Saturday, February 23, 2013
Weirdness from Bananas...
I must preface this new post with the fact that I love s'mores. It is literally my favorite dessert item of all time. That being said, I do not like the flavor of s'mores with bananas. "Bananas?" you might ask. Yes, bananas. I made the terrible decision to leave all of my s'more making supplies over a fresh bunch of bananas which was all well and good until those bananas weren't so fresh. What happened next? I started eating my delicious looking s'mores and...they tasted like bananas. Weird. But this did get me thinking: for all of the "power"of ripe bananas to infuse surrounding objects with both their odor and flavor, how do big companies make banana flavored items? I mean, is it all chemicals at this point? I would think you could save a lot of money and be organically minded if you just put your food you wanted flavored near a gross pile of bananas for about a week. Big companies out there, I will be expected royalties from the utilization of my new technique which shall be henceforth dubbed "Banana tastesmellification". That or "Banana a la Lamoreaux". Get back to me on that.
Thursday, January 31, 2013
Working with Sculpey
For all those fellow artistic types, I've decided to put together a primer on
making polymer clay figures, heads, or whatever else you fancy. The tools and
techniques I describe in the following sections are just the way I do it, but
there are many other great ways to go about creating excellent pieces. I hope this helps for those who are just getting
started, folks who just need a refresh, or other artists looking for other
techniques. This may seem a bit dry at first, but if you read through it I'm
sure you won't regret it. And if I'm lucky and I get enough feedback, I will be
more than happy to do more in-depth posts on this topic in the future. Happy
modeling!
EDIT: 2.12.2013: Just interested in just making a quick head like I have pictured here? Check out the quick step-by-step guide "Making a Sculpey Head...Quick!" under the Pages Tab.
EDIT: 2.12.2013: Just interested in just making a quick head like I have pictured here? Check out the quick step-by-step guide "Making a Sculpey Head...Quick!" under the Pages Tab.
Okay, Step #1: Get your Supplies in Order:
If you dork out as soon as you enter any craft store, then this step is great. Be forewarned
though that like anything there is an initial investment you'll want to make.
The good news is, with Sculpey you have a ton of leeway between starting and
finishing the piece your working on and can thus make "installments" on
what you want to buy and when. In this section I will be introducing you to
what I like to have laying around, from start to finish.
Armature
Supplies:
For
starters, get a nice flat, clean board to work with, maybe about 1/2 inch thick,
6in x 6in. I use planks of solid oak that have been sanded, but laminated
boards and metal stands are also perfect. The big thing to consider here is the
size of your finished piece. Small pieces only need a small platform, while
larger pieces may need a more complex set up of steel pipe and couplings. Also make sure that whatever surface you
choose to set your armature on, it's solid and won't move on you during your
work.
Clay
Working Tools:
I
also have a used band saw blade, and a hack saw blade in my arsenal. These are
awesome for getting quick chunks of Sculpey cut off from your main block. Just
be careful, even if they don't cut metal or wood so well, your fingers are
still fair game.
A
toothbrush is next and it provides everything from giving texture, to smoothing
over areas where you grafted two or more pieces together.
The
next tool is the pasta maker. Although the model I have is cheap and does it's
job okay, having a motor driven version for about $100 makes a huge difference
if you are making more than one piece per week. I found that when I was
cranking on the handle o the $20 one it started stripping out the inside of the
plastic handle. Get one either way though because making sheet of 1/4 inch Sculpey in two seconds
versus hand rolling adds consistency and time efficiency.
Paints
and finishes:
Storage of Sculpey:
Step #2: No Plan, No Project:
Step #3: Set Up Your Armature:
Step #4: Clean Workspace, Clean Project:
Hard
one, I know. When you're ready to begin make sure all of your stuff is laid out
ready to go and then Go Wash Your Hands.
Gasp! I sounded just like your Mom at dinner, sorry about that. Seriously
though this, makes a big difference. Your hands might looks clean, but when you
start working with Sculpey it literally sucks all of the nastiness right out of
your pores and your fingerprints. Make
sure your work space is free from eraser leftovers, pencil graphite, and
whatever else might be lurking around after you made you armature. It would be
terrible to realize after you've made an awesome piece that there is a piece of
lead sticking through the back.
Step #5: Sculpey Time:
As
soon as your sketches show your done, then you can test mount your armature
onto your support rod, hopefully into that spot you created earlier in your armature
(Wink, wink. Nudge, nudge). Take the piece off the rod for a second and make a
small piece of Sculpey that will act as a plug later for this spot. Put the
piece back on and then you can truly begin to shape your it.
At
this point you will be using your tools from the order in which your working:
from general to specific. Don't try to do everything at once here because you'll
end up with a bunch of mismatched parts that make up your piece and a lot of
time wasted going back and fixing it to look better overall. If you do it in
steps, you'll have no problem. Texturing and details should be last.
