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


#1

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.


#2

Mumm-Ra is possibly the most recognisable 80’s cartoon villain too me. Looking forward to seeing how this comes together :slight_smile:


#3

Some concepts for hand jewelry

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


#4

Nice concepts, second ones not showing up though


#5

Face concept. Terrible, but good enough to sculpt! :stuck_out_tongue:


#6

Wow, some really nice ideas and concepts, very detailed :slight_smile: I like the exposed skull on the face.

Good luck :slight_smile:


#7

Some WIP on modeling. :wip:






#8

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.


#9

Looking good sir. Nice foot, seriously. I like that you seem to be planning this out and going through the steps carefully and slowly.


#10

Starting the torso:

Torso modeled (I’ll retopo later, probably), arms added:


#11

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


#12

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 :slight_smile:


#13

Thanks for your comments guys. =) Really appreciate it.

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. :slight_smile:


#14

Very nice! I really like the proportions. Odd workflow, but if it works for you then more power to you! :wink: :thumbsup:


#15

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.


#16

Starting the head.




#17

Nice sculpt work so far. I think that the jaw/teeth are too far out but maybe that’s what you want?


#18

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…


#19

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!


#20

Adding the skin layer.