Last modified:
Sunday, December 21, 2003 3:39 PM
This is another "retread" project, using a figure previously identified
as "Voodoo Gal" from a buncha years back. Although I wasn't unhappy with
the way she looked toting a Minigun in the store-bought fatigues, she
had some construction issues that I wasn't happy with (mainly, arms too
long). Since my dominant area of interest is now Brass Bras & Jockstraps,
I decided to transfer her to that genre, which would motivate me to fix
some of those problems.
Doodling is a great way to come up with ideas, and a low-commitment
way of taking a first step towards starting a project. I usually don't
bother, since I usually have a general idea of what I want to make. In
that case, experimenting with materials is more useful to me, since that
lets me deal directly with actual construction issues. In this case however,
I did several pages of doodles of creatures and figures, and selected
the pic on the top left to begin work on. As usual, it's not a very inspired
costume design, but it had one feature which interested me: Scales.
Scale armour is hardly a revolutionary concept. I'd half-assedly played
around with it before ("Impotentate", somewhere in this site), and have
a few doll costumes that use pre-fab sheets of the scale-like material
from Whitting & Davis purses. However, I'd never attempted to make
my own as a means to showcase a doll's hooters. Actually, I'm pretty sure
that most people don't attempt that sort of thing, since it's really not
a very normal thing to do. One thing I learned from "Impotentate"
was that it was a bitch to make identical rounded rectangle scales with
precisely-placed drilled holes, especially if you need a bazillion of
them. However, if you used a hole punch, you could make a bazillion round
scales with far less effort and tedium. Furthermore, if you just glue
them on, you can get the basic overall effect while preserving your sanity.
The picture at the top right shows a quickie rendition of that. I say
that this is a quickie rendition-- however, it's near prototype-quality
and has been built-up past the test point with fasteners and straps. It
would probably only require some fixes in the pattern and additional detailing-
scales with exposed top edges probably should have holes and lacing to
suggest that the scales aren't magically fastened. Yeah, they look like
sequins... but sequins aren't made of nickel-plated copper (unless you
special-order your underwear).
Incidently, this also shows that the design-with-materials strategy
has overridden the original designed-on-paper intentions. It's difficult
for me to imagine how the different materials work together until I actually
try them out. The construction idea needed to be tested to see whether
it would work; as more of the scale pattern was assembled, the "look"
was evaluated and the design evolved. Basically, I decided that the brassiere
wouldn't look right by itself with scales because the pattern would be
too irregular. The torso section looks good with scales because it establishes
the repeating pattern. Joining the two sections makes the irregularity
of the brassiere scale pattern less objectionable. With that out of the
way, the look of that section led to design of the shoulder armour, and
the selection of the headwear. At this time, the lower half of the figure
is going through that same process of design: Try an idea out, and if
it doesn't look right, try something else. It's sort of like deciding
which socks to wear, unless all you have are black socks, and they all
have holes...
Overall, the helmet makes her look slightly Egyptian or maybe Phrygian
(or Mixolydian... scales, y'know?). Or maybe even Battlestar Galactican
(TOS)? It's an interesting thing for the sake of variety, but I think
it looks a little weird. So it may change depending on what the bottom
half of the costuming does to the "look".
Regardless, Egyptian or not, it's clear to see that at heart she's just
a snarly-faced, amply-chested warrior woman, destined to take her place
amongst the burgeoning sisterhood of snarly-faced, amply-chested Amazonians.
12/17/03 THE FIGURE- Even though I'd intended to fix some things on
the figure, I tackled the costuming first. After the fact, I could say that
I did this for a good & smart reason, but I was really just in the mood for
costuming. Nevertheless, it was a good and smart thing to do, since the activity
of interactively designing the costuming can bung up the figure. Wouldn't you
be pissed if you'd worked real hard on the finish, only to screw it up by smearing
a glob of glue on it, or snapping an arm off? (Indeed, I did snap one of her
feet off-- but it happened at the right time...) Yet, oftentimes you
can't really design the costume unless the figure's already most of the way
there-- otherwise, how are you going to size it to fit? So your approach has
to be flexible and evaluative: In other words, think about the order in which
it all fits together and don't do stupid stuff which just wastes your time.
I really didn't want to do a complete body reworking, partly for sentimental
reasons but mainly because it was easier not to. This was one of my "early transitional"
designs. The base figure was a vintage-style Joe, with heavy reshaping of the
hips and torso, and adding some meat to the legs. The torso/hip ball & socket
articulation was retained, instead of being moved up under the boobs. I'd left
the arms alone, except for trying to fix the beloved "nose-picker" right hand
grip. I'd also made a hollow cast resin head to fit the standard (but sawed-off)
neckpost.