Many
hours (or days) later, when you happy with your piece, you can then bake the
piece on a cookie sheet in your oven. Don't
forget to include your little plug you made earlier. As long as you didn't have
any thick chunks of Sculpey, your piece should be done in about 15-20 minutes at 275 degrees. Let the piece cool until it no
longer feels warm and then you can take it off of the stand and plug the hole
with your little piece you baked and some super glue.
Step #6: Paint it Up:
Let your paint dry until it is no longer
tacky and then let it dry for about two more days after that before you put on
a top-coat sealer. Honestly, the longer you wait the better here, as paint
has a tendency to "off-gas" until about two weeks later. This could
potentially cloud whatever top-coat you put on and keep it from looking as good
as you might like.
When
you are ready, take the piece somewhere like a garage or other spot that is a
large space and doesn't have any breezes. Bring some card board with you to act
as a shield. Slowly spray on your top-coat and keep it light. If you over do
it, it will drip down and won't look very good. Give it at least a few hours to
dry and then you should be good. Again,
the longer you wait before touching it the better.
Step #7: Admire the Awesome:
Now
that your piece is finished, you should put it somewhere where folks see it! If
you worked hard the results should show, but to be fair most first pieces can
be pretty terrible. Don't let it get you down though, be proud to show it off,
that way later when your pieces rock, you can show how far you came and impress
a whole new generation of Sculpey sculptors.
I
hope this guide was helpful in at least some small way to any of you who
actually stumble upon my blog, and hope more can be done in the future. If you
have any questions just let me know, and if you need more resources I will
include a list of links afterwards for you to take a look at. Until next time.
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Thursday, January 5, 2012
Here come the Zombies!!!

I'll start it off by listing the known "facts" about zombies. The best way to look at a problem is from multiple views, and so for the benefit of the argument I'll try to incorporate more than one type of zombie: movie zombie, mythical zombie, and the scientific zombie (no you won't find them in a lab coat, they're just more factual). After this, I will attempt to put to type my thoughts about why it doesn't work, and lastly I will show how I think a zombie might exist.
1. Zombies are dead.
Whoa, news flash I know. True unless we take the "28 Days Later", half-alive version. However, this is an important note because it affects quite a bit more further on.
2. Zombies eat brains.
Yeah, that's right brains. There are no vegen zombies, at least not that I've heard of... but there are those who eat any flesh, which we'll come back to.
3. Zombies are slow.
Not having higher brain functioning and decomposing bodies makes it tough for them to run.
4. Zombies don't have anything more than primal brain functioning.
What this really means is that zombies can't reason, open a door, or beat you at a game of checkers.
5. To kill the zombie you have to brain them.
No awesome flame thrower or acid attacks here folks.
6. You get bitten, or a chunk of zombie nast gets into a cut, bye-bye college career: you're now one of them.
These are 6 basic principals that I think the majority of zombies follow, but of course rules are meant to be broken... at least where some innovative (and sometimes badly thought out) zombie flicks are concerned. Okay so let's go from here and discuss more in detail how each zombie category might utilize each of the six categories.
Movie Zombie: Definitely dead, I'm hearkening back to "Dawn of the Dead" and all those. These zombies all come from Zombie Alpha, who probably got infected by a virus, or a rabid dog in the Appalachians. Most movies aren't as concerned with the "how" so much as the "holy crap, there are zombies everywhere and I'm sick of running and only eating twinkies" feeling. These zombies seem to possess super strength, chainsaw arms, you name it. And lucky for you, intrepid hero, you can use just about anything to stop them, even that ridiculous hunting knife you carry around. These zombies normally just wander around, especially at night, and collect in groups as they seek fresh meat. They're slow, stupid, and smell bad. Not too much truth behind them, again, we're going with the gore factor, not real science! Come on people! Zombie team -2, Humans +2
Mythical Zombie: A lot of the zombie hype came from the old tellings of big bad voodoo daddies and witch doctors raising the dead to do their bidding, usually by means of a secret potion or something of that nature. They have super strength, won't die even if you pop them in the head, and have in some instances been able to use magic themselves. Overall if you're the hero, this presents one of the worst versions of a zombie you could possible go up against. Zombie team +3, humans -1.
Scientific Zombie: Books like "World War Z" and others have really tried to bring some scientific street cred back to the humble zombie. They attempt to answer the questions of "how" and "what", and even throw in a bit of "where" for good measure. These zombies follow set rules, don't change much, and the plot centralizes primarily on the humans who survive and how they fight back. These zombies come from either a form of rabies, or a parasite of some type and they can be killed pretty easily just by destroying the majority of the brain. Another thing I like about these zombies is that the reality of them, if they entered this world, is truly scary. There is a lot we take for granted about the movie versions, but if scientific zombies did exist, most folks would be screwed; not because people are inherently dumb, but because they would overlook too much. For example, zombies don't breathe, so all of your favorite water holes and pools, ponds, and reservoirs would potentially be harboring a bunch of soggy zombies, just waiting to drag you down to a murky doom. Zombie team -2, Humans +2.
