This picture is original. I haven't taken the course, nor is it a real course. Behavioralism is a theory, not quite a full subject in itself, even though some psychologists spend their entire lives trying to prove or disprove it. If you want a list of real psychology courses offered at the University of Washington, click here. The closest one to my fictional course is LAB ANIMAL BEHAVIOR. Hehehe, that's more scientific than trying to prove behavioralism in people. You see, some people's parents are intelligent while their offspring are not and visa-versa. This is light evidence for behavioralism. I myself am a behavioralist. I believe that people can be taught to do things with little dependence on genetics. If that weren't true, I wouldn't be able to type out this on a ASP page which has just recently been invented. Tell me how genetics pre-emptively struck this need and I'll ensure you wish you never entered the gene pool. Hahaha, geneticist joke.
This picture is of a hat that I was inspired to make. It's a nice hat. It fit's fairly well and is exactly the same as my 3d model. If you're looking at the high-res picture and have the DivX 4 codec, click here for a full motion video! It's only 400 kB, only 133% bigger than the PNG file. I could have made the PNG file smaller by reducing the number of colors, but you people are hi-res viewers, right? If you aren't, just click here for low resolution. I made it so that the links on the lo page go to lo pages. That is a nice website feature, right? The lesson today might be called perverted, or "hentai" in Japanese, but I'm going to give it to you anyway. Feel yourself up. Ya, you heard me right. Put your hands into each and every curve of your body. NO, not there! But everywhere else... *cough, cough* Why am I telling you to do this? Not because it feels good. For all intensive purposes, it should feel very icky. However, if you're the artist type, you'll go to the extreme and figure out just exactly what it is that you're modelling. Yes, this is a lesson about 3d modelling. If you want to model the hand, don't just draw five cylinders hooked up to a box. That looks like crap. Look at your hand, feel the webbing between the fingers, knock on your knuckles, pinch your fat thumb. But whatever you do, don't use an exacto-knife to see the inside! It might hurt. But if you're thinking along those lines, then my lesson is getting through. The other night, I felt up my face. I looked at my webcam (my digital mirror) for about an hour. Then I took out my red masking take (kinky, I know) and I taped up my face. Why would I do such a silly thing? For art. So I took a brown paper bag and cut it up. I made it into a hat. Originally, it was supposed to be a mask (a monkey mask, in fact), but I turned it around and it was a better hat. But what does the hat have to do with feeling my face? Well, I pushed the paper bag against my face and figured out what shape my face really is. The paper bag can only fold into triangles, which makes it perfect for modelling. You see, to figure out how a face is constructed, you not only need a front view and side view, but you also must know how to interpolate those points. So with red tape and a paper bag, I taped my face at key points. I have the pictures of the tape experiment, but you don't get to see them. They're icky, like I said. But they are invaluable. Particularly the ones where the tape is at the edge of my face in the front. You see, from the side view, I see that it isn't the back of my head, it isn't my cheeks, it's my jaw. So when you put the vertexes in, the left and right side of the face should not be the cheeks, but rather the jaw to the ear. I guess everyone should learn it from their self, though. Don't go to: The Loomis Project because it won't tell you a thing that you can't find out better with a webcam or mirror. Of course, you might not be a supermodel, so you look at a supermodel to see what he/she looks like. But the general idea is the same.
