Alot of the work I make is done for someone else, or for class, or is a team project. And sometimes I just want to make something for myself, that's fun and quick, and just kinda whimsical.
So, what I'm going to try to do is make a fully fleshed out model within 3 days.
From concepting, base modeling, zbrushing, low poly, and then texturing.
And because I'm already feeling antsy about the time limit and the precious moments I'm wasting, let's get started with concepting!
For this project I have two stipulations: That the concept is based on an existing creature/character, and that it has a broad silhouette. So I'll be doing a dwarf inspired by blizzard's style (I hope)
I use al.chemy to create silhouettes because it's quick. It allows me to use a mirror tool so I can prototype shapes on both sides instantly, and it's shape brush behaves somewhat unpredicatably, so happy accidents occur somewhat more easily as well.

I decided that my best choice was probably going to be the right, bottommost silhouette, so I quickly saved out the image, and then used that as a guide while I drew over it in photoshop to get an understanding of the underlying body.

In this case the front was enough for me to work from, both because I had a pretty good idea of what he would look like from the side, and because of time restrictions. So I went straight ahead with this to the base modeling phase.

This was all my progress from last night, so from start to this point has been about 3 1/2 hours.
So, time to proceed onwards!
***
It is now thursday morning. Admittedly I didn't get as far as I wanted yesterday for a couple of reasons (unrelated to Red Dead Redemption), but first I'll show what I accomplished.
I spent the first half of my day playing around with the concept for the armor on and off. It was primarily inspired by this armor set from WoW:

The design was very similar to the visual requirements I wanted for the model; I wanted the design to feel heavy, boxy, and typically dwarf-like. I also wanted it to be obviously magic-imbued, so I thought about it for a bit, and then came up with this, for the front of the armor.

The glowing pauldrons not only helped establish the magic bit, but it also blocked out the silhouette quite nicely, especially if the characters arms are down (though I later discovered the pauldrons could probably stand to be a bit bigger, for safety reasons)
I also took design elements from the lines for the chest piece, as well as the inscriptions, and the bracers, and then I started blocking out the forms for the armor.

Over the course of several hours, in between RDR, breaks, and playing with my dog I got this far, but after doing the upper body I realized a couple things.
One, working on the model was boring me, which isn't good. I think that this is in part has to do wit the fact that I didn't plan far enough ahead, and I didn't invest enough thought into the planning I'd done.
In the concept its obvious I spent more time on the upper body than I did on the low, and I thought I'd just work out some of the shapes I'd implied with more detail in the modeling stage.
But even though I was trying to make this as fast as possible, I probably could have benefited from having fully thought about all the design elements, and unifying them at one point.
I wasn't very excited about working on the shapes I had down there because they're not very exciting. They're pretty standard. When I resume on this I'll definitely investigate having the same overlapping armor on the greaves as I did for the chest and bracers.
Two, also distracting me was the fact that I didn't have any idea what I was going to do for the back of the model.
Every time I brought a shape in the front around to the back it just sat there, taunting me silently.
While I did eventually make time to figure out what I was going to do for the back, I should have done that from the beginning.

Three, I had no real idea how I was going to make a lot of this in a short amount of time, and to a somewhat professional level. The shape blocking in I thought I could get done in half a day (and if I'd been more focused I feel I could have accomplished that), but it was a difficult and tedious process aligning the strips of polygons so that I could eventually shell them out to use as the armor. I just feel like there's a more efficient process out there for that, and I don't know it, so it's taking me longer than a better modeler might be able to do it.
Another thing was how I was going to handle the inscriptions.
I recently modeled a set of arabic alphabets out, and I was going to trying playing around with those through using FFD . . . but I couldn't imagine that being anything other than a very annoying and long process.
My other thought was to use Zbrush to sculpt in the detail, which would also work, since I wanted them to look inset anyway . . . but I figured that would be even more difficult considering I'd have to make the letters very sharp, and exacting to give them the impression of having been etched in armor. And that level of detail in hard-surface modeling is something I haven't done before.
So, yeah. I bit off a lot more than I could chew. I knew it would be tough going into it, but once I realized the actual details of the process I would have to use, and the elements I'd have to create to get this looking anywhere near nice I started to clue in onto this being bigger than a three day project.
Still, it's been a fun challenge, and it's taught me a couple more things about my limitations as an artist, so I'll ask around and try to figure out how to correct some of the technical problems I was/would have run up against. And I'll go back to the drawing board on the design, redo the area's I think are weak, and hopefully have an overall design that's much better and interesting to create by the end of it.
So, time to switch back to one of my other projects, but more on this one, and other 3 day projects, in the future!