Last modified: Saturday, January 6, 2001 6:20 PM
I Demand a Rematch! Dang... If I get the energy, I'll strip Primal
Man and start all over again... Rushing to finish shows just how many rough
edges there are in the sculpt. Of course, it isn't easy to do battle with time
pressures and the driving force of curiosity. The chest hair thing was an experiment;
unfortunately I didn't heed my own advice to test first, so it's currently an
amalgam of the experiment which didn't work (the dust clumps) and the one which
held promise (steel wool hairs). You don't glue this stuff on (unless you're
a hopeless perfectionist); you douse with sealant & drizzle. It's all or nothing
in a limited amount of time and you don't get a second chance to fix things.
If only Life had an "UNDO" button.
Of course, before this, you've already invested hours in your final paint
coat. I tried my "new" airbrush compressor with its 5 gallon air tank (worked
great!), and I learned that you really should paint the figure unassembled,
despite the difficulty of seeing how the overall effect looks. Another bit of
wisdom: if you use airbrush for shading, you pretty much give up any hope of
easily retouching paint damage with a paint brush. Looks cool though, and a
properly pressured airbrush is a fun tool (except for the cleaning).
Regarding the CC figure: After you've puttied the crap out of it, it's not
too bad. Most of the problems related to its inability to stand stem from its
semi-rigid plastic, which slowly gives from weight over time, and shifts the
center of balance... then aiiieeeeee! Shelf-diver. I re-riveted one of the ankles,
but that didn't seem to make a lot of difference-- the rubber just flattens
out, giving no more tension. (Texturing the smooth plastic contact surfaces
would probably help.) The putty makes the parts rigid, so the give of the thin
legs ceases to be a problem. Unfortunately, it can't fix the problems of the
semi-rigid hinge inserts at the hands and elbows. If you rotate them, the hinge
flexes a bit, then bam!... the hinge jumps into the new position. Not really
good for much precision. All in all, I'd say that it's not the horrendously
bad figure I'd previously characterized it as... All the poseability of the
newer Dragon figures comes at a cost: the exposed hinges and articulation seams
are truly ugly. However, you do have to invest a lot of work into fixing it,
and the solution ain't ideal. A thin layer of putty over flexible parts is just
asking for trouble.
A Word About Figure Modifications: It's easy to get so caught up in what you're doing that you forget about the bigger picture. Throughout all these projects, I've never concerned myself with how other people might be using their Joes-- I know how I use them, but it never occurred to me to point out that what I've been doing might not be appropriate for what you do with your figures.
A lot of people wonder about paint durability. I thought I'd addressed that issue elsewhere in this project, but I now realize that what's acceptable to you depends entirely upon your expectations. My perspective is probably very different from most folks: I "play" with the figures while I'm making them-- making them is the fun and the imaginative part. Once they're finished (and even during), I pose them for website photographs. Thereafter, all I require of them is that they stand and collect dust. In other words, I make poseable models. I mean models similar to the kind that you glue together, paint and display. I don't play with mine: Grab them in the wrong place and you might break something. Turn them upside down and parts may fall off. Move a ball joint enough times and the paint will wear through.
This isn't too surprising. My home-brew modification of figures uses techniques from the world of modelling, where the rule is that no matter how much you hack and bash, you can fix anything with putty, sandpaper and paint (and Future polish). The point is to make it look good for display, not play. The poseability thing is a bonus-- a hybrid between the two worlds which allows the figures to be "reconfigured" or dressed in different outfits. The outfits and accessories themselves are an interesting modelling challenge. It's great when they have some "working detail", no matter how impractical or fragile. This aspect opens up horizons to many more techniques and materials than traditional sculpting or modelling. You also have much more freedom than the toy manufacturer when you don't have to worry about making durable, playworthy stuff. There's a continuum between the extremes, but I think that once you begin altering the figure with putty & paint, you find yourself on the modelling side of the fence. Durability and play value go out the window.
Anyway, I thought that it was important to point this out, lest anyone have unrealistic expectations about what they can achieve with modelling techniques. If you want toys to play with, you won't find them here...
Ball & Socket Articulation: One of the home-brew things you can do
to figures is give them additional articulation or improve the articulation
that's there. If you keep your figure fully dressed, you don't have to worry
about how pretty it looks, and you can concentrate on the function of the mechanism.
If it's an exposed part, you may have to sacrifice function for appearance.
The main attraction of elastic (or spring)-tensioned ball & socket articulation
is that it's self-tensioning and doesn't need adjustment as long as the elastic
or spring are healthy. It's found throughout the vintage Joe torso, and ideal
for things like the torso/hip joint when you're concerned about the appearance
of a scantily-clad figure: It allows 360 degree rotation and stable angled posing
with a minimal gap in the articulation seam. The tradeoff for this is that the
angle of pose is limited (for reasons explained below), and the small gap along
the articulation seam means more friction, which means more paint wear.
Elastic-tensioned articulation is a balance of force and friction. In the
ideal case, a ball mates perfectly with the socket, and are made of materials
which give a good balance of smoothness and friction. You can stray from the
ideal case to create articulation which is suitable for your needs-- you just
have to tweak the other variable in the equation to bring things into balance.
And live with the difference.
