I’ve been thinking recently about how I’ve been approaching 3d art, and perfectionism. I’ve know Millie for several years now, and we’ve been talking about headcanons and aus for quite a lot of that time. We’ve wanted to make things, and developed our stories quite a lot. But with my art, and plans to write fics, and in general show our versions myself and not just leaving it to her, I’ve always been tripped up by perfectionism.
At first, it was just realising that, upon taking it seriously, my skills were entirely lacking. Until I met her and we started developing things, my interest in 3d was quite casual; it was something I enjoyed, but didn’t work super hard on, and just played around, really. But that wasn’t enough for showing our versions of the characters, to me; they were deformed, lumpy, they had no recognisable anatomy, or little, and I didn’t know enough to rig them well enough, and, with their incorrect proportions, they wouldn’t look natural even if I could. I was also just using primitive NPR stuff back then, like cel shading and the inverted hull method of making outlines. Those aren’t necessarily bad, but they’re quite simple, and I found them generic; I wanted my art to look like mine, not something anyone could make.
But, as I continued, I ended up slipping without realising into a toxic mindset of nothing ever being good enough. Even if it was better than the last one, even if it looked about like what I wanted to show, it wasn’t sufficient. I’m still struggling with that. On top of that, I unintentionally sabotaged myself by making more work for myself. I didn’t like using basemeshes and such, so every time I made a character or something, I’d do it from scratch; the only thing I was really reusing were shader techniques I came up with. And that’s good for practice, but it makes it take a lot longer. I was, as a perfectionist, afraid that any errors on my base meshes would be replicated on anything made from it, and, being self-conscious of my art being 3d, and doing a lot to try and find ways to make it look more 2d, I wanted to do things from scratch more like 2d artists do, though at least I didn’t go as far as resculpting everything everytime I needed to make a render, at least.
The problem is, the longer I spend on something, the more likely I am to see the flaws. But, due to lack of motivation, or knowledge, or skill, or any other reason, I don’t resolve them quickly enough to be done with it an avoid seeing more, so I end up in a constant loop of seeing flaws and deciding I have to stop and fix those, then seeing more flaws. I become discouraged and start over, telling myself “This one, I will get right.” But I never do. I’m tired of that. I want to show what I can do. I want to show my style, and renders of the characters me and Millie have come up with together. I want to have things to show for myself, and pull my weight, and not just be saying I’ll do things without actually doing them. I want to be able to look back and see that I’ve done things, and feel good that they’re there, and try to do better next time.
So, I’ve started trying to change my mindset. Instead of thinking, “That’s not good enough.” I’m trying to think “I’ll do better next time I sculpt this, but I’ll use this for now.” And to take advantage of the fact that I’m doing 3d, instead of trying to make everything from scratch. I really want to get better.
At the moment, I’m working on chibi characters. I made a chibi base mesh a while ago, and rigged most of it using a Mesh Deform modifier, so I only have to make limited changes to make them into different characters. My current goal is to make a set of Ryous. I came across a technique while working on it that could allow me to do 2d eyes that can still be properly animated, whereas I’m currently using the method that uses an eye cavity. If I can work out how to adapt it to my chibis, I’d prefer to use 2d eyes, but I won’t let myself stop and investigate that right now. I need to finish things.
For now, I’m going to work on Ryou’s chibis, and make Mariku, Malik and Bakura ones, too.








