Last modified: Monday, April 2, 2001 5:34 AM
THE CONCEPT I've been working half-heartedly
on this figure for a couple weeks now as a background activity. I haven't felt
motivated to start a page on it since there wasn't much going on with it, and
the bit that's shown in this first installment is likely to change. But this gives
you an insight into the truly inefficient way I work.
There are two ways that I play with concepts-- the macro view, in which I
decide on the details of the "world", and the micro view, in which I concentrate
on details of a specific figure within that world. Both of these take plenty
of time in the idea collection phase. Outwardly, it doesn't look very productive
since I'm not physically making anything-- maybe testing a few ideas. But it's
fun and a necessary part of coming up with ideas-- ideas motivate you and give
you direction. Once I have ideas, it can go pretty quickly, depending on how
fleshed out those ideas are, how much fun I'm having or not having. It's rare
that I have a fully-fleshed out idea though. Usually, the simple, concrete ideas
come piecemeal, I do the work, and then wait until I've got more ideas to act
on.
That's what's been going on with this project. It was conceived of as a "furniture"
project, to provide a generic background evil warrior character for my ongoing
"Primal World" jamboree. (ugh...that's become a lousy name, but I guess I have
to live with it.) In the meantime, I discovered the skeleton "Artie"
figure and incorporated that as an evil warrior (actually, there are now two
Arties). So now I'm back to this, but the characterization has changed slightly.
It's now a generic warrior character, sans the "evil" part. As I said, it's
a furniture project-- I don't want to put too much effort into it, and I just
want the end result. Consequently, I didn't want to devote a lot of time to
the figure itself. A new headsculpt perhaps, but not whole body sculpting. It's
a costuming project.
THE DESIGN The design inspiration for this figure was shamelessly ripped
off from an Advanced Dungeons and Dragons miniature-- a "Berserker", I think.
That's not too terribly shameful though since most of that is mongrelized
from historical roots. So I'm mongrelizing a mongrelization. Besides, I pretty
much freeform the costume details once I've settled on a character archetype
because I'm lazy and it's fun to work from your head. So what is this archetype?
It's one of those helmet wearing, partial armor wearing types like you can see
in the picture, duh! He was envisioned as a counterpart to Minx,
who has some armor elements (but a whole lot of skin). Since I'm sticking
to the sexist conventions here, the guy version has more armor and less skin.
That brings up that old question of anachronisms and luckily, with Fantasy you
don't have to dwell on it too seriously. Heck, Lilith is wearing high heeled
patent-leather boots. Besides, Devil Women weren't a real fixture of History,
were they?
Historical sources are indispensible for quickly gleaning ideas. But as a
newbie, if you start studying historical sources too closely, you're likely
to be drawn into that mode of "historical accuracy". There's nothing wrong with
that, but it's not really ideal here. When you discover a treasure of historical
reference material, there's a natural compulsion to strive for historical realism,
since all the design work is already done for you. That can lock you into a
hypercritical mindset where you're less free to accept mongrelized designs for
worlds of your own creation. To retain the mindset to create Fantasy, you have
to be somewhat deliberately ignorant of precise historical details... or know
them so well that you can intelligently extrapolate beyond them. If that were
the case though, chances are that you wouldn't be doing Fantasy. And that's
an awfully long road to travel. Like I said, I'm lazy.
The general design strategy is by naturally accompanied by thoughts of production
technique details. I decided to make plate armor (like the Excalibur stuff)
because the general shaping is fairly simple, it easily covers a lot of the
figure's real estate, and thermoforming parts is quick and easy. It also creates
an imposing, powerful look at a very low weight. But I didn't want this to overlap
with my Medieval stuff since I consider them to be two separate worlds. The
design challenge is to make this one look similar but different, and more primitive
than my medieval Excalibur stuff. My solution is to put less armor on, with
some bare skin showing. More leather too, perhaps decorated with some metal.
THE FIGURE Because I'd be making armor to fit a non-customized figure,
I needed to select a base figure. I thought it would be a good idea to earmark
one body style for this purpose, since I might be making duplicate armor pieces
-- since I'm going through the trouble of setting up for vacuforming, why not?
I settled on Dragon's older body style since I had several leftover torsos from
previous projects. It's got good articulation and a fairly conservative body
shape. Plus it doesn't have as serious shelf-diving problems as some other figures--
not that it's perfect, by any means. I really didn't want to waste a Masterpiece
Edition Joe on this figure since their feet are like gold to me.
