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Hello my name is Scott F. I actually am working on, as well with another artist to create my own Fantasy Miniatures line. So far we have concepts, I was wondering if we could get some feedback and some tips/ideas to keep moving forward.
This is going to be the generic dwarf Ranged unit. He will be in a different pose, this is just a 3d Render. The weapon of choice will most likely be a gun.
Now this is the Dwarven warrior. Ready to cut anyone that gets in his way.
Our Orc Mauler is the Orc 'Heavy' troop. A small unit of these bad boys is all you need!
Finally the Human Legion soldier (basic Infantry)
Every troop that is designed will come with changeable parts. Figures will be assembled and painted by the buyer (If and when we get that far) Weapons will have different options as well as heads etc. Also I just wanted to note, ALL armies will also allow for FEMALE soldiers as well. Not just male.
DOWN THE road abit I also wish to get out there an actual rulebook/game to go along with these unites. That is in the planning as these guys go into design.
kronk wrote: The human in the last picture and dwarf in the first picture both have a very unnatural "holding 2 buckets of water" pose.
I can't see knees on the first dwarf, and his arms are clearly twice the length of his legs. Very off-putting.
The Orc looks ok.
Decent start.
At my eyes the dwarf looks proportioned, imagine to see them in a cool pose and tall 25-26mm, with hand closed they probably will look similiar to ones of other companies
This awesome red bearded dwarf have really long arms, but in this pose no one will notice it, probably miniatures have not to be proportioned like concept arts or video games character.
In most of the concepts characters are just standing, "waiting" to be sculpted, so it's normal that they looks like to hold 2 buckets of water.
I like the orc mostly too
We are currently in the sculpting phase, resin-metal production will follow.
Check Artisan Guild Miniatures updates on Facebook:
I agree that the dwarf arms look too long and simian. OTOH the orcs look to elegant and need a more brutish appearance- stooped gait, broad features, etc. The armor looks overly elaborate. Save that for the humans/elves/half breeds. Unless of course they are supposed to look like green elves.
I have to wonder why another generic Tolkein derived fantasy line, though. seems like an oversaturated market. I mean companies have been doing this and going under for almost 40 years with a handful hanging on.
Love that orc! He looks properly dangerous and much different to other orc offerings out there. He would make a great commander or war marshal. Heck, dub him a half-orc and he'll work like a charm for almost any fantasy setting.
recruittons wrote: Love that orc! He looks properly dangerous and much different to other orc offerings out there. He would make a great commander or war marshal. Heck, dub him a half-orc and he'll work like a charm for almost any fantasy setting.
I agree that the dwarf arms look too long and simian. OTOH the orcs look to elegant and need a more brutish appearance- stooped gait, broad features, etc. The armor looks overly elaborate. Save that for the humans/elves/half breeds. Unless of course they are supposed to look like green elves.
I have to wonder why another generic Tolkein derived fantasy line, though. seems like an oversaturated market. I mean companies have been doing this and going under for almost 40 years with a handful hanging on.
First of all, english is not my lenguage so this will be full of grammatical errors Yes, there are many fantasy games out here, but there are also many many futuristic games out here.
The only way to have a good product is to do what you like, as sculptor and conceptist of this game i can tell that this miniature line would offer something different from the usual view.
Yes, for the moment talking about a game is very earl. But there's a strong background under the races of the game that is really different from the usual things, probably it's more actual-current than how it seems
Regarding proportions, i have already posed some Dwarven arms, as you can imagine that sculpture is the T-pose, it means that is a symmetrical start for every pose i need of that character.
As Scott said, characters are multy part so this don't means that every dwarf ranger is that t-pose with just a different pose, each character will have his own feature, and you will be able to mix them:
for example you can use two identical box of (let's say 5 but it's not a real fact) 5 dwarven ranger. In the end you will have 10 dwarven ranger very different (but you can still recognize they are from the same class-unit).
As the dwarf you have seen is a t-pose and so a good start for posing different dwarves, some feature needs to be a bit longer, in this way during the bending procedure (not sure if it's understandable with my grammer) we can choose the good angulation
without stretch too much material. I'm working with Zbrush, it's more a clay sculptor in a digital world than a 3d software, in fact i had never worked in a pc if i had to use numbers, curvers and parameters.
I really know from my 3d sculptor experience that i always loose some lenght when i bend an arm, that's not because i don't know how to do it correctly, but simpli because working with a high poly mesh sculpt is really different from a lowpoly character for movies (wich i work also, but that's not the right place for talking about...)
This is my portfolio, maybe see some other works i did can ensure you a bit regarding proportions. Unluky i can not publish works for companies unless they are published, so it's not very full of new things, some very old models i have here was part of my first training from 2d to 3d.
Take a look here:
http://andreatarabella.blogspot.com.es/
This is one of my sculpting session i have published on youtube. Not for do propaganda of my works, just for let you to see my workflow (if you would like to see the rest, i have some other videos. unlucky they are old):
Many other concept will come out, it's not fast and it's not easy, there's many material and a selection is needed to match the background, future rules, art direction, and many other things.
Hope it helped!
Cheers,
Andrea
We are currently in the sculpting phase, resin-metal production will follow.
Check Artisan Guild Miniatures updates on Facebook:
2013/06/26 20:04:18
Subject: Re:New Miniatures line! Hope you like WIP
Every troop that is designed will come with changeable parts. Figures will be assembled and painted by the buyer (If and when we get that far) Weapons will have different options as well as heads etc. Also I just wanted to note, ALL armies will also allow for FEMALE soldiers as well. Not just male.
So here is a test print from my Dwarf Collection. Now what miniatures I will be producing will have FAR better per layer build then what was done, this was for testing purposes..
The human was created naked, for testing purposes. Armor would make him larger once he is finished.
As for the orc look previously stated. I WANT them to look that way. This is a switch around with races. Orcs are not the bad guys in this realm, it is the Elves who are the evil race who pillages and enslaves. I do thank you for your input.
2013/07/17 16:49:50
Subject: Re:New Miniatures line! Hope you like WIP
Magc8Ball wrote: Ah, I see. The dwarf "arm at sides" pic was just a render rather than an actual green. Groovy.
And apparently an unposed render. The actually model looks a lot better and more dynamic, imo!
I can add that the dwarf was posed quikcly just for a printing test in order to see if proportions works in real life and testing the multypart (for example if the bard was too thick to give problems with torso etc).
That dwarf actually should have not axes but a gun and maybe a little weapon,
the axes are not from dwarves too, so, just a quick test for proportions and cuts on multyparts... we thought that it would be nice to involve all to these firsts tests too Cheers.
We are currently in the sculpting phase, resin-metal production will follow.
Check Artisan Guild Miniatures updates on Facebook: