it right before you ever touch a smooth". Try nailing down the major muscle groups at lower resolutions, then bump up the subdivisions before adding details.
Hope this helps :)
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