Remember last week when I wrote that I was in hopes that things would get back on track and I would start making a lot of progress again? That didn’t really happen the way I had hoped. Things went off the rails pretty quick after that. I suspect it was facilitated by an injury acting up and making things unpleasant. I don’t know about you but when I hurt, all bets are off.
Unfortunately for me it takes a while for me to recognize that I am hurting. I was probably hurting for a couple of weeks before it got bad enough for me to register it. And that was only because I couldn’t do a tornado kick with one foot. I could do it with the other foot but the one foot, yeah, just not happening. There is something of an interesting silver lining to this. I learned a few things and now know some things I don’t need to do or try.
For example, I had been entertaining getting a standing desk. I have a desk that I can adjust the height on. It takes some work but I can do it. So I tried raising the desk to a height that would work as a standing desk a few weeks ago. As much as I like the
aesthetic of the height, it turns out that it doesn’t work well with my body. I have some weird mechanics and such happening on one side of my body, the side that couldn’t do the kick. When I stand for very long I tend to plant that foot and leg and shift all my
weight there. Even when it hurts. So that eliminates a standing desk. Ok. One less thing on my think about list. It makes a lot of things easier when deciding how to go about setting up my work space. I also discovered a few other things that will prove to be helpful.
As a result of the pain and the desk and the like, I couldn’t really get comfortable at the
desk to work on anything new. I did spend some time playing with the materials editor and the smoothing functions in Maya. That was a good thing. I still think I could benefit from watching a couple of the comprehensive Maya tutorials so, I may start on that soon.
I had in mind to start a stuffed bunny model. But with not being able to get comfortable and work for too long, it didn’t get started. I’m still planning on starting it. Just not sure when. It may be soon. Though, the day job gave me an opportunity to come up with another character that I think will be fun to model so I may be working on that as well while I finish up with the Penguin and the Worm Guy.
I’m sure that for many people day job meetings are productive in regards to said day job. For me they can be a great doodle opportunity and I find some fun things in those doodles. This week I got to attend two meetings. The first one resulted in this guy hanging out in the shallows.
The second meeting resulted in this interesting character. The little doodle in the upper right corner of this one is what started the idea of the bigger doodle. I think that’s going to be fun to model. And the possibilities. I’m excited about this one.

I took a couple days off from the day job so that I could have a break and to take care of some of the boring administrative stuff of life. I had also hoped to get a lot further with those exciting models during that time. I haven’t so far. However, I have solved some of the issues that were getting in the way and I might even be on the way to getting to be able to do that tornado kick on that messed up side. Which means, I once again, have hopes of getting a lot of stuff started so I have fun stuff to share with you all. In addition to that I’ll be studying for a test for the day job, preparing for my black belt test, trying to figure out
what to do about business cards, having a chat with my tax guy, learning more about Maya, and who knows what else.
One of the things that you can do with Maya is setup textures in the Hypershade and then once you select what you want to apply a texture to you can use the right-click menu and apply the texture from there instead of going back and forth between the Hypershade and the view port. So that’s what I did. I set up the textures and then selected my bits and applied them. I’ve had the colors for the Worm Guy in mind for a while so it was easy to set things up. There was very little fussing to be done. Though there were a couple of areas that I wasn’t sure about. The lips and the eye color. I chose a really dark blue for the eyes. For the lips I started out with a green but it looked weird so I decided a yellow-ish orange-ish color made more sense. And looks better.
I need to add some lighting I think. The default lights don’t really show the color well. A
distinction around the beak. I also added some edge loops on the feet to make the bones on the top stand out a little more. At that point, when I applied the smooth feature to the body I found areas that were a bit lumpy. I tried just moving the vertices on my own but that wasn’t working very well. Maya, has some sculpting tools built in now. So, to fix the lumpy, I went to find the sculpting brush. It took me a couple of tries to get it set up. But, once it was set up, it worked like a champ. Very handy.
With the Penguin modeled and time still left in my week I decided it was time to finish the modeling on the Worm Guy. The Worm got some of the same treatment as the Penguin though he didn’t need any areas to be sharpened up so no extra edge loops. He did need some smoothing with the sculpting brush. I left the Worm’s eyes basically round. I did a little shaping to get a nice iris look. And of course he is a little cross-eyed so I had to angle them just a bit inwards. I think he’s kind of cute.
Next up for the Penguin is proper materials. I may try painting on it. When I was looking
PLA stinks a little. I think it’s the PLA filament. It could just be the components burning off their new-ness. I think it was a little better for the second test print which I did on Saturday. At this point I think it will have to wait until the weekend for me to check. As long as those things took to print I don’t expect to be printing during the week much.
One of the things that I let get in the way of working on a Sticks animation was that I wanted, or thought I needed, to figure out how to create a walk cycle for Sticks so that I
Watching the rigging tutorial has influenced some of my thinking on how to approach modeling my characters. For a while I was thinking that I need to go back and completely rework the Worm again. I’ve since made a different decision on that. The only reason I was going to rework the Worm was to make it possible to animate the mouth. I’ve decided I won’t worry about the mouth. I will rig the Worm for the body for sure so that I can bend him to the pose I want more easily. And I might rig the eyes. With the rigging tutorial in mind, and because I hadn’t got the beak done on the Penguin I decided to approach the beak in a manner that should make it possible to animate it.
over. Instead of using the piece I had started, I hid it, just in case I changed my mind, and took a different approach. I selected some of the faces on the face and extruded them. Instead of adding on to the object already there, I am creating the beak from part of it. I started with the top bill and got it shaped up and then I added the bottom bill. And yes, I had to give it a tongue. The tongue won’t be able to be animated. It will just show up when the mouth is open. I would have to handle it different than I did if I want to animate it and that’s likely to be a little more complicated than what I am prepared for.
Penguin model. As you can see I’m up to the point of needing to add in the eyes and then work on the eyelids. Yep. I’m going to finally give the poor thing something to see with. Who knows, I might do that with the Worm Guy too.
work to do on both models that didn’t involve the eyes. I worked on the Worm Guy. I got his teeth in and made some lip and tongue adjustments. And then I did the cut and mirror part. The cut and mirror took a couple of tries because when I modeled the mouth area I ended up moving some of the center vertices in the x axis some so that they were no longer right at the zero point. What that meant was that when I mirrored and connected, some vertices didn’t merge together and I ended up with gaps. So I had to undo and go in and adjust things. That was a little tricky because of the number of vertices all sitting on top of each other for one reason or another. A
couple of times I thought I had it right so I did the mirror and it looked fine until I did the smooth function and found I had these nice little wells. So I had to undo and go back and fix it again. Finally I got it to work and I think he looks pretty good so far. Here are the work in progress shots for this week. Remember; I’m not doing eyes and eye lids until I finish watching the “Introduction to Rigging in Maya 2017” course on Pluralsight.
