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24 minutes ago, Reaper_Jon said:

I can't stress enough how much i love these write ups, as an aspiring sculptor and still and entire newb to z-brush, its great to see and read. would like more time lapse-y videos? would be cool to see. :) 

I really enjoy writing these. It not only helps me document my approach and look back at how it evolves over time but also sparks such interesting conversation about character design, sculpting techniques, different perspectives (painters vs sculptors) and is just overall really motivating!

As far as time lapse videos, I would really like to do something like that at some point. One of my favorite people to watch sculpt is Andrea Tarabella of Artisan Guild. He has an entirely different approach than mine but still so interesting to watch. Recent Video

Figuring out how to get those recorded, edited, and entertaining will be a learning curve all on it's own but it is something I am interested in doing at some point, hopefully this year. 

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Okay, Day 2 update: This went through A LOT of iteration. The main issues that weren't working were that we wanted the bent leg to feel like it was out and raised like she was showing off the leg

Sorry I didn't get around to posting the final render of this last lady of the evening.   I wanted to talk a little bit about why this last figure took so long and demystify the work

Hey guys! Okay, so I wrapped up this Orc Doxie today. When all the big construction decisions and head are already finalized the only thing left to do is render. This is a time consuming process but a

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12 hours ago, TheUncannyAK said:

I love how she turned out. Very nicely done!

 

And thank you for sharing your process with us. It's fascinating to see everything that goes into making a miniature!

On this topic, I'm happy to share whatever you guys are interested in so if you want to know more about the design process or the technical side or how I think about casting/printing just let me know and I will try and focus more on whatever topics are popular! 

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4 hours ago, Rainbow Sculptor said:

On this topic, I'm happy to share whatever you guys are interested in so if you want to know more about the design process or the technical side or how I think about casting/printing just let me know and I will try and focus more on whatever topics are popular! 

 

I think your current balance is quite good. For me, at least, the thought process behind the decisions you make and the resulting mini are really useful, even though I'm not a sculptor. I try to think about the same sorts of things when painting and composing, so hearing the ways that others approach related problems is very interesting.

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2 hours ago, Doug Sundseth said:

I think your current balance is quite good. For me, at least, the thought process behind the decisions you make and the resulting mini are really useful, even though I'm not a sculptor. I try to think about the same sorts of things when painting and composing, so hearing the ways that others approach related problems is very interesting.


Exactly this. Of interest to me, in particular, are the practical concerns that come up while you're sculpting. "X didn't work, so I tried Y instead." All the tweaks that have to be made as the miniature evolves from concept art to finished product is really cool to see, and it makes me feel more invested in the final incarnation.

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Thanks for the feedback guys, I really appreciate that!

 

Today is a short work day but I'm getting started on the halfling doxie. Here's the initial concept art, drawn by Izzy "Talin" Collier.

151737268_BrinewindDoxies_1of2.thumb.jpg.46e29b0e384655a9b5f12d8e24799198.jpg

There are a couple of challenging parts to this character that I can see right off the bat. 

1. Halfling. We want her to feel distinctly like an adult female halfling. Not like a child (that would certainly be bad given the subject matter), not like a dwarf ( can't be too short and squat), and not like a gnome. SO, we need to define what characteristics we want to make sure we include and which ones we want to avoid in order for the character to read the way we intended. 

2. Curly hair. This is a difficult hair texture to do well, especially with extra styling and accessories. 

3. Lots of fabric. I've done this enough times to not be TOO intimidated by this much fabric but it does still take a decent amount of work to render all the folds and layers and keep everything castable. Getting enough depth to be fun to paint in the final production piece yet still feasible logistically can often be a challenge. 

 

So, with that in mind, let's jump in!

Problem 1: Making her definitively a Halfling.

We don't want her to have a thin overall frame, this would lead to assumptions of either child or gnome. So we should give her some womanly weight while maintaining her sexuality. However, we don't want her to get too bulky (which could get difficult with all that fabric) because then she will read as a dwarf. 

I have done several child figures and a lot of the exaggeration there is in larger eyes, chubbier cheeks, and thin/unmuscled limbs. 

Hopefully the fact that she's holding some sort of alcohol and *fingers crossed* I effectively communicate her profession, she wont be confused with a child.

We can communicate age a bit with the face though we must keep in mind that they will be only half the size of a normal figure so exaggeration will be essential.

Here's an example Ron and I discussed as a great example of the kind of proportions we want to follow for this character.

81130919_830046944107688_4597363565215612928_n.thumb.jpg.7bc86d18f4da50676acf3c6966728c34.jpg

this is a WIP pic of the halfling bard sculpted by Patrick Keith. I really like the larger feet, the number of heads tall he stands (4.5-5 heads) and the wider set eyes with larger (yet still aged) eyes. There's not an excess of fat in the cheeks which helps him feel older and the posing certainly reflects the halfling lifestyle (down to earth, cheerful, good time loving, home and hearth types). Based on this example and the original concept art here's the ZSphere rig I created.

