Making of Surprise
by Guido Zatti Web: www.guidozatti.com

Surprise - Mummy

The Idea

My original idea was to create a realistic mummy, but also one that wasn't scary. I wanted to use place him in typical every day situations, outside the serious and terrifying situation in which a mummy is usually thought of. My aim was to create an interesting and funny character, but at the same time to emphasize that the situations weren’t the normal ones you would expect to find him in. Once I created him, the first situation which came to my mind was the mummy tripping over its bandages.


Nevertheless, my aim was creating an interesting and funny character but at the same time to emphasize that the situations weren’t the normal one you would expect for it.

References

Before starting with the creation of the mummy it’s better to look for images which give you interesting ideas to be reinterpret and you can take inspiration from, not only for the shape, but also for framing, for the light and everything that an image can communicate. This is what I call image Googling!


Carry Out

I started out with simple forms and added the details later. Usually, I start from a cube or from a single face to create then the base geometry with as few polygons as possible. This way it is easy to keep in order the mesh of the model. Little by little you get near to a low poly-humanoid figure. Next, once it has been rigged the edge loops, you have to define the points in which it’s going to be deformed. The edge loops are very important. For example, they are necessary in order to arrange for an elbow to react correctly in every point once it has been bent.

Another very important thing: you have to maintain your model “all quad,” that is all the polygons of the model have to have 4 sides.This is useful for a better handling of the rig and for a better compatibility between the very many sculpting programs.


Once I finished my model I’ve exported it in .obj so that I could handle it in zbrush and I could “draw” veins, muscles and all the things which would be very difficult to create in polygons.


After getting to the level desired, you can export a displace-map and apply it to the mesh you had modeled before. In this way you can obtain a light model in the rig- and animation phase, but at the same with a very high detail in render. Another advantage is that you can modify it very easily with any photo editing program.



Page 1 | Page 2 | Page 3

 
 
  Copyright © 2005-2008. All Rights Reserved