View Full Version : HCM 9: Darth Maul Hanger Battle Diorama

05 May 2007, 05:54 AM
One of the greatest fight scenes of all time happens to be in one of the worst Star Wars movies made! Can anybody deny that when Darth Maul steps out onto the hangar platform and lights up that double-edged light saber for the first time their jaws didn't drop? Two Jedi versus a single sith.. and it's almost a fair fight! I'm going to watch this movie again this weekend so I can get the details right, but expect some WIP base meshes sometime tomorrow.

05 May 2007, 12:47 PM
Great choice. I was going to do a Obi-Wan vs. Darth Maul piece, but I'm having doubts about having enough time (or skill). So, it's great to see someone tackling it.

05 May 2007, 10:00 PM
Wizdoc: Thanks for the comment, I only hope I can do it justice ;)

So I just finished watching (suffering?) through the Phantom Menace. Rather than skipping straight to the juicy bits, I chose to watch the whole thing through to get me in the zone. I'm glad I did, because the hangar battle scene made it all worth it. The last time I watched this movie was when I got it on DVD about 5 or 6 years ago, and the awesomeness of Maul stepping out of that doorway and lowering his hood (revealing those cool spikes) for the first time has not diminished in the slightest.

I sketched out some loose thumbnails of the hangar environment and props I intend to model, but they're on paper so I'll upload them later when I get a chance to scan them in. Going to attempt a quick painting of how I picture Maul's pose (going for something a bit more dramatic rather than him standing there with his saber out). The pose used in the film is awesome because it is part of a bigger picture, a series of events that allow the subtle motions really establish themselves, but for a single frame I'm going to have to be a bit more stylish. I've got a Darth Maul action figure sitting here (yes I know I'm lame) for reference.

05 May 2007, 11:48 PM
Okay, as promised.. a quick (about 2 hours) painting of the pose I'm going to use.

High Res ( (

05 May 2007, 02:41 AM
started working on the low poly cage for Maul. The clothes and whatnot will be detached from the rest of the body, so don't pay too much attention to the torso. Just roughing it in so I've got some geometry to work with when I detach it from the head/hands/etc.

05 May 2007, 05:00 AM
Cool, Maul is a great character and it looks like you've got a good start.

Similar pose to the Sideshow figure:

05 May 2007, 05:30 AM
Yeah, my little reference model is a collectible too.. awesome details for this type of thing. Thanks for the image also, I'll add it to my reference collection.. it shows off some details that my model is missing. :thumbsup:

edit: here's mine:

05 May 2007, 08:07 AM
Wow, those are great collectables. :eek: How much?

05 May 2007, 03:46 PM
They're actually a little ridiculous, about a hundred bucks each. Although mine was a gift, so I can't claim that I was crazy enough to drop that much on one :)

05 May 2007, 08:53 PM
Quick update.. started pulling out some of the clothes, altered the facial features somewhat to make it more 'maul-like', and put together a few environment props. It's worth mentioning at this point that I don't intend to Sub-d model it to the very end.. this day and age that's just plain masochism. I'm going to be taking him into ZB/MB and doing most of the sculpting there once I've got all the geometry I need in place.

05 May 2007, 05:38 AM
Alright, last post from me for today. Got the low poly cage completed.. I know things look pretty loose right now, but I'll tighten them up when I start the real sculpting.

05 May 2007, 08:16 AM
Darth Maul was great, and I'm really looking forward to seeing your final product. Looking good so far.:thumbsup:

05 May 2007, 08:41 PM
Thanks for the encouragement ;)

Also- if anybody has a good reference image for the side of his face, I'd love to see it. I've got loads of front and 3-quarter reference shots, but he has some striking features that don't look quite right from the side. I'd like to compare it to the real deal and see what's going on.

05 May 2007, 09:02 PM
Thanks for the encouragement ;)

Also- if anybody has a good reference image for the side of his face, I'd love to see it. I've got loads of front and 3-quarter reference shots, but he has some striking features that don't look quite right from the side. I'd like to compare it to the real deal and see what's going on.

Like this one?


