So here's my sculpting plog, yep starting up a new one.
At the moment I REALLY (and I cannot stress this enough) want to sort out my issues with pose and anatomy, it seems to be my biggest let down at the moment and is causing me no end of problems.
So I'll probably be posting mainly armatures in here for a while, as I practice and do my best to address these issues.
In the meantime here's two of my more recent pieces.
This one has had the weapon arm changed slightly, but it's a prefect example of anatomy and pose being off. The aim of the pose was for the weapon to be at the end of a swing with it tucked behind his back, but there's really not enough twisting motions in the trunk of the body.
As you can see with this one the hips and feet need changing for the pose to work. The idea was to have him poised in a tree lining up to take a shot with his blow pipe.
I do like the first one, or I like the head, torso and legs, I'm not really sure what the arms are doing, there are some real problems. Do you have some more photos, specifically its left arm (so I can the full length of it), and the right arm where it joins the torso (I sense an issue there) where the pec and biceps as touching, the area obscured by its jaw.
We've discussed the blow pipe lizard and what is wrong, and how to correct the pose to keep the same overall shape/ layout (as it the overall dynamics of it). There corrections would be extensive, and require a re-sculpt. As an aside, and perhaps for later, there is another option which is to correct its right leg so it is anatomically correct; rotate it inward and more in line with the body, and have the lizard sitting on it own foot so to speak. The knee would be quiet low.
What I had in mind fo the large lizardman was more of the same as I did with the vampire I sculpted, so the weapon is at the end of a swing. I did cut off the entire weapon carrying arm to change and correct all the muscles but unfortunately did not think to take a photo of the changes before I sent it off.
As for the chameleon skink, I already had him cast to paint up for a diorama, but I'm hoping I can cut off the right hand leg and position it around at the front like you suggested, so the weight is centered over it, rather than between it.
Do you have a photo of the area under the chin, where the right arm meets the chest. I have concerns over the join, as the biceps looks like it's on top of the pec, which is the wrong way round.
Seeing as the weapon arm has been replaced; any critique of it is pretty much redundant, but it might be useful to you to hear my take (as a second pair of eyes, and to compare to other feed back you may have received);
The left arm is in the wrong place in relation to the shoulder and chest, and that's why looks disjointed. The pec has to reach all the way to the top of the biceps. The pect inserts very chose (just above) to where the deltoid inserts (where deltoid attaches to the upper arm), the whole arm has been disjointed and moved backwards (this also explains why it looks like its lacking a bit of shoulder mass (toward the back, rear deltoid).
The forearm is twisting the wrong way for the hand. With the forearm the way it is: the hand would be turned with the thumb pointing downwards, and the weapon would be vertical (and upside down). However the hand is holding the weapon horizontal.
I would be interested to see the revised arm.
Last Edit: Nov 12, 2012 4:04:24 GMT -5 by Philip S
I wish I had taken some more photos or at the very least held fire before sending it to Felix. I have a feeling much of the shoulder and pec insertion is still incorrect, just hope it's not so bad it costs Felix.
I don't have any photos of the area you asked for either, sorry about that, but I really appreciate the crit.
These are two great sculpts with only minor faults. apart from the faults already mentioned the only additional one I see is tht the lizzardman's weapon is the wrong way round in his hand, he's currently holding it in a reverse grip so the mace head would be pointing down if he held the weapon in front of him.
"We have our miniatures released, and that makes us pro sculptors in real life. AND YOU BETTER BELIEVE IT!"? Thanks - Kyte
Yeah, you're right, I missed that. I thought it was about to take a swing, not at the end of the swing.
If at the end of the swing; the mace would have travelled around the swing arc in a stabbing motion (the stabbing motion would null any power from a swing (and that's why you swing: for the leverage!) and creates problems for the grip if the mace did not strike square).
If at the start of a swing; then the lizard is using the mace backwards to shorten distance (and to keep the weapon from being bound by an enemy), and probably to combine with a spin attack (look at the nice tail!). It probably wants to get close to smash as many of the enemy as possible with each swing (think the dark lord mace strike power in Lord of the Rings!)
The mace is heavy and the lizard may drag it along (kinda like a permanent 'tail guard' in the longsword).
I mention all this because Build's intent was for it to be at the end of the swing - which doesn't work. If the lizard was using it like a samurai (Iaido), and a left handed swing ended on the left side: then the mace would have to be turned around (head facing the other way) but also the hand would also have to be turned around to (palm facing up).
Yes. Along with an explanation of the pose/ how you imagine it is moving.
i.e. 'charging forward about to take massive swing with a Dane axe'
Awesome stuff, thanks mate.
So here's the artwork as it should help far more in clearly showing what I would like to achieve.
At present with my armature, the major issue I can see is the shoulder, it comes too far out from the body (shoulder of the arm reaching down). In addition to this I don't think I've pulled the weight of the torso forward enough, which in turn has left the arm too long.
Of course any other issues or errors I would be exceptionally happy to hear.
Along with it, here is the begining to a carnosaur armature I've started. It is in scale with the current GW carnosaur.
Part of the problem (at least from my point of view) is what to do with the fore paws of the carnosaur, some of the GW artwork provides references to it being able to place it's body weight through them, whilst running/moving through the jungle.
I have opted for both paws stretched forward claws pointing forwards too, something with threat and menace but I'm not sure how well this will translate from an idea to a figure, any thoughts and pointers/solutions are more than welcome.
And finally I've been thinking about working on a new vampire, I want to go with something seductive despite armour.
Here's the pose I'm trying to use, as with the previous two models is there anything I should be aware of when making this? Anything to take on board at all?
I will of course b uploading armature photos and changing them until they have been done correctly.
I've attached an image with some of my scrawlings upon it. Taking perspective into consideration, it seems its right clavicle (1) is longer than its left (2), and your need a bit extra (3) to make them match.
The reason I say this is that the end of the clavicle is right over the top joint of the upper arms. While it's possible the wires do not match the bones, I thought I'd bring it up.
If I were sculpting I would try and match the armature to the imagined skeleton of this creature, with all the bends in the same area as the skeleton joints. If this is not possible, and I knew it was out, I would bear it in mind while sculpting and quickly correct it.
I'd suggest you sculpt in some underlying structure (kinda like a painter sketching out the structure and under-painting!). Sculpt in some clavicle 'ridges' for you to work out the pecs and biceps, and perhaps some shoulder blades.