HARDCORE MODELING!: 80's Cartoon: Mumm-Ra on steroids


#21

Thanks for the responses, been a bit busy with work atm.
I dunno about blue, I gotta get a decent zombie colour. Im remodeling the torso now, update that soon, the symbol on the chest will be a tatoo or brand, prefer the brand, its more mystic… The face will be mudboxed to pit in creases and wrinkles, bandages are coming, so is some other cool stuff, stay tuned. :slight_smile:


#22

Latest update, testing out a new gold.


#23

I haven`t visited in a while. Nice Progress.

I had the exact same impression and I think I know what it might be. Googling Egytian headdresses, I think I have come up with a reason/solution (not that there is an error, It looks great, only it could look better fashionwise).
The fold for your headdress starts in behind the ear, whereas when I was looking at images, I saw that the fold actually starts somewhere on the front corner of the forehead. The material apears to be thick, or at least not very suple, so when it tries to fall down around the sides of the head, it actually extends out a little before flowing downwards, creating a ridge that runs along the top/side of the head. Combined with the same effect on the back of the head, there should be a bulk of cloth there making the more angular look that we’re used to.

Keep up the good work, man.

-Rage


#24

Yeah, Im not entirely sure how that works, irs kinda like a hard edge, which when I tried it never really worked, as I have a metal front to his helmet.


#25

Latest, including enviroment.

Getting close to finishing the preliminary modeling and onto the fun stuff, sculpting and textures.
Any crits before I go ahead, I want the weekend to be just me and mud :slight_smile:


#26

Haha I know exactly how you feel. Not sure if you were planning on tackling this during the sculpting process, but there’s some funky business going on in his palm. It’s as if he’s grown a tumor on the base of his thumb. This Tumor seems to have grown towards the top of his hand as well. In fact, I would take a little time in the whole hand area. The fingers need to be resized in my opinion, and the transition from forearm to wrist to hand needs a bit of work. Apart from that, I don’t see anything else that should be corrected during the modeling process.

Cheers

-Rage


#27

Well, I guess it depends on your design. Mumm-ra the Everliving still has some wrappings on him though not nearly as much as the regular Mumm-ra. And you’ve got the massive gold armor pieces. It looks good just a bit far from the original.


#28

Should I dump the gauntlet things and give him somthing closer to the original?


#29

Ok, last post before I pose him and cut him up to bring into mudbox. Hes been uved. Im not sure about the sandals but I dont have anymore time :slight_smile:


Ill do a rough concept to get the pose.


#30

now why did i miss seeing this thread? cool!:buttrock:


#31

A little test to see how far I could push mudbox. Spent an hour sculpting to see if the whole mesh needs to be cut up or not, looks like I can go another level of detail bove this, but I think this will do. Gonna rig and pose him now, had problems with a ati driver over the weekend, lots of bsod’s and uninstalls just to get mudbox working again, those ati drivers are really badly put together.


#32

I’ll be honest and say that I didn’t think this was going to work, but once again Mr A you surprise me.

Fantastic work and best of luck to the finishing line. :thumbsup:


#33

Well I kinda got the feeling you were not the only one :slight_smile:
Maybey it was the late entry or my lack of continual updates, or maybey the work isnt good enough, the quality on here never ceases to amaze.


#34

It’s such a pain sometimes that most people really cannot judge a wip properly. In case of CG, most people are so detail-oriented that they need models to come out of ZB etc for them to even begin to see potential. The crucial point they are missing is, that not finite detail, but silhouette and contour are the primary factors, next to the inital design, determining outcome quality. I can get away with so-so detail on any model, but a bad silhouette can never be remedied by mucho and primo detail. But whatever…

Anyways, this is continuously looking great, although I cannot really see where you are going with the flow of those wrinkles/lines. It’s not exactly muscle fibers, is it!? Right now it just looks kind of weird.

Cheers!


#35

Thanks, I kinda feel that myself. If its not uber sculpted it dont count as much. I was debating how far to poly model the character as I dont want to too heavily focus on displacements and sculpting, and as a real world test, generally fx companies want as much poly modeled as possible so they have control of the polys and are not totally at the mercy of displacement tweaks to stop spikes and flaws at render time.

Yeah, it was a test to see if I could get away with sculpting the whole basemesh or if I needed to break up the mesh. I took an hour to do the test so it not anatomically based. When Im doing the actual sculpt I will break out the anatomy charts again to decide whats bone, fat, desicated skin, muscle, tendon and veins. Its gonna be difficult because technically he is regenerated when he becomes the super mum-ra, so how much is dead and how much is renewed. Im kinda trying to approch it like it was a vfx shot, thus I tried changing stuff to look more realistic and less toony. I seriously think the design on mum-ra is pretty bad, he looks like an amalgam of different aincent civilisations, mainly viking and saxon. Not very egyptian.
Update in a few mins, I just finished rigging him.


#36

I take it you are working in MB2009? I’m still doing most of my sculpting in MB1, since I cant handle that flat-shaded bug. But for texturing its great. Who needs millions of polys, if you can just paint insanely detailed bump based on texture resolution!?!

Looking forward to your next update.

Cheers!


#37

Yeah mb2k9 sp2. I had some issues with the latest ati catalyst driver, made anything using dx9 really unstable, so bia hh and mirrors edge would bsod my machine, and mudbox and max would not load. I love texturing in it, its a pleasure, really. Ill use the bump to do pores, and blemshes, I dont wanna really do a disp, more tempted to export the high rez and just render that out. But Ill do tests to see what I can get best.


#38

Same here. That is, if Maya will let me. I might just have to move over to XSI.

Cheers!


#39

Update.


#40

… HAHAHAHA
Will you kill me if the first thing I thought of on looking at this was a VERY ANGRY Genie?
:D:D:D He’s so glowy, I wanna ask him to grant me a wish! I think part of it is the background color; it sorta blends together a little. None of this is really a critique, btw. Just the first thing that popped into my head. hehe

I’ll have to agree with previous posters by saying that I like this incarnation better than the sculpt. I think the silhouette you’ve chosen will be better without micro-detail anyway, because it has a more cartoony feel.

If you just REALLY DO wanna sculpt, I would try to stick to sculpting broader details that emphasize features, rather than trying to go in and show intense wrinkles and stuff.

Awesome stuff so far man. BEEFY!