So, what's this mess? This mess is a lesson waiting to happen. You've seen this background before, but you won't recognize it unless you decompress it, delete the first 54 characters, and rename the output BMP to PNG. I'm going to teach people here a little bit about data compression theory. Using my AltSci Any2Img program, I turned a png file into a bitmap. Then I recompressed it. Why isn't it a lot smaller than the original? I did compress it twice instead of once. Well, that's because of the definition of compression. If you could compress something n number of times and get a smaller each time, the limit as you take n to infinity, the compressed file becomes zero size. Then you have a program that can create information out of nothing. But that's nothing new. The damascus blade came out of "nothing". A program that inputs three numbers and outputs a picture. I could make a program out of that program that inputs nothing and outputs the damascus blade. Of course, it'd output the damascus blade every time unless I hooked it up to some random or some factor driven function (which would be data, I might add). So, where was I? Ah, yes, the compressed file. The double compressed picture looks pretty random, right? Well, a good compression outputs a very random compressed file. In fact, a perfect compression program would output perfectly random information. That is perfect as defined that it would compress to the smallest size possible. But perfectly random is hard to define. What is perfect randomness? Random is something that not only cannot be defined by a person with a ruler, but is theoretically impossible to be defined. Pretty strong words. What is an example? Well, the exact position of an atom is pretty random. With Heisenberg's Uncertainty principle, it is impossible to know the position exactly because it would take an infinite amount of energy. Without going further into Quantum Mechanics than we need to, I'll just tell you that we can only know the position of an atom to a certain degree and that degree is based on the energy that your laser fires at it. But there are better ways to get random numbers than pushing around atoms with a laser.
Moving down from the torso, we find: the grossly misfigured legs? No, never should you go from a beautiful torso to ugly legs. Hopefully you agree with me that this is a wonderful set of legs. I have to admit a little secret though. These legs are actually arms! Ack! What was I thinking? I was thinking that the arms look so good, I don't even need to mess with them much to get legs. Does this prove that people evolved from cats or primates? No, that takes a lot more evidence of which not even evolutionary biologists have let alone a physicist artist. It simply says that people's legs can be made from arms if the arms are correctly modelled. I don't suggest it, but I do suggest that you take any break you can get. When you haven't gotten a page of your comic done for weeks and before that months, you're in trouble. So what do you do? You make legs like you've never made before. It's pretty simple to create legs from arms if you just remember what the legs look like. Really, you can create legs from a pair of tobacco pipes as long as you remember that legs are legs. So what I did was: rip the arms off and attach them to the bottom of the shirt. Then I cut out the torso except for the bottom of the shirt. I called that the pelvis region and here you have a pair of legs. Well, not that easy. First off, a lot of things were no good. The pelvis was just a trapezoidal cube, really. I split the sides of the shirt pelvis to make it fit the shoulder. Then I joined the crotch region, but beware: do not join it all together. It should have a front and back part. If they're joined together the butt looks wrong and you'll never get a good looking zipper. I know from experience (see Jav almost every version 1-33, Rave Kiddies, Sensei, etc). So the solution is to make the crotch join in two places. Here's something interesting: Loomis as well as LearnToDrawManga.com says that you should definitely leave a space in there because the legs don't join exactly together. It'd be awkward trying to walk like that. HOWEVER: Do not listen to them on this point. Check your own pants before you try it. There is a little space, right? Of course, but how wide is it? Is it one inch wide? I hope you aren't working on any nude close-up crotch shots, because that the only time you see it. any other time, it's less than one pixel and will never show up. You on the other hand modelling and following their advice will put more than one pixel space in there and it'll look awful. It's interesting, but that's the human body for ya. Next, we got the knees. You can once again check your own knees, but here it takes a bit of practice. What I've found is that the knee is like the elbow in that it comes to a sharp edge in the front (Note: the elbow's sharp edge is on the outside). The back side, however, has a little slack. This is because the quadriceps and the calf are both ovals. They come together and you get what you find in the back. The front has a bone, though, the tibia is it? Anyway, it's what you hit when you knee someone in the stomach (if you knee someone in the groin, you usually use the front of quadriceps). Anyways, last but not least is feet. If your character has shoes, you probably just want to model the shoes and stick them on 5-sided cylinders. But if they're fighting in a dojo, they're probably barefoot. That means that you have to model the foot. I suggest that you look at your own foot. My idea is that it's wider in the front than the back and taller in the back than the front. Don't forget the heel; it goes back from the leg. If you miss that, people might wonder. But who puts bare feet into their comic, right?