Way Too Long (Yet Again…)

Yeesh. I look forward to the day when working and documenting said work is such an ingrained habit that it doesn’t take anonymous commenters to shock me into doing it. There’s a vicious cycle that forms when you’ve gotten into a bajillion unproductive habits and feeling like there’s not much point in making a post until you’ve made significant enough progress, progress that you’re not making because of all the little distractions out there.

Anyway. Yeah, after a few months of just about every day saying “I really ought to post what I’ve been working on,” I got an email notification that I had a comment waiting for me that sounded suspiciously unlike spam. “have you given up yet? no updates in a loooooong time.”

And it was an interesting question. Of course I haven’t given up. I just moved on because…

Wait. Why did I move on againg? Seriously, this made a lot of sense to me at the time. Oh that’s right. After sculpting for a bit on Libusa Mk II, I ran into a lot of ugly faceting around the sternocleidomastoids.

20140716_facetingHideous, I know. I thought I was done with that after the ugliness around her jaw in Mk I. God knows I didn’t want to go back and build the base mesh yet again to try and figure that out and go back to square 1 on the sculpt…

Except maybe I did just that. Because when I looked at the overall sculpt file rather than just that screenshot, I apparently wasn’t still having that problem. I distinctly remember not wanting to redo the model, but I remember going back in anyway and experimenting with redrawing those edges and seeing what I could do with various extrudes, but I don’t know anymore whether or not I figured out a way to prevent this. Regardless. Here’s what the sculpt looked like when I decided to move on, determined not to go back and redo everything a third time.

20140805_LibusaMk2SculptThat’s… not bad. Far from finished, and probably still in need of significant changes to the base (what was I thinking recessing the eyes so far?), but when I went back in today to screenshot this from a file that otherwise hasn’t been modified since August 5th, I can’t fathom why I initially threw down my Wacom stylus in frustration a month and a half ago.

This whole post so far has proven to be one long lesson in why it’s a good idea to document your work on a regular basis, not just the work, but what you’re feeling about it and theorizing about the solutions to problems you’re having.

Anyway throw it down I did, and I moved on to one of the other models from the 3d.sk freemium downloads. The filenames for this guy didn’t list his name, so I’ve just been calling him LJG, short for Letter Jacket Guy. I thought he looked more interesting than the other nude model I got in the pack, but I sacrificed having anything more than the head to work from (well, I’ve got a body covered in bulky, baggy clothes, which is far from ideal for learning anatomy).

20140828_LJG_baseBase mesh as of August 28th.

20140918_LJG_Front 20140918_LJG_Side20140918_LJG_RearLJG sculpt as of September 18. Still got a lot of work to do on him, but I figured my silence needed to be broken. Next time, there shouldn’t be such a long wait.

2 Responses to Way Too Long (Yet Again…)

  1. if you don’t force yourself to do daily updates you’ll never accomplish anything.

  2. Hey man, this actually looks like some real improvement!
    I think you should look into some of zbrushes tools for auto topology, I know you’re in (mud box, sculptris?) but simply for those tools alone it might be worth the switch.

    The reason I say that is it sense you might get hung up a lot with base models, and sometimes it can be quite freeing to just jump in there with something like dynamesh, especially if your goal is an anatomy study.

    Keep it up dude.

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