Pictures still crappy – the cloak should be of a much more intense emerald green – but since I am getting so little painting done these days I really wanted to share this with you.
I’m still painting.
But still painting.
I’m showing this as a work in progress, both because I am planning to bring out a few highlights still, and because I hope I’ll be able to take better pictures. The colour of the cape, in particular, is quite off in this one.
The sculpt is gorgeous and I tried not to ruin it too much. I took a couple of bold risks going for two cold colours for the metal and the cloth, and placing such a cold mini on a desert base. I did work some yellows here and there, but it does not show too much. Does the mini feel unbalanced to you?
Also, painting desert sand turned out not to be the easiest thing in the world… Do you have any suggestions?
Another work in progress, since my bases are still lost in the mail… So, here’s my initial work on Ysis, a named character of the Dirz faction.
The original paintjob for the card, as you can see, went for a nice blend of different off-white tones for the suit and a dark steel for the weapons.
I wanted something to match with the crossbowmen, so opted for a red suit and contrasting, pale blue nmm metals. As it stands now, I think the metals may be too monotonous, even though they suggest the idea of some kind of mechanical prosthesis, which I would be quite fitting. I’ll try to add some yellow reflections coming from the ground. I will also have to add a visible yellow spot somewhere, probably the lens on her mask.
The figure is suitably slender for an assassin and its pose is charged with tension. Even though it’s difficult to capture it on photograph, the sculpt is literally dynamic: when you have it in your hands your are constantly invited to turn it and it works well from every angle.
In relation to the rest of the Dirz miniatures, Ysis should provide a link between the crossbowmen and the armoured knights that came with her in the starter box, by combining the red tone of the cloth I used for the former with the blue-grey tones of the armour, which should be predominant in the latter.
She still needs some touching up, but what do you think so far?
I didn’t want to post pictures of the new project until I had finished the bases as well, but since I still haven’t received them I’ll go on and share some of the Dirz models I’ve been working on.
The first model is a Scorpion Neuromancer – which is almost, almost, too badass a name to be cool. This mini I had won years ago at a painting competition for kids and painted in a horrible, flat, dusty-looking, pea-green cloak. Every time I was looking at my Rackham models he was screaming for a better paint job. I worked some ice blue and purples and darker green in the cloak, darkened the tunic and completely reworked the armour, which used to be TM gold.
Now for the armour I tried a new technique based on the high intensity 4 colours CGA palette. Here:
Or, better, here:
I’m not going to use the CGA palette all the time, and I think it would be difficult to pull it off on a whole miniature, but for some smaller and weird looking NMM I really think it’s a nice idea.
Next, I was working on three Dirz Crossbowmen. Unfortunately I had bought the models second hand and they came with some layers of glue and paint on the junctures that I wasn’t able to remove entirely, but the beauty of their vaguely inhuman sculpt still shows without problems.
I decided these are going to be either homunculi or alchemically enhanced humans, so I added cyan and yellowgreen to the very pale skin tone. The only drawback, since they are going to sit on desert bases, is that they’ll need a lot of sun lotion.
Their izaars are done in the usual transition from purple to red that I like, to which I added some highlights of good old Citadel Ruby Red from a veteran pot of paint which has been with me for around 20 years.
I’m not sure how well the dark miniature will fit with these lighter minis – we’ll have to see if common bases will do the trick…
I hope you like this new project, next I’ll probably show the assassin and possibly the first Nomads, who are currently on the workbench.
I hardly need excuses to bring another Rackham model in the Orc & Goblins project, but this one is simply perfect as one of the handlers in the gnasher herd.
It’s bigger than the other goblins, so you’ll have to assume that he has managed to survive his extremely precarious line of work for some time and made a profit. Apart from this it ticks all the boxes: it fills the base space of a prodder team perfectly, has a pointy stick and, on top of that, is well protected by armour, which is surely one of the reasons why he’s still alive. I can definitely see him pushing the bouncy red mayhem through the tunnels. The cap and bells is fitting enough, as you can imagine squigs being chased on by noise and I also have a few other models banging cymbals and blowing bagpipes to stress the idea.
