Nothing says 'victory' like subliminally stripy trousers. |
Not
having a wizard in a Warhammer army is a lot like going commando. You can do
it, but it just doesn’t feel quite right. That said, I didn’t want another
robed man shuffling about at the back of my battle line. Historical precedent
justifies the sausage fest that is the state soldiery, but by Jove, there’s no such
precedent for wizards! Here was a good opportunity to get a lady in the army.
The
only problem was the lack of a suitable model in the Empire and Brettonian
ranges. I’d have to make one, and whilst I have
built a model entirely from wire and green stuff in the past, I still find
the prospect a little daunting, so when the plastic Dark Elf Sorceress
was released, I didn’t see an angry pixie. I saw an armature.
Here she is, Blu-tacked together. |
I
make no claim to being a Mighty Putty Master of Mightyness, so the advice in
this post is largely directed at the first-time and intermediate sculptor;
sadly I have as much chance of surprising a veteran sculptor as a woman does of
attaining a bishop’s mitre. Oooooh,
ecclesiastical buuuuuuuurn! ...fear my sass, Church of England. Wait, do C of E bishops actually wear mitres? Whatever, moving on. If you'd like to start making Green Stuff your bitch, hit the jump.
Sitting
comfortably? Good. Onwards! We’ll kick off with the big picture. Here’s the
order in which I tend to do any given sculpting project:
1.
Prepare the armature.
2.
Plan the sculpt.
3.
Git yo sculpt on!
Obviously
it’s not quite as simple as that, but
I wanted to emphasise the importance of preparation and planning. You don’t
want to drive yourself into an artistic cul-de-sac. With that in mind, let’s
expand upon ze three stages...
1. PREPARE.
If
you’re using another model (as opposed to a proper armature), the first job is
to remove any unwanted details. In my case, this involved the removal of any
Elven details, or any details that wouldn’t suit the character I had in mind
(like her massive Siouxie Sioux hair).
The cleaned-up armature. With a funny-shaped head. |
At
this stage, I hadn’t decided exactly what I was going to do with the staff, so
I didn’t prematurely hack it up.
One of my first thoughts on the original sculpt was, "how does that dagger stay in place? Magic?" |
2. PLAN.
It’s
rare that just diving in will yield great results. There are different segments
to planning, which I shall summarise thusly:
-
Think about the character you’re creating. What vibe do you want them to give
off? What is their personality and background? How might that be reflected in
their outfit or equipment?
- Get some reference material. For example, I
had a rummage around the interwebs for items of clothing appropriate to the
style and period, ploughing through endless photos and paintings of bodices
until stumbling upon saberist’s bodice.
-
Think about the order in which you’ll sculpt different bits of the model. Many
sculptors like to work from the inside out, not least of which because leaving
the extremities of the model ‘till last makes it less likely that you’ll fingersquish
any semi-cured Green Stuff at the wrong moment. The other consideration here is
access; you’ll note that I left the staff arm unattached at first; this was
because sticking the other arm on would make it very hard to get at the
trousers, hair, and right hip, so I left it off until I was ready to sculpt the
right arm.
Evidence of planning: it's hard to see, but there are two pins drilled into the head to stop the putty being able to squidge off to one side while sculpting the hair. |
3. GIT YO SCULPT ON.
Ok,
this is the most involved step, so let’s start with the basics.
Things
you need: sculpting tool(s), sculpting putty, lubricant. And the ability not to
giggle every time someone says lubricant.
Which putty?
There
are other sculpting putties out there; I’ve heard ProCreate is good, although
I’ve not used it myself. Why they decided to call it procreate, particularly
when you’ll need to use lubricant with it, is beyond me. I can only assume they’re
not as childish as I am.
There’s
also Milliput, and although I find it prohibitively chalky, it does have less
shape memory than Green Stuff. It is actually possible to mix it with Green
Stuff, which gives you a sortof best-of-both-worlds result re: shape memory.
Brown
Stuff, I’m told, is great for doing weapons, as it can be sharpened after
curing. In my case, I’d be doing a lot of organic textures – fabric and hair –
so Green Stuff served my purpose well.
