Some work so far on a painting of a new miniature I'm working on. - A sorta medieval-gigerish-techno-knight-type-thing, something that might fit in with existing types of fantasy wargaming minis. They perhaps live in a castle on the moon in Tycho crater, on a distant future moon, and have nothing whatsoever to do with anything else I've posted here. Mostly its another exercise in rendering light and shadow (its all 2d painted from scratch of course), and is taking aaaaaages, I must be the slowest rendering package available.:cool: I'm still working out the arms and legs to an extent so here's the head and shoulders which are the most complete so far
Edit - Updated thumbnail, changed the name
Edit - Changed Thumbnail, changed name again 21/11/13
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well 5cr3w you all anyway...
Here's a pic of the whole thing, greatly reduced from the original resolution... still working out his arms and legs, I thought he was a bit tall (not going for average human proportions) so have reduced him to a demi-god like roughly 8 heads tall.
(and yes, Tovette, the background is similar to one you use, seems to work OK so far, hope you don't mind;))
*(nate taught me everything I know about painting, I guess that's why no one is replying;))
I really like it. I'm sure somebody will claim that it looks like this or that, but I'm not really versed on this genre, so it looks pretty original to me. I definitely like the skull theme. Are you also going to give him a helmet, shield and weaponry?
The particular style is called something like 'grim dark' (~? don't quote me on that), but perhaps making it a little more practical (his proportions are closer to real humans) and giving it more of a technological / bio-mechanical flavour so while there's a deliberate similarity with other things (theres a lot of stuff in vaguely this type of style by various companies) I'm not branding it as anything though as it is to me an original work.
It's not my usual thing I normally go for - something more practical and realistic, almost like you could build it today or see it on a modern battlefield, not particularly fancy or ornate as many of these fantasy items are very lavishly decorated (hence the skulls etc - I probably need more of that type of thing on there). So it's sort of to say, hey I can do this type of stuff too, almost as a demo to show a broader range of styles. I'm fairly pleased with how its turning out so far I think its my best painting yet, very time consuming of course. As for weapons, he had a shotgun previously, the pose is really more along the lines of a modelling guide as the whole thing started as a simple exercise so working a weapon into it wasn't totally considered from the off.
I think a medieval melee weapon would work better than a shotgun, he could maybe have a whip or something that can flow between both hands, which would suit the look of the character too I think, who's referenced slightly from one of the bad guys from 'The Road Warrior' There will be some head gear too that i can drop in from another layer on top of everything else but I don't like the design too much so far as it makes him look like a gorilla or something.
Shotgun? With the style, I was definitely thinking of a cool melee weapon like a big ol' ax or mace or something like that. Of course, a whip could be cool too, especially if you put like some nasty looking barbs on it or something. :devil:
Armondikov, if you look at it and squint, or just study the thumbnail you'll see i'm giving it a skeletal appearance with the contrast and lighting, so this shape should be more apparent at a small scale... you need bold shapes on these designs because they work better at a small scale... So i'm trying to keep interesting even as you zoom out. The shiny metal finish is a lot of fun to paint too!
Despite the scar and mohican hair cut, he looks like someone you wouldn't mind inviting round to tea with mother, rather than an 8 foot tall genetically engineered dealer of biomechanically armoured death!
His eyes look a bit odd too, but hey - its a WIP. I'm confident the finished article will be amazing as always.
Thinking of maybe giving him some cyber implants in the back of his head or something...
Not sure if I like the name of this thread, I thought it up literally seconds before posting it, not sure its sinister enough...
btw you might notice that the image is flipped - i often do this as it means the brain has to decode the image differently (or something) and causes a re-interpretation, throwing errors into sharp relief.
(I once did one that needed flipped upside-down on occasion to check it. That was really weird.)
If you use something like Painter, you can rotate a painting any angle you want and paint without losing detail - if you do this in photoshop, at least the well-old version i'm using here, you'll degrade the image with each rotation so flipping is the only option.
some curves are difficult to make smooth, so you just have to go over it and make it smooth later, so most of the work is through blending, like oil painting more than airbrushing or something.
Anyway, here he is with a more sneering growling expression, and quite an extensive rework (Again, lol) of his face and head overall. I'm not sure if i prefer it, i'm not sure what he's growling at, daibakas mum perhaps?;)
looks to me you could scale it up a bit
However, the armor is freakin' awesome.
And painter, shmainter! You're no more or less painting whichever you use... I used it briefly, I found the rotational gimmick was fairly useless as it wasn't fast enough to recalc the picture, It wasn't as interactive enough to make it really useful. While paintings made in them perhaps resemble an analogue painting I kinda thought who cares... I mean really If you're doing concept or production art I don't think it matters, a client or your FX super is not going to be sat there admiring the fine simulation of procedural canvas, also if you're painting large and scaling the image down to show online much of that effect will be lost... If i were doing very large fine art prints i'd probably want that but otherwise I'm perfectly happy with a digital painting looking like a digital painting.
Heh, genetically engineered death-machine or not, that would be extremely dangerous to his health! She might only be 5 feet tall but my mum is a dab hand with the secateurs...
Yeah, that's probably a good idea.
You're certainly doing better at facial expressions than I ever could. And, who cares if he looks happy or growly? Maybe it's just his nature.
But when I get my 90-core computer! :devil:
I get over this by always placing a ship in orbit of a planet (even if you can't see the planet) or in a dust cloud or comet tail etc. then you can have the cake and eat it.. because they will all work to add extra lighting to the scene.
Well, anyway, back to the suit, i've been very concious of contrast and it is deliberately high contrast, also some bits of the suit just aren't right but I thought some of it was looking pretty good.
http://forums.cgsociety.org/showthread.php?f=31&t=1075903
this is where, really reaching out for some critique from experienced painters (which to be fair, and with perhaps one or two exceptions, we have an utter dearth of here) I had that advice. Perhaps I should have mentioned that its a studio lighting setup, kinda... just one that I thought would light the metal suit up interestingly, with contrast lol. So there's basically a light from over each shoulder and a key from the front (left or right depending on how its flipped of course) And I think i've kept that pretty consistent... But that this guy couldn't figure that out, bothers me.
So after posting a less contrasty version, which he seemed to disregard, I think his critique sorta went from contrast overall to perhaps he's saying there's too much highlight, but you have to have fairly broad highlights for the material and lighting, and given the suit and the position of the lights they're all over the shop... being a little confused by the critique which is the only critique i've had from someone who can paint, i'll have to plod along following my own instincts. But then i've only been making and studying scifi artwork, lighting, materials, etc, for 10 years, what the hell should I know;)