Yep. You know it. I was busy working on the computer and the power went out and I had not saved my work yet.
That was exasperating. And to go along with the power being out for about 3 and half hours, which was bad enough, to make it worse, my carbon monoxide detector and possibly one of my smoke detectors, which are about a foot from each other, decided they
wanted their batteries changed. About 2 hours into the outage they started beeping. I managed to get one changed with a flash light only to find it didn’t stop the beeping. Since it was dark and I couldn’t remember how to change the other one, I got out the ear plugs. It was only for a little while longer but I wasn’t getting any sleep. Fortunately, the power came back on and I was able to take care of the other detector. It was also fortunate that it wasn’t too hot out when the power went out.
So what was I working on that I hadn’t saved yet? Funkatmyer. I was working on Funky’s jacket. I had gotten it separated out from the body and some basic tidy up work done. I took a quick render of it and was just about to hit the save when all the power went out. Here’s the render.
Given the time it was when the power came back on, I didn’t jump right in and try to either retrieve it from an autosave or re-do the work. I just turned on the computer, pulled up Maya, confirmed what I suspected before I shut it all down and went to bed. There just wasn’t any point in dealing with it then.
I did finally get back to Funkatmyer and his jacket. And the power stayed on. And I saved more often. I ran into an interesting and somewhat frustrating problem. At some point in the process of trying to get something to work, and I don’t know what it was, I managed to turn off the Undo Queue. Yeah. That thing that holds all your changes so you can ‘ctrl+z’ and undo back a step or more. Off. I found out by trying to undo something. It took me a while to find where to turn it back on but I did.
I was then able to get back to making up Funkatmyer’s jacket. Mostly I added some edge loops and did some face extrudes to give some detail. I’m still deciding if I want to do anything fancy with the collar. Though at the moment, I’m leaning towards not. I may save that for another jacket later down the road. For now, have a look at Funkatmyer and his jacket. I’m not sure if I’m going to do any detailing around the arm holes. Still thinking on that one.
As I was working on the jacket I realized, I think I need some detail on the helmet. I think I might want to do it before I had his earphones. I’m thinking that will be easier. Of course, when I get to the boots, those are going to need some detailing as well.

I’m still aiming to get the scene setup for Walter. I’ve not done it yet. But it is next on the list. Oh, and I may be revisiting Sticks at some point. Someone pointed out something about him that I may decide to develop some of his look a little further. That’s a bit down the road though. Walter and Funkatmyer first and then I’ll see who is lined up to get worked on.
In the mean time, I’ll be studying more for that test for the day job. I have 3 more chapters to read and then I need to get out the practice tests. It could mean a little less time working on the art projects. It should be temporary though. If I can study enough and learn it all enough so I pass the test on the first try then I’ll have more time for the art. If I don’t pass the first time, I’ll have to get back to studying. No pressure right?
That’s all I’ve got for now. With some luck the power will stay on this week and I can get lots done. Check back to find out how that works out.
I finally got some time to work on Funky. Not much time mind you. I added an eyeball. I know that doesn’t sound very exciting or like it should be that hard. Really, it probably wouldn’t be if I would plan better. But the size and shape of the socket means it took a little bit of work to get it just right. Mostly it was about getting the overall shape to fit and then getting the center parts right. It may be a little difficult to really tell what’s going on here with it all still just the basic lambert material. Trust me. When I get the final materials added, and some better lighting, it should make a difference.



to keep track of the vertices that I was moving around. Then I added more edges to help refine the look. It took a bit of fiddling. When I started out, and with such a low poly count, the tip kept coming out very rounded even if I tried to make it pointed. To get the point to stay I finally had to add more vertices, attached to edges of course. That, let me maintain the point and gave me more to work with to add even more detail to the beak shape.

whatever. What I learned from doing that leaf was that even after sketching a leaf, once I had made it in ZBrush, I was better able to see what I was going to need to do to make it in Maya. Now, as I’m still perfecting my skills in both, it may still take some time to really get what I want. However, it is sure worth trying out more often.
So that’s a bit about workflows and pipelines. Now back to projects.
let it stew in my brain while I work on the WormGuy scene.
that I could view it in wireframe mode without all the rest of the body. It’s probably there but I couldn’t find it. Why would I want to do that? Well, when viewing everything in wireframe mode there are parts of the wing that are difficult to identify. Because you are looking through everything, you get other parts of the body in there as well and tracing the edges can be more than tedious. I did the best I could and was able to get things cleaned up nicely. I also added some edges (in the style of edge loops) so I could make the wing edge more smooth and rounded instead of squared off.