05 May 2007, 09:05 PM
Why don't you try over at sideshow collectibles website? do a search for "Darth maul" and most of the results will have a quick time VR file that you can see....If you zoom in things might get a bit blurry but you still will be able to see what is what from any angle...i hope that would be helpfull:)

P.S My opinion is that collectibles of the scale like your darth maul ARE the real deal:thumbsup:

05 May 2007, 09:08 PM
Like this one?


You, sir, are my freakin hero :)

05 May 2007, 09:13 PM
Also, I did a quick paintover to see if my facial proportions are shaping up. I don't really like sculpting or modeling from reference planes when I can avoid it, so I tend to spend a lot of time tweaking. Maul is especially hard to do this with since 90% of his 'look' is the makeup itself.. and face it, it's hard to see facial features under black and red :)

So anyway, this is a quick paintover on top of a screengrab of my early-stage sculpt. Seems to be coming along fairly well, I'm going to tighten up his jawline a bit and adjust some proportions.

05 May 2007, 09:35 PM
Oh, and dont forget to look up pictures of Ray Park - even without his makeup. Might notice a few things...

05 May 2007, 09:37 PM
Oh, and dont forget to look up pictures of Ray Park - even without his makeup. Might notice a few things...
It's funny you mention that, I actually did! The dude is always smiling.. it's just unnatural :D

05 May 2007, 09:40 PM
AH-HA! Then you need to look at the first X-MEN movie! I dont think he smiled much in that one...:D

05 May 2007, 01:11 AM
Been busy sculpting.. Here's an early WIP. Gonna take a break for a bit, maybe go watch one of the original trilogy movies ;)

edit: also, thanks again for the side ref, roberto.. really helped ;)

05 May 2007, 01:37 AM
Looking good so far. Darth Maul has got to be one of the most criminally under-utilized cool villains in a movie...

05 May 2007, 01:50 AM
Good expression and the concept shines beautiful. waiting for but updates yours. nice work
you can define a little better the ear.ok nice work:thumbsup:

05 May 2007, 06:25 AM
looks very cool so far.can wait to see him painted

05 May 2007, 08:38 AM
Looking good so far. Darth Maul has got to be one of the most criminally under-utilized cool villains in a movie...
I agree.. I guess that's why he's the Boba Fett for the new generation. Relatively minor character in the grand scheme of things, but met a sudden and unfortunate demise before we could learn about his history. While looking up reference images for this project I've come across a lot of really interesting non-canon fan fiction, and commercial fiction. Everybody tries bringing him back to life ;)

05 May 2007, 09:45 PM
Just a quick update.. I've spent all day trying to figure out Z3's new retopo features.. they are extremely cool, yet there are some pretty serious flaws and/or oversights (like, the lack of a 'snap to mesh' feature when moving retopo verts around). Anyway, it's coming along pretty well now that I've jumped through most of the hoops.. after I finish up with this I'm going to export the retopo rig and UV it in UVLayout (, Then I get to start painting.

You may be wondering, "Why do so much in one area when there is so much left to be done?", which is a good question that deserves an explanation. For starters, I'm making pretty good progress and I'm fairly confident in my ability to finish this project by the deadline. Although, as a contingency (you never know what waits around the corner) I'm starting at the top and working my way down in the event that something comes up and I can't finish, at least I'll have a completed bust or figure to submit before the deadline. For all intents and purposes, I think it's a fairly efficient plan, and hopefully all will work out well :)

At any rate, here's the WIP of the moment (forgive Z3's terrible fisheye perspective camera ;)):

05 May 2007, 09:58 PM
Im sure this will look really nice when it's done!! Looks nice now aswell, but even nicer when it's done.. As I wrote.
But I don't think that his profile looks as it should. Sorry for not having a better picture of his profile, but I found this one.

Hope it helps! Good luck with this one!

05 May 2007, 10:59 PM
I'll take a look again, although I think the difference might be because in my sculpt the muscles are tense and flexed in places, and in your photo he's relaxed. I'll keep that photo for my references though, because believe it or not that's one of the only out-of-makeup photos I've seen of Ray Park where he's not smiling, and you can see a lot more of his facial features without the makeup or facial expressions.

Thanks again!

06 June 2007, 01:54 AM
Alright, retopo is finished.. that was more painful than it should have been, but I think i've figured out most of Z3's quirks so it should be smooth sailing from here on out. Gonna get him UV'd next.

