Dave's WIP

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Demi_morgana
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Re: Dave's WIP

Post by Demi_morgana »

strange - on pc at workplace I can see pics :?
comment soon - when I finish browsing some papers on my desk :wink:
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mahon
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Re: Dave's WIP

Post by mahon »

why does he look like prohibition-era policeman to me? :think:
or american civil war soldier...

it must be the color. :)

I like it. it's not the standard choice of colors, and I think it may eventually look very interesting.
-- Mahoń

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LittleDave

Re: Dave's WIP

Post by LittleDave »

ImageClick to see full-sized image

ImageClick to see full-sized image

Mahon, I never thought of it that way, but I totally agree. :bonk:

May need some advice on how to get the good weathered metal look, but I'll save that for when I get there. Still have to ask my highlighting question when I get home since I want to provide visuals.
mahon
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Re: Dave's WIP

Post by mahon »

ImageClick to see full-sized image

I think it's because of the buttons and the flap...
this plus the colors you used...
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LittleDave

Re: Dave's WIP

Post by LittleDave »

ImageClick to see full-sized image

I've always had a problem pushing the boundaries when it comes to contrast and proper lighting. I understand the concept in a 2d perspective, but painting a 3d object still kind of blows my mind. I think I was able to figure it out after looking at figures on CoolMini, but maybe you guys have some advice.

- The red areas are where I believe the strongest light would be cast.
- The black arrows represent a blending transition into the mid-tones.
- The green areas are places I wasn't sure if the highlights should be stronger or not.

These are raised areas on the figure, but would it look strange to have such a bright highlight at those locations? Do the other areas I have marked look right or am I off in that regard?

Any suggestions would be appreciated. Thanks!
mahon
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Re: Dave's WIP

Post by mahon »

OK, Dave - we're moving to the point when you need to make a decision...

Do you want to use the "traditional" way of highlighting - i.e. it doesn't reflect the way light is cast and falls, but more like what's the most protruding part? Or do you want to reflect the way light creates highlights and shadows? Usually it is done by assuming at least a general direction of light (eg. zenithal = from above) and painting to reflect it.

I'll post an example to illustrate my question and the difference...
-- Mahoń

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LittleDave

Re: Dave's WIP

Post by LittleDave »

I'm leaning towards a less traditional method although I would still like to see a couple examples when you get a chance. It's time for bed, so I'll have to follow up later. Appreciate it as always.
mahon
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Re: Dave's WIP

Post by mahon »

ImageClick to see full-sized image

so on the left you have half of a space marine which was quick-painted using the zenithal lighting. the light falls from above and slightly from the side (I would prefer slightly from the front, but the image is flat, so I used the side).

you can see that objects block rays of light, and where the light can reach - I placed highlights. the more perpendicular the rays were to the surface - the stronger the highlight. the more parallel they were - the weaker the highlights. following these concepts we go on - where the light cannot reach, because there is something in the way (whether it's the same or another object) things are darker.

that's the more realistic approach - often used by historical painters, and currently more and more often by other miniature painters. Once you start using it, it will be very awkward for you to return to the traditional way.

On the opposite, the traditional way, taught in White Dwarf magazines is to highlight the protruding parts (regardless of actual light or shadow) and shade the recesses.

ImageClick to see full-sized image
ImageClick to see full-sized image
ImageClick to see full-sized image

you see, noboody cares if the light can reach the part or if there would be any shadow. if it sticks out - you highlight it, if it's recessed - you shade it.

and here you can more-or-less trace the way light falls on the model:

ImageClick to see full-sized image
ImageClick to see full-sized image

you see?

bear in mind we're not talking about quality or smoothness, just about the decision which way of highlighting to choose

if the painter (mathieul) chose to highlight the bust in the 'traditional' way, he would highlight the most protruding parts of his cheeks, nose, lips - and not the upper parts. he would shade the recesses, and not the bottom parts.

I hope you see what I mean...
-- Mahoń

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Demi_morgana
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Re: Dave's WIP

Post by Demi_morgana »

if you want to use zenithal highlight good idea is spraying brighter basecoat (bright gray or even white) from above on darker undercoat - this will show you where the highlights should be placed :)
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LittleDave

Re: Dave's WIP

Post by LittleDave »

Demi_morgana wrote:if you want to use zenithal highlight good idea is spraying brighter basecoat (bright gray or even white) from above on darker undercoat - this will show you where the highlights should be placed :)
Yes, I agree. I'm pretty sure I'll have to go with the traditional approach on this figure due to my painting style and what I have done already.

Mahon, your explanation makes perfect sense and thanks for taking the time to post all that. It also answered my questions about how to use each method and where to place the highlights. Time to practice, practice, practice.
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