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MINIATURESPACE |
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Manufacturer Humble Beginnings [1997-1998] Gallery I
Gallery II
Gallery III [2001] Gallery
IV Gallery
V
Gallery VI
Gallery VII
Gallery VIII
Gallery IX Illumination
Sculpting
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How I painted the Forgeworld Abaddon PART II [Finishing the Base]
Now
that the skulls were finished I decided to finish the rest of the base.
This includes the granite slabs, rocky dirt, Ultramarine parts and
cables. I
decided to tackle the ground dirt first as it was going to be the easiest part
of this next stage. When I had
based the skulls in Scorched Brown I had also covered the dirt in the same
colour. I had decided early on that
for a good contrast between the skulls and the ground I would need to keep the
ground dark. This would
‘isolate’ the skull groups and individual skulls giving them a sense of
‘loneliness’. This is one of
those artistic choices that on the surface looks like a simple fact of defining
the focus but the deeper ‘loneliness’ is actually more important to the
piece as a whole. Due
to the presence of finished skulls littering the base I was forced to do each
piece of earth by brush application instead of dry brush.
During the skull work-up I had hit parts of the earth with lighter
colours so my first step was to repaint the earth in Scorched Brown.
Once this was finished I applied BeB to each piece of earth so as to
completely cover the darker colour. Note
that, this was done to the pieces of earth and not to the layer under each
piece, I left that dark. After each
piece was done I applied another layer of BeB at the edge closest to the
surface. I then highlighted this with VB and lastly [90/10] VB/BuB.
This kept the earth dark but allowed me to add depth to the amazing
texture present on base. Once
this was finished I did the granite slabs present under the models right foot
and behind the left foot. Since I
decided it was to be granite, or building concrete, I base coated these areas in
a darkened Shadow Grey [SG]. The
base was [80/20] SG/CB. I used the
last bit of dry brushing for the entire statue at this stage.
I feel that dry brushing has a place even in display and competition
pieces. It is an underutilized
technique in high end painting because of the feeling that it is a lesser form
of painting. In my opinion, if used
sparingly, it can yield remarkably lifelike textures and effects.
So
after the base I did a controlled dry brush with 100% SG.
By controlled I mean that I was especially mindful of the finished skulls
and dirt on the base. I then did a series of dry brushes with more and more emphasis
at the edges and deep texture areas. This
form of dry brush highlighting works especially well on rocks.
The work-up consisted of 70/30 SG/Codex Grey [CG], 40/60 SG/CG, 10/90 SG/CG,
100% CG, 80/20 CG/Fortress Grey [FG], 50/50 CG/FG, 20/80 CG/FG, 100% FG.
As you can see from the number of blends I can make quite seamless
natural looking highlights on any kind of stone work.
The trick is to gradually move towards the edges with every blend so that
the last blend is tightly concentrated at the hard edge.
After
the dry brushing I then apply a thinned down SW to the edges and the larger
textured areas. This is done with a
fine detail brush in many transparent coats so I can vary the intensity of the
white depending on the area I am highlighting.
Once I had the white finished I was done with the granite and then
tackled the Ultramarine parts of the base. I
decided to do the blue of the Ultramarine armour before the yellow of the omega
and the white of the should rim. The
reason for this is I wanted to reduce the amount of contact I would have with
these colours as they are easily stained. So
I started by base coating all the armour plates and helmet bits in a darkened
Ultramarine Blue [UB]. I usually
work from the darkest colour of a blended area to the lightest by continually
lightening the initial colour until I have reached the final highlight.
As a result I usually start at a shade that is approx. 3-4 shades removed
from the actual colour I want. The
darkened UB was a pre-made blend of 5/45/50 Imperial Purple [IP]/Regal Blue [RB]/UB.
The purple is barely visible in the blend and is there to enhance the
depth of the darkest part of the armour plates. Since
this is the first time I will be doing any smooth brush blending I will describe
what I do when I blend so I wont have to go into the details every time.
All the paints when I blend, after the base coat, are ultra-thin
[consistency of skim milk] to make the seamless effect possible. After
a base coat I will apply a slightly lighter shade of the base colour to almost
the entire area of area to be blended. The
areas I do not apply the lighter shade to are the cracks [if any] and the very
center of the area to be blended [if a plate] or the area furthest from the
envisioned lightest area [for linear blended areas]. The thinned paint dries as soon as the brush leaves the
contact point on the model. This
means that for a long brush stroke the paint is drying at the beginning of the
stroke while it is still wet where the brush is.
If the paint doesn’t display this property then it is likely too thick.
I then repeat the application of this shade a fraction from the edge of
the first and so on. When I start to be unable to notice even a slight difference
in the blend I will add a bit more of the lighter paint to the thinned down
paint I am blending with. I then
start applying this lighter shade to the area that I stopped applying to with
the previous mixture. It is at these junctions of shade that a slight difference can be observed under strong light. So once an area is about 80-90% blended to the top highlight I go back and blend the blend even further with a water colour like technique. I choose a colour somewhere in the middle of the blend and dilute it even further than what I blend with. It is very thin at this point so that a stroke with it on the blend has absolutely no visible effect. I apply this ‘water paint’ to the surface of the entire blend [darkest areas and lightest areas included] and force an even drying with a blow dryer. The trick of this technique is that it must be done many times for any effect to be observed. After a variable number of applications, depending on how smooth the original blend is, the area will be a smooth seamless blend. I then finish the lightest part of the blend since I don’t want the highest highlight to be dulled by the ‘water paint’. The lighter the blend the more difficult it is to see shade differences so that is why I can get away without ‘water painting’ this part. This
technique works very well on larger models but it must be modified to be used on
smaller figures. It is a very time
consuming method of blending but the results are consistent and the blends are
so smooth that many people have asked if I airbrush parts of my models.
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