Here's a quick turntable of the retopologized and finished head: (

06 June 2007, 04:25 AM
And a quick paintover to make sure all of my forms are lining up properly

Keep in mind it's a paintover, so don't go looking for specularity, bumps, or anything like that.. Just making sure things are shaping up the way they need to.. I can tell already that I need to flatten his cheek out a bit, and pull them in a bit from the front.

06 June 2007, 03:19 PM
God I love Zbrush.

06 June 2007, 04:11 PM
Man, i love zbrush too! Itīs the best software out there! (except maya probably;))...itīs so intuitive.
Very cool model by the way! I think you managed to handle zbrush very good! For me it took quite a while to get used to it. Are you modeling it zb 2? New version is killer, man!

So good look to you!

06 June 2007, 05:11 PM
Wow! Looked so much better witch textures!!
Although, there are some part of the paintings in his face that you've missed. Don't know how to put it so that you'll get it in english, but... The area right below his eyes, closer to the ear shouldn't be so smooth... Don't know if you got that :P But take a look at this picture! :)

Also, the lines on his forehead is much rounder towards the middle. And the black spot around the middle horn could propably be alot thinner. Hope I'm not being to picky! Good luck again!

06 June 2007, 09:48 PM
Thanks everybody for the comments. The eRK ( Just so you know, that was a paint over, not the acutal texture. Every now and then when I sculpt I do quick paintovers to visualize how everything will look once the diffuse texture is in place. It helps my eye catch problems with the anatomy and proportions.

Speaking of textures, here's the actual texture that I just finished painting. The diffuse texture is to the left, and those who are familiar with UVLayout will recognize the color coded UV template to the right. If there were any stretching in the UV, it would show up in a shade of red. Blue and green is good! Also, I'm attaching a quick turntable movie of the diffuse texture on the mesh.. Z3 is so cool, I love this turntable feature :) (

06 June 2007, 10:51 PM
How cool is this, though you appear to be leaving the rest of us standing here, so if you could just slow down a little .....LOL

Great work so far on Mr Maul......

06 June 2007, 11:05 PM
Oops, sorry for that, my bad! Well, anyways I think that you've got pretty much the same problems with your textures... Especially the forehead things. I don't know if you feel that you have to have the paintings exactly as they were in the movie, but if you do, take a look at the forhead, lower lip and the sides of his nostrils! ;)

06 June 2007, 12:08 AM
the eRK: I'll take a look at the areas you mentioned, although I think a lot of it is due to the disparity in facial expressions. When his muscles move his skin around, the shape of the tatoos are going to change as well, so a relaxed reference will look a bit different than one that is tense. But I can see a few areas that I'd like to tighten up, so I'll do that before I work on any high frequency details or ambient occlusion.

06 June 2007, 12:56 AM
Here's a quicky:

06 June 2007, 04:20 AM
Alright, last update from me tonight (i think). The head textures are pretty much done. I need to do some AO baking on the head itself, and tweak the tatoo a bit more, but those are nits I can pick pretty much whenever I want. I'm gonna try to get started on the upper body/torso tomorrow.

Here's the WIP of the moment, please note that there's no spec map, bump map, or anything yet.. this is just a viewport capture with diffuse texture and a few basic zbrush shaders slapped on. The finished product shouldn't be this universally shiny or quite so dark and desaturated.

06 June 2007, 06:03 AM
wow man, thats amazing work there. i just started my 3d modeling class this week and i hope i can model like that in the future

06 June 2007, 06:15 AM
wow man, thats amazing work there. i just started my 3d modeling class this week and i hope i can model like that in the future
All I can say is stick with it and don't get discouraged. Hard work will get you whatever you want, and you'll always get back what you put in :thumbsup:

06 June 2007, 11:57 AM
OHH!! Great! I knew this was going to look great!
But still... I think I'm gonna need to se the ref of him when he has that facial expression. The forehead... Uhm, take a look at how far apart everything is on your model compared to this picture :shrug:

And also, not a great expert at this area, but if you look at his teeth, they are alot... Yeah, what ever it is that they are.

But I don't know how much I'm allowed to crit now? Is it still OK to make crits on the head? :sad:

06 June 2007, 12:07 PM
Thats one badass face expression. Really good job so far man!

06 June 2007, 01:02 PM
Those are absolutely beautiful pictures man. Can you guys share what program was used to make them. I'm pretty new to this so any guidance as to which program to use is great.