For this costuming, the mid-torso articulation was entirely appropriate. Functionally,
that's probably a better place for articulation than under the boobs since the
cross-section there is more symmetrical. It just looks lousy if the costuming
exposes the belly or midriff. Not a problem here, so lots of work saved.
The arms were a different matter however-- when the doll was wearing military
fatigues and brandishing the Minigun they didn't look bad, but nekkid, they
were waaay too long by my eyeball. This meant that the two segments would need
to be shortened. Since I would be chopping the arms up, I decided to do the
midsection flip, which eliminates the mid-bicep seam. It turns out that it wasn't
necessary (hidden by costuming), but I'm glad I did it anyway.
Back in those days, spare hands were rare, so I modified those that came with
the figure. Besides being stuck in a relatively dorky-looking pose, they wouldn't
let me pose the doll as I wanted: Holding my ubiquitous staff weapon prop with
a low grip. I've become spoiled by the dual axis wrists that come with Takara's
Cool Girls, so I had to replace the hands-- fortunately, they give you plenty
of spares hands (but not nearly enough of the dual axis kind with a generic,
useful pose). I used the full gloved kind since the bare skin ones are scarce,
and grinded off the detail on the top of the hand.
I thought about modifying the hip/leg balls to my current standard-- this
would eliminate a set of seam lines. However, doing this would require rebuilding
the hip section, adjusting the elastic's exit angle and carefully trial & error
fitting of the sockets. I'd gotten a pretty good fit and function with my original
modifications and the new costuming hid most of that area, so I decided not
to bother.
I'm not too fussy about a figure's feet, but those longboats they put on vintage Joes bother the crap out of me... nowadays, at least. While the extended heel actually does make the doll's standing pose significantly more stable, the extra length in front doesn't do much except look strange. So... chop, chop, weld, weld.
The dead eyes were grinded out and replaced with green-iris'd back-fitted
eyeballs (The green's hard to see in the pic). This was especially challenging
with the hollow resin head. My funky rotocasting process was always an inexact
thing, and this head had a huge, thick glob of resin behind one eye, formed
when the resin had become too thick to flow, and congealed. It took a lot of
grinding to remove it, all the while being very careful not to grind through
to the face surface. The eyeball fit was acceptable, though not great-- At least
they're not cross-eyed. I've given up hoping for perfect alignment in the eyeball's
surface light reflection (but frontal lighting worked out well in the above
pic).
Anyway, that's the story of the figure. It didn't require a lot of work--
thankfully-- it was just the right amount to make the project more interesting
without making it bog down. By the way-- I've probably mentioned this a few
times before, but when you're doing heavy metal armoured figures (and this is
a very heavy figure), the vintage Hasbro design with metal hinge pins is really
the only way to go. Most modern figures-- unless they have the miserable joint
ratcheting thing in their hinges-- are afflicted with PVC hinge creep. They
may not shelfdive today or tomorrow... but eventually they will. Metal makes
a big noise when it falls, and can hurt things.
Some the costuming improvements were fundimental, like making the armour skirt,
the shin and forearm armour, and the sandals. Although there are a finite number of variations you can do with armour, it still takes some time and experimentation to decide what you think looks best-- particularly in this peculiar genre of Fantasy cheesecake armour. There are a lot of considerations involved, but probably the least important is how practical the armour is.
I wanted the powerful look of heavy armour, with the large shoulderpads of
Medieval times-- but I used some features drawn from earlier classical times,
too. Adding a few more pieces of metal would cover any trace of dollflesh, which
would create a robot-like, androgynous look. I felt that leaving those areas
of exposed flesh created an interesting tension between blatant cheesecake sexuality
and hard, masculine aggression: It's a sleazy and kinky kind of sensuality that
has roots in the realm of the dominatrix. Ergo, the exposed cleavage and the
thigh meat. The cleavage was a no-brainer-- 'nuff said. The thigh meat was a
little more subtle: Thigh armour drastically changes the overall look by transforming
legs into pants, masculinizing the appearance. This also concentrated all the
exposed flesh in one area. Since the scale armour of the torso tends to flatten
out curves (again, masculinizing the appearance), I felt that the thigh flesh
helped to balance that out a bit. The armour skirt exaggerates the flare of
the hips, to help make things right in the world. The other bits of exposed
flesh-- the sandals and unvisored face --mainly work to "humanize" the doll,
making it look less robotic.
The underlying consideration was purely technical-- I wanted to cover as many
of the figure's seamlines as possible. With armour, that's easy: It's much harder
to find places where you can show dollflesh. I'd preferred to have shown some
flesh in the arms, but the quantity and location of joints and seamlines made
that extremely difficult. Although it creates an imbalance between the top and
bottom, I figured that it was kinda like seeing a gal in a long sleeve knit
top wearing hotpants (and roller blades).
