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


#41

Yay! Finally get to get back to work. :smiley:

So I’m at the point where I need to start adding the bandages, and I played with a variety of ideas on how to achieve this effectively. These included building shells that surrounded the limbs/body, taking the base mesh and extracting a row of faces, and building individual primitives. I think ultimately I’ll be using a combination of everything to get the final result.



#42

Man, this is coming along wonderfully! Though the bandages look like they will be a pain in the ass to do. Good luck! :smiley:


#43

hehe Thanks, man. Yeah, I’m constantly asking myself how much I can get away with not modeling. :smiley:

Some progress:


#44

Great work so far!:cool:

I dont envy you for the work you have to do with the bandages. Have you thought about creating a nurbs spiral, adjusting/snapping the cvs to the leg/body, duplicating it, shifting it down, repeat the snapping, then lofting a surface and converting to polys to get the same thing? After that you could sculpt it closer to the legs or shrinkwrap it. That’s what I usually do in such a case. The easiest way would be to just paint a mask in ZB and extract a new mesh for retopo though, but I am guessing you are strongly considering that already. :wink:

Cheers!


#45

Thanks a bunch for your input! :slight_smile:
Honestly, I hadn’t though of exactly that, but I did think of similar things, and I’m worried about it being too… erm… planned, that way. What I CAN do is make a spiral, throw it on there, and then slap on a few random ones to break up the precision.
I’ve actually spent a good while on it, and have gone mostly the primitive route. LOTS of individual subtools. More than I care to think about, considering I get to sculpt, UV map, and texture each and every one.
BUT… this method is giving me a tremendous amount of control over the details, so I’m hoping the end result will reflect that. I’ll post an update soon. :smiley:


#46

Bah! I was gonna wait until I got a little further along before posting an update, but… hell with it, here is where I’m currently at with them. =) No sculpting yet really. Just positioning. Sooo time consuming. I think the real “fun” will be… rigging/posing. <.<
Especially since my experience level there is minimal.


#47

Looks very sweet!
I know what you mean with the amount of control you are talking about. I tend to go the same route in my projects.
How about simulating the bandages rather than rigging/skinning (that is, if you have Syflex or nCloth)? That would speed things up tremendously when rigging/posing and you could correct interpenetrations via ZB later.

Cheers!


#48

Thanks! I may, if I’m not pleased with this result. My problem at the moment is that this model is also a class project, and I have to have a reasonably finished instance of it done by Monday (posed, ideally with at least placeholder textures, and rendered). So I’m wondering how I can pull off a quickie pose by then.
After the class is done, I’ll continue working on it for the contest, but I’d like to get a semi-polished result finished if I can.
No sleep for Richie. :stuck_out_tongue:


#49

Quick update:


#50

Hi

You are doing great

The proportions are dam good

Keep Rock

wev


#51

Yeah great stuff here, been watching this thread for a little while now so thought I’d shout a keep up the good work.

I quite like the teeth, however have you thought about losing an incisor and maybe a tooth next to it, it seems he has perfect teeth yet is a living rotting corpse!?


#52

Thanks Wev. :smiley:

Yeah, I keep meaning to go in and at the very least break the symmetry of the skull, the teeth in particular. I get sidetracked every time. hehe Thanks for reminding me. I’ll dink around with it once I’m done with the wrappings. :smiley:

haha… I’m amazed by my own (lack of) genius…


#53

Latest update:
Holy crap, bandages are… quality entertainment. :stuck_out_tongue:
Still using mostly primitives. No sculpting yet.


#54

Hello Oberyn

Very cool bandages…!! looking sweet !!

keep goin’

//cheers…


#55

Thanks Its =)

Another update:

I created the base mesh of the cloak in maya, using a primitive cylinder. I then used soft modifications to warp the vertices around so that the drape was closer to what I wanted.

From there I turned it into nCloth and attached it to the shoulders.

A few tweaks to areas that were a little drastic…


I created the hood with a cube, minus two sides, with rows to match the number on the cloak. I used a lattice/sculpt geometry to get the rough shape I wanted, and then nClothed the hood as well, with constraints around the top edge of the cloak.




#56

Cloak added, but nothing really done to it yet.


#57

Geez your doing great

Does any one remember his spiked collared dog?


#58

Thank you!
Yeah, I thought it would be funny to add him, but I don’t think I’ll have the time to. hehe


#59

Some updates. I’d intended to sculpt these bigger shells that are underneath the wrappings to look like filler wrappings, but I’m curious what folks think.
I’m thinking that maybe they should just stay large scraps of decayed cloth, instead of painted up into bandages.



The blue would be the “shells” I’m talking about, and the red are the individual bandage primitives…

Thoughts?


#60

I would just make them larger cloth pieces I don’t think you need to do alot of extravagant sculpting on them.