06 June 2007, 03:53 PM
Those are absolutely beautiful pictures man. Can you guys share what program was used to make them. I'm pretty new to this so any guidance as to which program to use is great.

I use Max9, Zbrush 3, UVLayout, and Photoshop CS3.

06 June 2007, 06:05 PM
wow looks amazing already no crits :thumbsup: and it doesn't even have all the maps yet

06 June 2007, 06:54 PM
awsome work man!
can't wait seeing the whole thing.
and I agree with you about Darth Maul being a badass character from the weaker part of star wars
wish i was as good as you with charecter modeling...oh well, back to my AT-AT scene

keep the good work

06 June 2007, 08:17 PM
Thanks everyone for the kind words, I hope I can live up to everyone's expectations :)

the eRT: Sorry I didn't reply before, I missed your post it was so late. Feel free to crit anything you see, I can take it ;) Some things I may go back and look at if there is time, or if they're major issues that affect the final composition I may fix them sooner rather than later, but due to the time restraints on this challenge I need to be able to call a section 'done' and allow myself to continue on, or else I could get stuck working on one section for the duration and miss the deadline. Assuming there is time, there will be a lot of tweaks to make to the final scene before the deadline.

06 June 2007, 09:22 PM
Really impressive Darth Maul you've got going there. Can't think of any crits right now. Looking forward to seeing the completed textures.

06 June 2007, 09:26 PM
Working on the upper body today. Here's a quick shot of the undershirt. Most of this will be covered up by the robe, so I'm not going too crazy on miniature details here. In fact in the final composition you probably won't even see it due to the angle of his body.. but as they say, the devil is in the details :shrug:

edit: forgot to attach the shot :o

06 June 2007, 01:22 AM
Robe.. same deal, just diffuse, no spec, AO, or anything. I had to turn his eyeballs off because they were creepin me out ;)

06 June 2007, 06:49 AM
Last update from me for today.. more clothing progress. Upper robe area, belt, and pants finished. Tomorrow I'll do the robe flappy bits, gloves, and maybe the boots. I'm going to have to go back into Max and fix up the gloves a bit, I just realized how much of a pain in the ass the fingers are going to be when it comes time to pose them due to how close they are to each other. Also the boots might take me a little while, because they're pretty complex, but I found some good reference for the authentic maul boots from the movie so I should be alright.

Hasta maņana...

06 June 2007, 08:56 AM
He's coming along nicely.:)

06 June 2007, 10:21 AM
Oh man, your going to score high in this challenge. He is looking awsome so far.

06 June 2007, 11:07 AM
Ahh, you work so fast!! I guess there will be no problem for you to make it in time (hope so)!

The robe and belt ect. look awsome! The only thing now would be the teeth, I can see you'r still missing the black "spots" on them. That's a pretty importand detail, and as you said: the devil is in the details. ;)

06 June 2007, 12:55 PM
Hi eldee
nice work on Maul, however I think that the clothing looks too light as if its made from thin cotton, also I think your model looks too skinny for Darth Maul which im thinking is due to his narrow shoulders. Check out this pic of D.M to see what im talking about.
anyways lookin forward to further progress.:thumbsup:

06 June 2007, 01:58 PM
nice updates, great details "expressions, cloth lines" cool, I will be watching your thread.:eek:

06 June 2007, 05:02 PM
Watching this one :)

06 June 2007, 08:25 PM
Wow! it looks more and more realistic. Can't wait to see the final one.
Keep it up buddy!

06 June 2007, 08:40 PM
great job man, want to see the finish model!
his really realistic!

06 June 2007, 08:40 PM
great job man, want to see the finish model!
his really realistic!

06 June 2007, 10:26 PM
Darth Maul is looking great! It's a shame they killed him off so quickly as he made a very good sith.

