LC #42 Pipers Alley

View Full Version : HMC8 -- Maximus Decimus Meridius

03-18-2007, 05:10 PM
...because that Carthage helmet is just too dang cool. And my first time modeling armor. Fun. This'll take me forever with my schedule, but it's only one entry. Wahoo...

03-19-2007, 02:59 AM
Here's the base mesh for Maximus. I found the best Orthographic Ref images that I could. Mostly from "A Beautiful Mind" posters. But you can never get a full on Orthographic image from the real world. Anyway this is basically for proportions. Zbrush will be where it really takes shape.
Russell's kinda fat and kinda muscular and kinda pissed off all the time.

03-20-2007, 12:12 AM
Well this is one of those "Ta' heck widdit" updates. The only helmet references I can find are on Ebay, and they're all different.

Anyway I soft-modded the head a bit. The nose is longer, eyebrows more pronounced, cheeks sucked in, head a bit wider, etc.
The only ref image I could find of Maximus in the helmet was blurry and pretty much only showed from his mouth to half way up his forehead. So those vampiric teeth thingies are probably too long. So I threw in some ring for a sharper edge, smoothed the thing, and didn't save it. I'll start again on a better version when I can start with the whole helmet.

03-20-2007, 11:41 PM
Okay, I'm scratching the first try and redoing with current references. Anyway, here they are. Thank goodness for DVD caps.Photobucket totally butchered the size on this, but the actual ref is about 2000x1400.
I'm still trying to find a cap showing the lower portion of his chest plate. There are a few showing the gryphons, like the one on the lower right, but I'd love a full screen pic.

03-21-2007, 12:31 AM
looks like you got some good angles, will be looking for that update.


03-21-2007, 02:32 AM
'Nother update.
He's got a new head more in line with the improved ref orthos. Maybe it's me but box modeling Russell's head was, erm, odd. He's definitely got a fat baby face to start with.
I tried to eyeball these two as to appear from the same angle, but it feels pretty close. I feel once I zbrush everything in, the beard especially, the more angular features of his face will be visible.

03-21-2007, 02:32 PM
Here's a quick side ortho. I won't include the fron ortho because ultimately it was taken at an angle and I had to eyeball it.

03-22-2007, 12:11 AM
Allright, This is a simple Zbrush test. I spent about half an hour just getting those basic details, working the proportions, making a simple stubble outline. I was basically wanting to know if the base mesh matched Crowe. The eyes are a little too far apart, at least in this angle... The final zbrushed model will be heads and tails above this.

03-22-2007, 05:42 AM
OK, I just needed to build that helmet. Six hours later and it's done. I'm going to take a bit of a break from this project for a couple days. I just needed to make a milestone.

03-22-2007, 08:07 AM
Hi Santo,

I'm liking the maya base mesh and the helm (how about a couple of wires), but I'm not sure about the zBrush pass, looks a bit too much like a plaster carving - IMO zBrush smoothed everything a bit too much. Can't wait to see his gladiator garb.


03-22-2007, 02:38 PM
Thanks Diabolos, I'll have to post those wires when I get home. As for the plaster head. That was basically a test sculpt. I just needed to see if that base mesh was practical, so I did a fast zbrush pass. I exported the second sub-d level as an obj to get the bigger changes (jaw line, mouth, nose, etc.). So now I'll start from almost scratch on the head and spend a couple days doing all the imperfections, making the most photo-real head I've ever done. I still have no idea how I'm going to do the hair. His hair is short and thick, so Zbrush could help, but it's a separate object which detaches and collides with the head, so I may just do it as nurbs.

03-22-2007, 02:41 PM
what about paint effects? should be pretty doable with his short hair...


03-22-2007, 02:48 PM
Oh true, good point.

danke (that's the only German I know, I'm still learning :thumbsup: )

03-22-2007, 04:14 PM
Allright, I gotta run. But here are some wires.
I'd sooner shoot myself than try and affix equally sized spikes to a sphere.

03-22-2007, 04:20 PM
Hey SantoAnderson this is a good start ,
lucky you , you got alot of reference image
the helmet is well modeled but the head needs more tweaking may I say .
even though it's not a topology contest it is wise to build the model with
somewhat good flow (even though everything end up , as zbrush start it's engines :))

looking for more updates .

03-22-2007, 04:42 PM
Good points. Yeah, I totally threw flow of topology out the window on this one. Any N-gons on there were simply meant to reduce edge loops on the throat. I recently bought Z-brush and decided that the majority of the head was just going to go on there. I thought about using Z-spheres, but ultimately I decided it'd be faster to build a quick maya base mesh. I'll have to post a screencap of the updated post-zbrush wires. Thanks.

CGTalk Moderation
03-22-2007, 04:43 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.