As you can see, I went for NMM, but lighter on the whole than what I did before on the goblin king with the big mace. I think this works better, and it’s also easier to pull off. It may be more cartoonish than realistic, but that’s ok for orcs and goblins – my main concern is for the whole army to be colorful, yet more or less cohesive. I tried out some pure yellow glazes here and there and they look alright suggesting some reflectiveness without going too chalky. The NMM can still be improved… but I think I’m improving!
Another reason I like the sculpt is a certain Brian Freud feel… is it just me or did you get it too?
’till next time!
A nifty alternative to the mutant shaman of witchcraft, this smaller, more traditional, cave goblin from the Battle for Skull Pass set is painted like the rest of the cave goblin horde but stands on top a slab of rock to show his status.
The paint job is basic, with a little more emphasis on the puppet fetish on top of his staff. The base is an experiment with a piece of bark, painted more or less as slate – I should probably increase the contrast somehow…
The texture of the fetish’s cloak is voluntarily coarse, done with some yellow blots where the folds stand out, glazed over with red and purple to blend it in a little.
I will save the pyromancer shaman for later and move on to the next project…
Till next time!
I went for a quick paint job and a garish palette.
Most areas – like the scarf on his face – are layered with several different colours, building up from the initial zenithal highlight, other than using some shading and highlighting as usual. The vest mixes turquoise and aquamarine with blue shades and pure white highlights. The tail is a mix of green, purple and light browns. And so on…
NMM is very basic and with little contrast, but I think it works well all the same.
Next I’ll do some basing and show you a picture of this fella in the horde.
Till next time!
I started working on this extremely pleasing Rackham miniature which will represent a cave goblin witch doctor following the way of witchcraft.
I decided to include mutants alongside the classic squigs or gnashers from the caves – it fits the theme of general weirdness of the cave dwellers and will allow me to throw in the occasional outstanding model. The figure has a tail that you can barely see which suggests a brush with skaven warpstone.
I went for a silk aquamarine robe, with turquoise, green and blue shades and watered-down white reflexes (still working on it, of course), a definitely rougher rag mouth scarf – put on in haste to protect himself from the foulness of elven perfume – and added to the usual cave goblin skin palette some violet and some extra pure yellow for dramatic highlights.
Pictures are meh, I’m sorry, but what do you think so far?
Work and travels made me fall behind schedule on the cave goblin project. In order to show something this Monday, then, I’m giving you a preview on the next goblin project – the cave goblin witchdoctors. Each of them is meant to be used for a different way of magic among the three available in the 9th age for goblin mages, and each miniature has a distinctive feel matching it.
The first model is a classic miniature from GW and will represent the Pyromancy witchdoctor, due to the flame motif on the back of his cape. I gave the mini a decent paintjob years ago, and now is definitely time for a revamping. I might put more flames on the robe and I’m considering to make the robe itself red. It would also be nice to resculpt the staff to make it more appropriately “flaming”, but that’s probably beyond my skills.
The second model is part of the Battle for Skull Pass night goblins set. He’s going to represent the witchdoctor of Thaumaturgy, a way of magic focusing on the divine, on account of his pot full of sacred mushrooms and what might count as a goblin-god fetiche of some sorts. Or something to scare little gnashers away from mushrooms pads. Since the model in itself cannot match the other two’s imposing presence, I’m planning to work on the base and plop him on a high mystical rock.
The third model is from Rackham and will count as the mage of Witchcraft, which is the way of magic of the wild and the wicked. A bigger model, and very slick, this witchdoctor has snorted up more winds of magic than the other two combined, and ended up with two nice horns. This one I’ll have to downplay as I come to do the basing, but it won’t be difficult since he already occupies most of the base.
Here it is for now. Now for the final rash# of green grunts…
This one is supposed to hold the place of the king in the regiment whenever the king has other kingly things to do.
Another great sculpt, clean and simple. Apparently they had a thing with big bulging eyes in this series: after the eye on the little squig I showed at the beginning of the project, I decided to paint this as a glass eye and I think it turned out fine.
Next, we’ll be back to some rank and file, with a cameo from an old 40k model to spice things up, so… more to come!