The facial expression looks really cool

06 June 2007, 10:45 PM
You have some great work, I love this model. I cant wait to see some more updates from this.

06 June 2007, 12:57 AM
Thanks everybody for the crits and comments, I'll be posting another update here pretty soon.

06 June 2007, 07:18 AM
Alright, I was super lazy today and only got the robe flappy bits done. Actually, in reality I had to do much more than that.. Z3 crashed while trying to save a tool earlier and it corrupted the ZTool, so I had to revert to an iterative save. So basically I had to redo the belt and pants as well. Not a huge deal though.. it's like they say, you always do something better the second time around anyway. But it was one of those "ugh" moments where you're disgusted that something happened and you don't want to mess with it anymore for a while :p

But at any rate, minor disaster aside, everything is back on track.. just had to delay the gloves and boots an extra day or so. It's also worth mentioning that I broadened the shoulders a bit to give him more mass (don't let Z3's fishy perspective warp fool you), and played with some cloth alternatives. Ultimately I've decided to go with the lighter looking material over the stiffer material. The stiff material makes it look action-figureish (you know how they wrap felt around an action figure to give it a cloak or whatever). In addition, there are as many variations on Maul's wardrobe as there are reference images on my hard drive, so I guess I've got some flexibility in this department.

More tomorrow, hopefully some gloves and boots.. In the meantime, here's the WIP of the moment:

06 June 2007, 08:01 AM
Also: I'm up to just over 11 million polys now. At this point I pretty much need to finish early, because it's going to take a week to render :cool:

Rod Seffen
06 June 2007, 04:25 PM
The cloth needs a lot of work. Cloth wrapped around objects with folds and wrinkles is a lot harder to do that people imagine, that's why you see so much cloth in classical sculptures, it was as much of a challenge as doing the anatomy of the figure.
You can't focus on the cool bit, the head (which you've done well) and then just hack the cloth in. 90% of this figure is cloth, so it makes up a very important part.
AS it stands you'd be better off just doing a bust, since the rest so far is only detracting from the head rather than adding anything to it.

06 June 2007, 05:03 PM
If you've got some specific complaints, I'd love to hear them.. your vague 'doesn't look very good' crit isn't very helpful to me. Also keep in mind that I'm not submitting a T-pose here.. it'd be kind of silly to sculpt out 100% realistic cloth folds for a T-pose, then pose the model and resculpt everything to match that, wouldn't it? What you're seeing here is just some basic gravity for the cloth so it doesn't look so static.. once the character is posed it will be gone over again more carefully.

06 June 2007, 05:06 PM
Overall you are doing a fly job on Maul, but I will say his shoulders look a little hunched like he is saying IDK? You know what I mean. Otherwise great job, I can't wait to see the hanger.


06 June 2007, 06:35 PM
Overall you are doing a fly job on Maul, but I will say his shoulders look a little hunched like he is saying IDK? You know what I mean. Otherwise great job, I can't wait to see the hanger.

Yeah, I see what you mean. I think when I pulled them out to give him more mass I dragged them up a bit also and didn't notice it. I'll get it fixed in the next update, good catch.

06 June 2007, 04:25 PM
Looks incredible! Wish I had the confidence to go poking around in Zbrush for this challenge. But, you're giving me tons of inspiration. How is it working in Z3? Any new tools or workflows that are particularly handy for you as opposed to Z2? I'll be really curious to see how you resculpt his pose. With all that cloth, I can only imagine how much work it will be. Good luck!

06 June 2007, 05:21 PM
I like the head, it looks like him.

06 June 2007, 03:22 AM
Thanks for all of the comments! I've got some paying work keeping me busy early this week, but I'll get some more WIP shots up here in the next couple of days.

06 June 2007, 07:34 AM
Snap, got some work which has run over from last week and a new project starting today, so looks like were both in it...
Great work sofar, and zbrush3, well I dropped out of it when I could not get my mech back from the topo/rig system, and could not extract decent disp maps. Great program tho.
Awaiting updates.

06 June 2007, 08:17 AM
I just recently finished a pretty detailed Darth Maul model at work so I think this next suggestions will help you out. I'll post in bullet points to keep it simple =)

-maul has one large belt with 4 smaller belts on top

-5 in the front, like u have no without the gaps (gaps are only seen when he moves , or is posed with legs in diff pose). The 2 missing skirts go on top of the slimmer ones on the sides, but a little bit shorter than the ones in the back.
-6 in the rear, same as the front,(not like u have right now -one large one-, they look like the front ones but the middle one has another skirt on top that is wider and shorter, u can see this on darth maul statues pretty well.

