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


#21

More sculpting.


#22

Mmmmmmm. Maggots. I’m hungry.


#23

Hey, your work is looking really outstanding.

I think the cut-away on the skull is a beautiful idea but I’d like to see some more work on the places where the flesh falls off to the jaw, particularly around the chin. I think it sorta works with the bronze shader but when there tone differences are in I think the flesh will feel unrealistically stuck on there. Perhaps check how the muscles in the face bind to the tip of the jaw and see if there’s something that can be done to emphasize the disparity :slight_smile:

I was also thinking that in profile the ridge of the eyebrows have become less pronounced from your base mesh during the sculpting. I’d like to see that pronounced ridge come back as I think it adds a lot of the emotion to the profile image.

Only being nitpicking because I think the work warrents it. Looking beautiful :slight_smile:


#24

Ohhh, yeah. I’ll try and remember to go in and pull the brow out some more without losing that sunken, shadowed eye. As for the other comment, I’m hoping to have time to go in and add some of the fasciae.
Good eye, man. Har har… no pun intended. :applause: Thanks tons for your comments. =)


#25

Working on the hands.



#26

Excellent.


#27

Thanks, Boone. :smiley: Moving on to the body.



#28

Legs/feet.


#29

Looking amazing, but I dunno about the half nose thing. It doesn’t look all that mumm-ra-ish. It’s starting to look like a bronze statue or something, hehe.


#30

Does that mean that the power of the ancient spirits of evil reside in his nose? :stuck_out_tongue:
I thought it was those canopic creatures that gave him his power! We’ve been deceived! No wonder Mumm-ra came back every week!

I’m redesigning it, Marcel. :smiley: Hence the jewelry, the more realistic proportions (if you wanna call it that), the decomposition of a mummified character that probably wouldn’t happen, etc. I guess you missed that post. lol The jewelry, I’ll probably hold off until the end because I think it’s optional to the success of the character I need to hand in for my class, but I do want to add it.

You never did say if you’d settled on an idea for yours… clock is ticking. :stuck_out_tongue:


#31

Next comes the wrappings. Does anybody think he looks a little too top-heavy? I kinda like it, but his legs ARE a little gangly, though I think both the added funeral wrapping/cloak stuff will offset/hide it.


#32

Slightly… thicker thighs. If you can do it, if not then don’t worry about it. it’s gonna be covered with shit anyways. But yeah, that’s the only reason it’s top heavy.

I see what you mean about the nose but keep this in mind, when you take a picture of him for his final presentation, there is no way in hell you can take a picture from his left side. Because the nose would cover the fact that he’s missing the other side. He’d just look like a guy who had an accident with his mouth. :slight_smile: So every picture you take is probably gonna have to be from his right - to front - angle. But you know, I think I just got an idea for yours…

How about this… can you make little pieces of his cheeks skin fall over the left side of his face? Like shreds of skin just slightly covering some of his mouth. Loosely.

This way it offsets the fact that one side of his face looks a little bit healthier than the other. It is rotten skin after all, so maybe you could experiment with that. Give it a more menacing look of undead.

Still though, all I have to say is :


Mumm-ra loves the cyclone lariat. In his face. That’s why he’s a mummy now.


#33

Belay that topic for now. :stuck_out_tongue:
I need to take a step back and look at that jutting jaw before I get too wrapped up in other stuff to mess with it. In the following, the original is on the right, and the altered is on the left. Basically, I shrunk his muzzle a little overall, and pulled it back into his face a little bit. The change is slight, but I thought I’d ask what people thought. I kinda like the big chompers thing, but… shrug



Please let me know your thoughts!


#34

Yeah the altered one looks slightly better. The big teeth one now seems kinda silly, too prehistoric in nature. Doesn’t fit the withering old mummy look as much as the skinny rotten teeth.


#35

Really good work here. Love the zbrush stuff.


#36

The rotting skin is really coming out nice. I like the big chompers better myself. Gives him more of a feral look.


#37

looking awesome :thumbsup:
He has a lot of character and that WIP shader you use really brings out all the detail you do on him. I would prefer a less defined shoulder area but it will be covered anyway with the cloak.
I’d go for the left images BTW

One of the strongest entries if you ask me…good luck!!


#38

Thanks, guys. Really appreciate it. I’m still a little undecided about the teeth, but there is currently a lull in the workflow while I’m forced to work on other things. :stuck_out_tongue: So I get a few days to think about it.


#39

So when you bring this to maya, what exactly do you do to it? and are you working with both programs at the same time?


#40

There are really no specifics. I just use whatever I feel will be most efficient for me.
Towards the beginning, I use zspheres to create super fast, basic meshes. Then I take it into maya and get something roughly resembling what I want as far as where geometry is. At that point, I usually bounce back and forth a lot depending on how much vertex pushing and pulling I need to do. I’m not arbitrarily jumping from one program to the other, and I won’t export and start in on zbrush when I think it will be just as fast in maya. I just switch off when I think it’s a significant time saver.
If you absolutely need to hear how I categorize what I’m using them for, I guess this is probably the best way I can explain:
I use maya for inserting individual edge loops/splitting geometry, extrudes (I don’t like zbrush extruding; it often takes just as long to isolate the face I want to extrude, as it would to complete the entire process and reimport it from maya), complicated mirroring or symmetry issues, stuff like that. Mostly anything that involves actually editing the mesh and reordering vertices.
Once I start subdividing the mesh and sculpting, it usually stays in zbrush, so I try to get everything maya done before that point. Particularly once I get over 100k polys. There have been a few times where symmetry was being dumb or something like that, and I decided to be suicidal and edit a ridiculously high poly mesh in maya, but… maya doesn’t really like that very much, and my computer starts crying. So I avoid that, unless it’s absolutely necessary.
That’s why I think it’s so imperative to make sure everything is laid out pretty well before you bother sculpting anything. This also helps with a problem that you see over and over again with zbrushers, where they subdivide their mesh and get way too poly-heavy way too fast. It’s pretty important to get as much detail as you absolutely can out of the geometry you have before you add more. This is just as important in zbrush as it is with traditional modeling, and unless you’re adept enough to know how much preemptive up-ressing you can get away with, the result is usually poor (and obvious).

Sorry if I sound like I’m trying to be mysterious. It’s just a somewhat abstract process.