Sculpting tool(s)
I
use a GW sculpting tool, and it does most of the work; a pin is also handy for making
belt holes, or particularly thin lines. Fundamentally, almost anything in the
room around you can be pressed into service; at one point when sculpting
Amelia, I ended up using the smooth curve of the ostrich feather on a State
Trooper’s hat to get a particular shape in the fabric. Seriously, use any hard
object if it’s the right shape, but honestly, the sculpting tool really will do
most of the work.
Unfortunately,
in recent years GW have taken to selling sculpting tools with very broad-edged
‘blades’ as opposed to something sharper. This renders them almost entirely
useless. You should be able to find something very, very similar but less blunt
by having a look around the interwebs.
Lubricant (hur hur
okshutupCharlieit’snotfunny)
Many
folks hold with water as a good thing to use when trying to prevent Green Stuff
sticking to your tool. I don’t. It gets in the way. Ex-GW sculptor Chris
Fitzpatrick used to wipe his tool on his greasy forehead, and hilariously, this
does actually work, but only if you have a greasy forehead. Personally, I
usually let a lil’ drop of olive oil soak into a sheet of kitchen towel, and wipe
the tool across that. You don’t want too much oil on the blade – just enough to
help it to slide over the putty.
Mixing the putty
For those of you that haven't mixed Green Stuff before: just cut off a little strip of putty from the strip using the sculpting tool, slice out a few millimetres in the middle where the blue and yellow bits meet (as it can be semi-cured/hardened already), and squish the rest together with your fingers until you get an even green colour.
People
talk about differing mixes of blue/yellow to create harder/softer putty with
different degrees of shape memory, but most of the time, you’ll be fine if you
just have a roughly even mix (erring on the side of having slightly more yellow
than blue). If you find the putty is sticking to your fingers when you’re
squidging it together, put a tiny amount of oil on your fingertips (as
mentioned in the paragraph on lubricant). Make sure, for the love of god, that
you have a completely even green colour before you put it anywhere near the
model.
Smush the putty onto the model
The
first thing you need to do is get the putty to adhere to the model’s surface;
doing anything else to it before you’ve got it to stick would be a horrible
waste of your time. Just stretch and prod the putty until it’s covering the
right bit of the model, push it firmly against the model with the flat of the
tool’s blade, and you shouldn’t have too much trouble (unless you over-lubed
earlier, in which case it’ll just fall off and make you sad. Also, please never quote
this bracket out of context.)
Form a basic shape
The
first thing you need to do is to get the putty into a smooth, crease-free rendition
of the vague shape you’re aiming for. Once you start sculpting intricate
details, it’ll be really hard to get rid of any creases from overlapping lumps
of putty.
The
trick to getting said smooth surface is to polish the putty with the flat of
the tool’s blade (or the lil’ round bit on the other end if it’s tough to get
to). Curves can be formed using any of the round parts of the tool. In fact, don’t
think of the sculpting tool as a blade with a handle, think of it as a Swiss
Army Knife made of shapes you can push into putty.
Start creating texture
Despite
the sculpting tool looking like a knife, you won’t use it like one. The only
job of the “blade’s” edge is to provide you with a way of making long, thin
indentations. Most of the time, you’ll want to form shapes using the flat of
the blade, or to make dents by pressing the tool in with the blade at a 45 or
90-degree angle. You’ll also want to use the back (blunt) edge almost as much
as the front edge.
At
regular intervals, look at the reference material you dug up earlier, or get
people to model for you. I regularly asked Jeff to extend his left arm, so that
I could observe how the fabric of his jumper bunched and creased when the arm
was held out to the side.
It
would be pointless and counter-productive for me to attempt a long and in-depth
description of every individual movement one can make with the sculpting tool; a
video would be helpful, but at this precise moment in time I lack the
technology. One day, perhaps. For now, I’ll share a few hints and tips on sculpting
different kinds of objects.
Hair:
A common error with hair – even on professional sculpts – is to give the hair
too little volume. With that in mind, most of the time you’ll want to make the
basic shape and then draw lines into it with the blade. For free-standing
sections, make the shape and press in the lines up against the rest of the
model, or a piece of lubricated plasticard/whatever, before then bending the
putty into its freestanding position. Do this with freshly mixed putty, or you’ll
be struggling with the putty’s shape memory.
Fabric:
When sculpting folds or creases, less is often more. Making too many
indentations results in a scrappy surface texture, so be sparing and decisive. Also
think about the fabric you’re sculpting. A thin fabric will have sharper folds
than a heavy one.