-(already mentioned) shoulders are very square, Ray parks shoulders are more slanted downwards
-I would also suggest modeling the body shape in a slightly more regular/relaxes pose, the spin/neck section specially, this will always give your models a more natural feeling in the end, even after you pose them.

-the thicker parts on Maul's cloth pieces tend to really drape to the bottom and thinken out a bit, try draping a bit more even b4 u take the mesh into Z, not talking about folds, i know ull do the detail after, but juist the overall shape that gives it that darth maul bulge like folds around the gloves etc.. I can post some reference tomorrow if you like.

-i have reference of the boots he used in the film if you need it. They are actually these biker boots that are no longer made.

-if you have time, i would try and give the head structure some tweaks, and try and get away from the Darth Maul bust reference you used (it is the one with his teeth showing and hood, correct?). I don't think that bust is nearly acurrate enough to represent Ray Parks, and I feel it ended up hurting your adaptation.

Again, hops this crits help you out man. Cheers.

06 June 2007, 12:08 PM
I just recently finished a pretty detailed Darth Maul model at work so I think this next suggestions will help you out. I'll post in bullet points to keep it simple =)

Wow that's awfully generous of you! So uhm, Darth Maul is going to be in the new unleashed video game eh? Muhahahahaha just kidding.

06 June 2007, 06:08 PM
Wow eldee, info straight from the source! Lucky you. :thumbsup:

06 June 2007, 09:53 PM
Manny, I truly appreciate the comments. I hadn't noticed, for example, the separate skirts in the back. As always, I am open to any additional crits, comments, and reference material people are willing to share. Thanks again!

PS: The preview vids for Force Unleashed look so awesome, I can't wait to play it! ;)

06 June 2007, 10:23 PM
Man thats looking awesome.

06 June 2007, 06:48 AM
Alright, an update at long last! Sorry for the delay folks, had more 'real' work to do than I anticipated this week. Anyway, I spent the better part of this afternoon starting over on the body. I managed to get my hands on some better reference material for the clothing, and pairing that with Manny's extremely helpful crits, I was better armed to handle it. So now the outfit should be pretty much canon.. I've poured over all of the information I could get my hands on regarding the movie wardrobe for Maul, and from what I can tell this is it. It is infinitely more complex than I initially thought (my collectible statue doesn't show nearly the detail needed.. probably because it's an action shot), but I'm confident that I've finally nailed it. This time as well, I've designed the base mesh to be more relaxed, so that when I pose it things will line up more naturally.

And there's another hangup, but I've already procured the solution. Max 9 has a fatal flaw in the obj import/export routines that reorders verts regardless of the settings. I spent all morning/afternoon and last night trying to work around this problem, but it's just not happening. The problem is that I cannot pose the figure in Max and export the low res results for use in Z3 so I can continue to sculpt non-symmetrically. My only options are to use Z3's transpose tool (GAG.. I'll pass), or to use another modeling package to handle this part. I've got a friend who uses XSI and has agreed to let me come over and rig Maul up for his final pose, so when the time comes my bases are covered there.

At any rate, enough ranting from me, here is the WIP of the clothes (square one):

edit: Forgot to take the turbosmooth off the boots for the WIP shot, but you get the idea :P

06 June 2007, 07:37 AM
Maul's looking great mate! I haven't heard too much good news about Z3 everybody seems to be having probs with it.

06 June 2007, 08:01 AM
Maul's looking great mate! I haven't heard too much good news about Z3 everybody seems to be having probs with it.
Well, with as much new stuff as they've put into it, there's definitely more good than bad. It has it's share of bugs and pitfalls, but overall it's worth the hassle. Just gotta remember to save often and iteratively because you never know when that next crash is coming :)

06 June 2007, 12:11 AM
Eldee, could you post some close-ups of the head please. On another note...good start on your model. I'm still struggling on a head, whilst you've already done the whole body.

06 June 2007, 02:06 AM
im liking it!!! - darth is my favorite sith character, i did want model him for this comp but too much black texturing for me to handle ><

keep posting wips!