Another aspect is figuring out how everything attaches. Of course, you could
build the costuming over the figure, since practically speaking, it's unlikely
that you'd ever remove it once the project was finished. Besides the nifty satisfaction
of creating removable armour, there's a good reason for doing so-- maintenance.
If the figure's elastic stretches out 10 years down the road, you don't want
to destroy the costuming to fix the figure.
Fasteners and attachments can take a while to figure out. Costuming usually
goes on and comes off sequentially in layers, and to make things easier, it's
tempting to reduce the number of separate parts by joining sections which might
not be joined in real life. It also reduces the number of separate parts which
might fall off or require adjustment. I did this whereever possible; the front
chainmail skirt is fastened to the scale torso armour, for example. However,
there are many places where it's not possible; the skirt armour had to be a
separate section for it to attach easily, buckle properly and hang correctly.
Hooks installed in the scale armour keep the skirt from slipping downwards,
and hooks on the skirt's belt hang the rear fur/chainmail section. Similarly,
the shoulderpad armour are a separate section which hooks onto the neck chainmail
armour, goes over the upper arm armour section (joined to each other by weak
elastic to pull upwards and across), which goes over the shoulder chainmail
which is attached to the torso scale armour section. This was the best way that
I came up with to make the parts work with the figure's articulation and still
stay in good positioning. Fortunately, all those gyrations are hidden by subsequent
layers.
I made a few bare essentials accessories-- the shield and scimitar. The shield
was a quickie, but the scimitar took considerably more effort, with the usual
loud grinding and polishing. Even though it looks kinda huge, I got the
scaled blade length from the shortest sample I saw at a website. I gave it a
long handle (it's a three or four-handed sword) because I thought it looked
interesting, made out of a wooden dowel-- very simple. Additional accessories
may be made later (or maybe not).
At this writing, I still haven't gotten to the final pass of detailing-- that's
where you add decorative rivets, flourishes, or weathering (if desired). That's
the stuff that makes the doll look like more realistic. However, I felt obligated
to put the lacing on the top row of scales in the front, only because I mentioned
it in the first part-- the effect isn't dramatic and doesn't make me want to
redo the entire section with drill and thread. The faux leopard fur trim (scraps
leftover from "Huaca Juaca") looks neat, but was added mainly as a
practical matter-- it keeps the metal armour from scuffing up the figure's finish.
It also was needed under her rear chainmail skirt because her formerly prominent
butt had all but vanished under the armour!

12/13/03 GETTING UNDERWAY- Finally, huh? I don't wanna restate what's
obvious, but I'll say it anyway: Yes, this is a doll-whacking project. You
can tell by the pictures, which don't contain any guitars, schematics, or
circuitboards. Although I haven't done a doll project in quite a while,
I can't say that I'm back, because I didn't go anywhere. So
although this may seem like a good place for some deep, insightful expository
prose, I'd rather just say, "Hey, lookit the cleavage!" How's
that for deep?
The headgear
is really only an 80% go-ahead. I like her original afro hairdo, and she
looks pretty good bald-headed wearing the chainmail coif that I slaved
over (gotta use it for something). The odd-looking helmet was another
tedious undertaking of the past-- my failed attempt to hammer one out
from a single sheet of metal-- but it was pretty far from becoming a sallet
when I finally gave up on it. It's great to find uses for stuff which
you've put lots of hours into.
Finally-- the head.
I have a love-hate thing going on with this headsculpt. It's got somewhat masculine
features, but I really like the "eat-shit-and-die" expression and the ethnic
features of the sculpt (Takara's "Ebony" looks a little too much like a white
gal dipped in chocolate). However, I really didn't do a very good job... the
features are too flat & non-dimensional, the head's slightly large-ish (made
to fit on a standard Joe neckpin), and the top of her nose is flat with an angular
crease-- as in, flat and angular with an unrounded blend to her face (I'm not
sure why I didn't see that originally). I could live with that stuff, having
convinced myself that it contributes to the "character"... I really
didn't want to resculpt the head. The thing which bothered me most was her eyes--
I'd done a good job painting them (way back when I could actually see really
small stuff), but like the recurring fault with this headsculpt, they were too
flat, with an inadequate curvature. Unless they were photographed properly,
they looked like dead eyes to me.

12/21/03 FINISHING STEPS- With the figure stuff taken care of, it was
time to get back to the costuming. Actually, the process wasn't nearly as linear
as this article indicates-- I worked on the figure and some costuming elements
at the same time, going back and forth. The main reason for interjecting the
figure improvements was to finalize the arms so I'd be able to fit the forearm
armour. However, once I had the figure back together I was able to evaluate
how the doll in its totality looked, and made further costuming decisions based
on that. This is the fun part because you can better evaluate improvements after
the main things are in place. That doesn't mean it goes any faster-- in fact,
the fun part is taking your time to agonize over improvements: The upper arm
armour was revised, and I made a couple versions of the forearm and hand armour.
