lol no. This is how I always do it. I get bored easily, so I always have another project available to turn to when needed.
They don't pile up as much as you would think. I'm still able to do minor requests out of the request section several times a week along side all of this.
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I have 2-3 projects border-line finished. Usually their model is 99% complete and I just need to test them in-game. Aggron and Marth are in this category. If there are persisting problems, they are moved into the below category until they are "almost" finished again. Usually I consider something finished and in this category, even if some minor texture tweaking is still in order (Aggron for example).
Then I have a few projects that I am actively working on. Right now, the only thing I'm working on is Mia. (See preview at bottom of post)
Then I have test runs. Hihidaruma and Sky are in this one. These are just test runs to see if I am capable of making the character work on that model. After doing some basic vertexing (1-2 hours worth at the most), these projects are on hold until the projects in the upper category are finished or until I hit a deadend on one of the upper projects.
Then I have a couple projects that are on hold indefinitely. They are sitting in a folder waiting for me to either figure out a way to make something work, or waiting for someone else to do something. Volechek, Robo and a few others are in this category.
Lastly, I have personal projects like Terry which will not be released. Mostly because they aren't going to look good. I don't donate very much time at all to these sort of projects. They are only worked on when I am frustrated/bored/tired of working on one of the above projects.
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Preview of Mia

Model is almost finished. Texture hasn't even been started. I just changed the hue for demonstrative purposes.
Anyone have any idea why this hasn't been done yet? It's a very straight forward project. I was going to do it a long time ago but never got around to it, and it probably wouldn't have turned out very good with the old vertexing method anyway.