06 June 2007, 06:24 PM
Been busy working on the clothes, I hope to be pose-ready by the end of tomorrow. I've actually got a shorter deadline than everybody else, as I'll be going on vacation in 2 weeks and won't be back until July 8th :D

Also, here's a closeup of the head (as requested):

06 June 2007, 07:22 PM
This is looking nice, love the teeth and the cracked lips, very nice detail! Sweet.

As you seem busy and have little time, the amount of work you have done on Maul looks very good. Looking awesome.

Have a good vacation!

06 June 2007, 08:29 PM
That's looking real good, man. One thing I'd work on, is the nose, as it's quite bloated at the moment. What you wanna do is define the separate areas, where carliage is present and that way you'd have a more natural and sharper looking nose. I'd also define the cheek bones a bit more, to give the face a bit of depth...

06 June 2007, 03:31 AM
oh my god!
I wish I had these informations when I was modeling mine.
this is an honor to get feedback from Mannymation.
this is getting better and better.
good luck

06 June 2007, 12:57 AM
very excelent modeling and texturing.

i just had to say that i think the uv map looks kinda like a clown :p

the model itself looks awesome, this is probably the least doodle-like thing ive seen the new zbrush used for, and it looks excellent

i did a darth mual head retexture for TESIII:Morrowind.

needless to say, its not as good as yours

this was the start of a starwars total conversion, but it kinda failed, the guy that was in charge was kind of a jerk, and me, the interior designer, and the leader guy that was really doing any work. it would have had some really cool things in it, but it fell apart when the leader got banned from the official elder scrolls forums, and i fugure did bann him from the mod forum too since me and the other guy didnt like him.

06 June 2007, 04:51 AM
Thanks for the comment, morrowind was great, and considering the limitations of the engine I think your models and textures are great.
i just had to say that i think the uv map looks kinda like a clown :p
Actually, I made a cool wallpaper of one of the paintover layers I did a few weeks back.. it's just two colors and has a really cool tribal maul feel to it (not all stretched out and clown like as seen in the UV map of course :D)

In update-land, I've actually wrapped up just about all of the initial sculpting and whatnot. Just a few loose ends to nail down on the boots, then I get to spend all day tomorrow (and probably the next, depending on how much free time I get) rigging and weighting the mesh. Once it's posed, I'll take it back into ZBrush for a final sculpting pass (fix any details that might've been smeared out or whatever), then I'll start rendering.

Did I mention I only have until the end of next week to finish this competition? Yeah, this is gonna be fun :D

06 June 2007, 08:12 AM
Coming along very nice, mate.:thumbsup:

06 June 2007, 11:51 AM
Thanks for the comment, morrowind was great, and considering the limitations of the engine I think your models and textures are great.
models were already in the game, this was before i knew how to model, and i still suck at doing faces. (maybe zbrush 3 will be able to help, i have yet to try a face with zbrush 3)

i just painted over a pre-existing texture map from the game with about 80% opacity. im surprised it turned out as nice as it did, i had several comments that it was the best darthmaul retexture theyve seen. its just too bad the person that offered to do the horns never got around to it... oh well

back to update-land (for the sake of on-topicness):
i bet if you work really really you could finish by then
did you do any work on the lightsaber yet? i wanna see a really cool glowmap on that

06 June 2007, 02:45 PM
This is really coming along nicely bro. Can't wait to see your reworked geometry.

Keep dat drop-deadline! :scream:

06 June 2007, 09:43 PM
it's looking awsome
keep up the great work

06 June 2007, 12:53 AM
Updates tomorrow.. Haven't been able to work on it this past day or so because all of my PC's are doing a bucket render for a work project. 8 hours remaining.. gaah.

In other news, Maul is rigged and ready to pose.. just need a few spare CPU cycles so I can actually do it :)

08 August 2007, 08:21 AM
Okay, so this thread needed a little closure before I bury it. As indicated on one of the later pages, I had an upcoming vacation and I was trying to finish up before I had to pack it in. Unfortunately, I got some pretty hefty pre-vacation work dumped on me as well, so I wasn't able to get Maul posed the way I had planned, and on top of that I didn't even get back from vacation until the deadline for submissions had passed. Soo.. anyway, here is the state I left it in before I went on vacation, no render, no pose. With about ten thousand views on this thread I figured I'd post it for those wondering what happened ;)

08 August 2007, 05:10 PM
Beautiful piece eldee.s.

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