Wood:
If you’re trying to sculpt wood grain, you can end up with grain that looks too
rounded. So, whereas we’ve talked about making a basic, smooth shape and then
drawing lines into it to make hair, there’s a further stage with wood: once you’ve
put the lines in, you need to gently re-flatten the surface by polishing it
with the flat of the blade, but not so much as to completely remove the grain
you sculpted.
Armour/metal/weapons:
Surfaces with sharp edges can be tough when using Green Stuff. Personally, I
find it’s important to work fast and to try to get a sharper edge before shape
memory kicks in. Once you’ve got the rough shape, polish/buff the surface as
described above, pressing the flat of the blade up against the two surfaces leading to the edge so as to sharpen it. Even more than with fabric, getting a
smooth surface early on is important; the flat areas will show up any
inconsistencies like a muthahubbard.
Chainmail:
This is surprisingly easy, but laborious to explain; bear with me. Why’s it
easy? Because you won’t have to rush like you do with things like armour, as
you’re going to bork the surface so hard that shape memory won’t be an issue. First,
sculpt the chainmail like plain, smooth cloth. Keep folds to a minimum –
chainmail is heavy stuff, so it’s only going to fold if there’s something there
to hold up the weight! Once you’ve got a nice, smooth surface, get a pin out
and press a series of holes in a vertical line down from the top to the bottom
of the mail, with the pin at a 45 degree angle to the surface. When you get to
the bottom, change the angle of your pin by 90 degrees, so that rather than
pointing down the mail, you’re pointing up, and start poking a line of holes
right next to the line you just produced. Go up and down, up and down, until
you’ve gone across the whole of the surface, and hey presto! Chainmail. Why up
and down? Because a big field of regularly-spaced dots without directional bias
won’t usually look like the rings are linked to each other.
The finished sculpt. |
Work in small, bite-size chunks
There’s
nothing worse than sculpting an amazing cloak, moving on to the hair, and accidentally
poking/squishing/borking your lovingly-sculpted fabric. Once you’ve done a bit
you’re happy with, it might be a good idea to put it down and leave it to cure.
Practise, practise, practise
Like
drawing, painting, martial arts, and pretty much everything else ever,
practise. There is no substitute. Don’t be hard on yourself when you screw
things up, because you are going to screw
things up. Screwing something up is actually a good thing, because it means
you just learned something, and are now far more likely to remember it.
Be over-ambitious
This
might sound like a bad idea, because you’re setting yourself up for a fall -
like trying to paint a detailed freehand banner when you’re still struggling
with getting stick-men right - but if you try to do something way beyond your
current skill level, your skills will improve. That said, don’t be stupid and ruin
some expensive components by covering them in poorly-rendered putty. Maybe try
doing something over-ambitious on a model that doesn’t matter; that way,
failure costs you nothing but time.
Mine's less nekkid! ...image of Sorceress shamelessly stolen from GW's website. No copyright infringement is intended. |
...and
there we have it, folks! I hope that’s been helpful; it’s quite difficult to
squish ten years of putty poking into a few thousand words. Was anything unclear?
Is there something you’d like me to explain in more detail? Has this been
helpful?
~Charlie
Now that I know she's a dark elf under her clothes, shes even more alluring.
ReplyDeleteI can't believe I said that.
Beautiful work, Charlie.
Hahaha oi! I didn't sculpt all that clothing so you could re-objectivise her! :P
DeleteAnyway, thanks :)
Any chance we could get a bit of an explanation on "shape memory"? It comes up quite a few times, but I've only got a fairly hazy idea of what it is!
ReplyDeleteShape memopry is the tendency of a substance to return to a previous shape. Think of rubber vs. plasticene. Rubber will snap back to a former shape when moved while plasticene will happily occupy a new shape.
ReplyDeleteAs green stuff dries it's shape memory increases long before it cures. This can be very, very useful but it means you have to time your projects carefully.
Thanks Jeff! Couldn't've put it better myself.
DeleteShe looks absolutely fantastic. I wouldn't have been able to place the original model without you pointing it out, absolutely great!
ReplyDeleteThanks Andy, it's nice to know the model's origins aren't too obvious :)
Delete