I haven't thought much about male figures in quite a while, having been mainly
concerned with the female ones. But I quickly realized that our choices aren't
ideal, and the state of female figure design may actually be further along than
male ones (!) There are very few good choices for a realistic male figure, proportion-wise,
even ignoring the articulation seam issue. And some of the articulation ain't
as good as it could be-- even Dragons seem to have that weak ankle problem.
Max Steel's articulation is good quality, but the body shape doesn't work in
a lot of situations. And there's his weird head connector. It's always something,
huh? I haven't bought any of the newer boutique male figures like Medicom and
BBI, so I can't state this unequivocably. However, even Sideshow Toy's Frankie
isn't what I would consider the ultimate incarnation of generic male Joehood.
He's too skinny and some of his articulation feels flaky. That being said, I
may have to resort to some minor cosmetic bodywork on the Dragon figure because
the exposed flesh of his thighs and arms looks strange. We're not even talking
about a typical Jimbob nudie figure here...Sheesh!
THERMOFORMING I tried the helmet a couple of ways; first, as separate
front and back sections. Naturally, I would have to fit the two together and
blend them. I also did an all-in-one-piece version, just to see if it were possible,
preferring to do less finishing work whenever possible. That produced those
perfectly formed creases which are visible in the picture at the top. I thought
it looked neat because they were nearly symmetrical, but I've since grinded
them off. The helmet has also been partially backfilled with putty to make it
rigid and give it a little more weight. The breast plate forming was uneventful.
I didn't sculpt one for the back, choosing instead to directly vacuform the
back of the Dragon figure. (Yep, it fits pretty well.) I'll have to tackle the
back later, but I need to see how the front detailing works out. No point doing
a lot of work on something that might get scrapped.
I learned a few things with this round of vacuforming. Firstly, instead of
using duct tape to secure the plastic sheet to the frame, I used aluminum tape.
It's much stiffer and doesn't turn goopy under heat. That means less sticky
mess and less likelihood that the sheet plastic's edge is going to curl under
the heat. Secondly, by slamming the frame down on the vacuforming bed, plastic
side down, you get a good and natural vacuum seal. I think that the aluminum
tape helps with this, since I found out I could get by with taping two of the
four edges-- it held the full length of plastic rigidly at the edges through
the entire process. And clean up was much easier too. Thirdly, filling the form's
undercuts temporarily with clay made it much easier and quicker to demold the
form and reduced the risk of breakage. That's a pretty simple concept but in
my haste previously, I didn't think of doing this. A little extra setup work
in advance saves a bunch of post cleanup work.
LEATHER STUFF I've made a quickie set of black leather boots and skirt,
just to make the overall design easier to assess. Visually, it needs a belt
& sword to fill out the mass of the hip area. I made boots similar to the style
used in the Minx project-- they're probably anachronistic, but they match thematically
and I don't want to have to redo them just to service that bit of inconsistency.
Sandals might have made the figure look too Greek, especially with the skirt
thingamajigie.
--02/23/01
03/14/01- A SWORD Out of habit, I usually save this stuff for last, but this sword is for killing time. It's a medievalish sword, which may not be the best choice for this project, but what the hell... I like the style, it's what I wanted to make and it's a second stab at Excalibur, without the cheesy gold foil. This one's got a brass hilt and a wooden grip. It's not finished; the grip needs to be wrapped with wire or carved, and I should do something decorative with the pommel. I may engrave the hilt, once I figure out how to do that. I know that if I tried with my Dremel, I'd probably fark it up badly.
Working the wood was fun. Now that's a friendly material. Metals are considerably less friendly. Other than filing, most of the work requires machine grinding, cutting, shaping and finishing. Doing it by hand would take a really long time. Because metal is so hard, things which require lots of fine control are extremely difficult without the right tools. A Dremel can be used for crude engraving, but because of the rotary action, bits are likely to bind, go out of control and skitter across the face of the metal, marring the finish. Even working it by hand is difficult unless you're really skilled and have the right tools. The hardness can cause a chisel or scribe to slip, gouging out nasty scars in the metal (or your skin if you're not careful). It's extremely difficult to do precision work when you're required to apply quite a bit of force. You can see an example of the difficulty I had in the groove on the blade. I initially cut a rough channel with a wheel to ensure that the line was centered and straight (well, that was the idea at least) and to provide a guide for the cutter. I then tried to smooth it out with a ball cutter. Unfortunately, the ball cutter likes to hang and bind in metal, creating nice little uneven depth depressions. It's very difficult to drag it along as you might in plastic or wood. Abrasives and polishing can only do so much to smooth out the unevenness.