1943174488_HalflingDoxieZSphereProportions.JPG.cdd7da6f4666eea6ef49bbf6f37c501f.JPG 

Also playing around with a new material just for fun and trying something new. This one is called "SketchToyPlastic" but the one I typically like to use is MatCapPearl. You'll find that the material itself behaves differently to your tools, reflects light differently (which will determine how easy or difficult it is to make out what you're doing) and will accept color changes differently (a critical deciding factor for me haha).

Here's that same rig posed to match the concept art. 

479515806_HalflingDoxieZSpherePosed.JPG.d71003c741c29db85e42dc9b3ecc02ea.JPG

Now, from here I can either go into drawing out the musculature or designing the head. With this one I'm going to finish up the anatomy first. The head design is going to be a crucial component to communicating the right character and I want to spend some extra time finding good reference and doing it well so, I'll save that for my full workday tomorrow and set myself up by finishing the musculature/anatomy on the body today.

Here's what that looks like roughed in. Since she doesn't have much skin showing this is just to make sure the forms that lay on top make sense, i'm not spending too much time detailing muscles but I want the shapes to be relatively correct. Image - Linked for Nudity

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8 hours ago, Rainbow Sculptor said:

Thanks for the feedback guys, I really appreciate that!

 

Today is a short work day but I'm getting started on the halfling doxie. Here's the initial concept art, drawn by Izzy "Talin" Collier.

151737268_BrinewindDoxies_1of2.thumb.jpg.46e29b0e384655a9b5f12d8e24799198.jpg

There are a couple of challenging parts to this character that I can see right off the bat. 

1. Halfling. We want her to feel distinctly like an adult female halfling. Not like a child (that would certainly be bad given the subject matter), not like a dwarf ( can't be too short and squat), and not like a gnome. SO, we need to define what characteristics we want to make sure we include and which ones we want to avoid in order for the character to read the way we intended. 

2. Curly hair. This is a difficult hair texture to do well, especially with extra styling and accessories. 

3. Lots of fabric. I've done this enough times to not be TOO intimidated by this much fabric but it does still take a decent amount of work to render all the folds and layers and keep everything castable. Getting enough depth to be fun to paint in the final production piece yet still feasible logistically can often be a challenge. 

 

So, with that in mind, let's jump in!

Problem 1: Making her definitively a Halfling.

We don't want her to have a thin overall frame, this would lead to assumptions of either child or gnome. So we should give her some womanly weight while maintaining her sexuality. However, we don't want her to get too bulky (which could get difficult with all that fabric) because then she will read as a dwarf. 

I have done several child figures and a lot of the exaggeration there is in larger eyes, chubbier cheeks, and thin/unmuscled limbs. 

Hopefully the fact that she's holding some sort of alcohol and *fingers crossed* I effectively communicate her profession, she wont be confused with a child.

We can communicate age a bit with the face though we must keep in mind that they will be only half the size of a normal figure so exaggeration will be essential.

Here's an example Ron and I discussed as a great example of the kind of proportions we want to follow for this character.

81130919_830046944107688_4597363565215612928_n.thumb.jpg.7bc86d18f4da50676acf3c6966728c34.jpg

this is a WIP pic of the halfling bard sculpted by Patrick Keith. I really like the larger feet, the number of heads tall he stands (4.5-5 heads) and the wider set eyes with larger (yet still aged) eyes. There's not an excess of fat in the cheeks which helps him feel older and the posing certainly reflects the halfling lifestyle (down to earth, cheerful, good time loving, home and hearth types). Based on this example and the original concept art here's the ZSphere rig I created.

1943174488_HalflingDoxieZSphereProportions.JPG.cdd7da6f4666eea6ef49bbf6f37c501f.JPG 

Also playing around with a new material just for fun and trying something new. This one is called "SketchToyPlastic" but the one I typically like to use is MatCapPearl. You'll find that the material itself behaves differently to your tools, reflects light differently (which will determine how easy or difficult it is to make out what you're doing) and will accept color changes differently (a critical deciding factor for me haha).

Here's that same rig posed to match the concept art. 

479515806_HalflingDoxieZSpherePosed.JPG.d71003c741c29db85e42dc9b3ecc02ea.JPG

Now, from here I can either go into drawing out the musculature or designing the head. With this one I'm going to finish up the anatomy first. The head design is going to be a crucial component to communicating the right character and I want to spend some extra time finding good reference and doing it well so, I'll save that for my full workday tomorrow and set myself up by finishing the musculature/anatomy on the body today.

Here's what that looks like roughed in. Since she doesn't have much skin showing this is just to make sure the forms that lay on top make sense, i'm not spending too much time detailing muscles but I want the shapes to be relatively correct. Image - Linked for Nudity

 

Looks good.

I agree that a Halfling could read as a child pretty quick, so exaggerating the chest part would in this case be the way to go.

Make sure she looks like a full grown woman.

Halflings can be a little chubby ( all those second breakfasts..) right?

Maybe that can help a bit with that as well? Broader hips?

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Can't wait to see how you tackle this challenge. 

I also can't help but wonder if the voluminous amounts of fabric on her dress are going to hinder making it clear she's an adult halfling woman.  Seems to me that it would be easier if she was wearing less - but of course, that wouldn't match Izzy's concept art.  

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