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


#161

Good idea to add a turntable, can’t wait to see him in his environment


#162

Minor update:


#163

Very nice work on the environment so far.
Personally I’d say the effort for the symbol was well worth it, although you might have been able to get away with a simple alpha sculpt if you only intend to use it embedded into the stone as in the latest updates. I had assumed you wanted to use it as a separate object.

Anyways, continuously impressive work here.

Skol!


#164

Yeah, I had planned on making it more prominent, higher res, and separate. But cutting it down from the whole tomb to just a turntable killed a bunch of stuff, and left me with a few assets to throw in there. So still… yay! :smiley:
Thanks, Felix!


#165

Congratulations, your model is very close to the cartoon!
[left] [/left]
[left]Good luck!!![/left]

http://forums.cgsociety.org/showthread.php?f=208&t=739827&page=2


#166

Thanks, Max. :slight_smile:

Update for the turntable. I think the current texture is too busy.




#167

I think you’re right on the texture. Maybe if you desaturate it a little and reduce contrast?
Other than that it’s looking good. Perhaps a bit repetitive in some places like the obelisk.

Cheers!


#168

Great stuff!!:thumbsup:

It seems a little wierd that the stairs ar rounded at the cutaway, almost as if the staircase i circular. The top edge should be sharper IMHO.


#169

Man, thats some cool work right there, With this Mummra, The two Ulysese, those two danger mice, the two skull heads, DBZ a wierd amazonian bird with fuctional armour and a few others, I pity the judges this time.


#170

Hey Felix. I did desaturate and reduce the contrast on it. I think it looks a lot better. The repetition is still there, but it’s not quite so apparent with a less bold texture. :slight_smile:

I agreed at first, TFeld. I wanted all of the edges at the cut-away border to be super sharp in the beginning, but when I tried that it was just too distracting. So I kinda went with a little more stylized turntable. I was HOPING to go nuts and add all kinds of sculpted texture all around, but just like all the other things I wanna change, I keep looking at the calendar and making myself move on. About the only thing I would like to change on the steps (if time permits) is the weathering. I sculpted the steps slightly bowed, to imply that he’s walked up them many, MANY times. It’s hard to tell in those pictures, but the bowing follows the edge of the cutaway and shouldn’t. So if I have time, I’d like to fix that. Thanks for pointing that out though.

Thanks Airflow! There are so many great entries!


#171

I thought I would post some details on a hiccup that happened to me. I was laying out my UVs and stuff, generating normal maps. When I got to the masseter, it freaked out on me as I imported the new UVs into the mesh. Got some really… interesting effects going on…


I originally created the mesh for the masseter subtool inside zBrush. I just generated a plane and then reconstructed lower subDivs in so that it was a workable low poly resolution. Apparently, zBrush doesn’t like that. Or at least, zBrush doesn’t like it when you try to change the UVs.

It created these lines in the mesh. I had noticed them while sculpting, but the edges had no vertices attached to them, nothing I could manipulate. So I just assumed it was a graphical artifact or something and ignored it. Bad idea.

I ended up having to remodel and sculpt the entire thing from a clean mesh out of Maya. Just a simple plane, so nothing terribly complicated, but I moaned over the wasted time when the deadline is getting so close.


I just thought I would throw that out there for anybody who may try the same thing. I’ve seen it happen before, but only while goofing off. I’m assuming that zBrush thinks those extra edges DO HAVE vertices, and counts them as such, so that it reorders everything when you import new UVs. Just odd that you can’t manipulate them (those extra edges are NOT present in the exported .obj).
If you have any ideas on what went wrong with that outside of what I’ve already mentioned, feel free to share them. :slight_smile:


#172

Nice work man! Sorry to see the UV’s explode though:surprised


#173

:smiley: Thanks, Tim! It worked out. Or at least, THAT part worked out. Crossing my fingers that I don’t run into any other problems. hehe


#174

Quick test render just to make sure stuff isn’t broken in maya.


#175

sssoo is Mumm-Ra going to make it tonight? :smiley:


#176

:smiley: I’ll probably post just to get something up there, but I’m not happy with the maya renders at the moment.


#177

Wireframes






#178

[u][b]Ortho Renders

[/b][/u]





#179

Turntables

Head
Full


#180

Congrats, it looks awesome!