Now that we've covered all of these different zombitypes in more detail, I want to talk about some of the inherent issues with traditional "zombieism". Again I'll attack this with a list, just to keep all of the ideas more coherent. Three choices here, just to keep it easy:
1. Necrosis of tissue: Pyrobeastialicnecrophiliaphobia? Okay, maybe not, but because zombies are dead, their flesh, and all other body systems begin to decompose. Hence bad smell, rotting limbs, flayed flesh, all the gross stuff Hollywood loves to show us. However, if indeed zombies were rotting, how much longer would nerves relaying electrical signals fire, or even be able to transmit a signal? Body systems work in a complex exchange of heat, proteins, sugars, and enzymatic reactions, not to mention a bunch of other stuff, so if the body is dead, there is no way for these interactions to occur. Thus no energy, thus no movement.
2. Reintegration of vital amino acids and energy absorption: By eating guts and brains, we would assume that zombies are gaining something, either in the form of sustenance, or at least on a basic level, energy. Again, energy comes from breaking down more complex molecules into less complex ones, thus to continue to move, especially with super strength etc, they would need copious amounts of energy coming in to balance that which they put out. Otherwise they would look a bit like our national coffers, and that would be one sad zombie.
3. Corporate sociology of survivors: This part is actually related more towards the environment within which a zombie lives, but it is important because it affects their survival. People, for the majority of cases, work together tremendously well in the face of a common enemy. Zombies are great because instead of demonizing another group of humanity, like comics from WWII did to the Japanese and Germans, the enemy actually is a monster. There isn't much rationalizing that needs to occur to feel okay with blowing away a couple of zombies, especially when you, your family, or friends are in danger.
So, now that I've officially upset my friend by unmystifying the zombie, I'll have to make amends by explaining some ways "zombieism" would be possible. First, we would need a mechanism for creating the zombie, and I'm going to go with good old-fashioned communal parasitism with a dash of zoonautic disease transferal for good measure.
Let's get away for a second from the standard, "man bitten by dog" scenario of first infection. Let's say we take a species of aggressive mold or fungus that acts communally and discovers how to take over its host without eventually killing it. In fact, it figures out a way to incorporate itself into the nerve fiber of whatever it infects to, allowing for some amount of rudimentary control. Now that infected host, maybe just an ant to start, begins infecting all of its colony mates. Eventually, we have a huge amount of infected hosts biologically connected to one another through their nervous systems. Then it needs to spread out more. At this point, we start going up the ladder of social animals until... dog bites man. Whoa wait, I said that wouldn't happen. What's more realistic at this point? Ah yes, man's friend's dog humps man's leg. Okay, maybe I'm just harboring resentment about that incident, but still... Dog meets other dogs at park, sniff sniff leads to infection, and voilà! now five other dogs go home to five families.
Just like that we have a plausible (although not realistic per se) interpretation of how infection could occur. Now we need to figure out how to make this into more a archetypical zombie.
From here, let's say the original communal parasite changes as it moves up through the animal kingdom. It gets better at handling complex nervous systems like mammals and eventually adapts the ability to pilot our nerves. When this parasitic mold or fungus attacked ants, the rudimentary commands of "forward", "back", et-cetera were all it could use, and so it required very little energy to maintain control. But now, with more complex organisms, it needs more fuel. It changes the hosts' bodies a bit. to accommodate for this. Maybe the skin starts to exhibit a more dead look, green and slimy, coated in oozing mold; but still very much alive. Maybe the stomach and intestines have been modified to absorb nutrients essential to promoting growth and maintain control of the host organism's nervous system. And perhaps other adaptations occur to make the fungus's survival more secure, all the while making the host more zombie-like. Death factor -10. Awesome living zombie +15.
That wraps up a quick summary of a unique method for the creation of a more rationally formed zombie. I hope I was able to salvage a bit from those who believe that rationalizing zombies is a waste of time, and lent a new perspective on a unique topic. Here's to 10 months and counting before the Zombie Apocalypse!
UPDATE 02/10/2012 Are you kidding me!? I just opened up my new Game Informer Magazine and read about the new Video Game "The Last of Us" and as awesome as it looks, it uses my FUNGAL INFECTION scenario! I guess I should give them kudos for coming up with such a brilliant idea though. Maybe this works like co-discoveries in science: if two people discovery the same thing, in two parts of the world, at the same time, they both get credit for it. Oh well, we'll see.
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