This artwork is called Red Moon and it was sculpted for Mindwork Studio, based on the incredible art of Jodie Muir
As always, thanks for watching. You can check some HD pictures and video turntable
This artwork is called Red Moon and it was sculpted for Mindwork Studio, based on the incredible art of Jodie Muir
As always, thanks for watching. You can check some HD pictures and video turntable
Awesome piece Alex, just like your art collection Was this a deliberate choice to not sculpt the hair much? Love your materials
Jaime
@Jaime thanks as usual! To your question, which I love: yes! It was deliberate, allow me to elaborate why!
This is the way I found to represent an actual super long, smooth flat hair for the scale of this miniature. In essence, it is an exercise of synthesis. If you look at real pictures from shampoo models for example, you will find out that the overall shape without wind blowing is just a big flat chunk of volume, and physics behave very similar to clothing. It wouldn’t have been the case for a more wild and rebellious hair, like just a curly one, or a dirty broken non taken care of style of hair.
Following previous point, it is a matter of gradients. I have no idea how to translate it in English (from Spanish). Gradient is when something decreases or increases in the extension of an axis, generating the idea or sensation of depth. Gradients are mostly used in 2d representations (gradients of saturation, detail, light, tone…) and its goal is to create a visual hierarchy of perspective and 3dmensionality. So in a painted landscape, objects closet to the viewer should be more saturated in color and detailed and form, while stuff in the background is just blurry and dim.
I believe gradients also apply on sculpture in some degree. Therefore, sculpting hair by hair like we would do in large scale 1/4 collectible, would have been a level of detail beyond the scope, as if I decided to sculpt skin pores or secondary wrinkles and other micro details. No sense at all, and destroys the focus. Tree branches are also very poorly worked for that, you can even see the clay tubes brush on the tips! But you can also see how I increased detail on the hairline, or a lot more where messiness is going on! Just the back of it looks flat and relaxed.
Lastly but no less important, this is a product thought to be painted by hobbyists, and I’ve learned through experience that it is enjoyable for them to decide the texture of some materials with actual paint! not being locked to sculptor’s decision of texture- That’s why for example i do not put texture on the mantle as well.
Excuse me for the long thesis, but I got exited for the question, because I don’t get such kind of keen observations often.
You could sum it up as lod determined by the miniature’s scale, or, in animations, distance from the camera, and artistic style and focus. Great sculpt !
Thanks for sharing your thoughts Alex, makes total sense.
Jaime
Amazing sculpt and render!
I love her! 100%