Showing posts with label Warhammer Age of Sigmar. Show all posts
Showing posts with label Warhammer Age of Sigmar. Show all posts

Friday, 11 April 2025

Unfinished business!

Horticulus Slimux – Part 6

I suspect that every miniature painter has a few unfinished projects that sit neglected on their desk or in a cabinet. It’s a frustrating situation but one that’s all too easy to fall into. One such project for me was Horticulus Slimux and I was shocked to realise that I last worked on him in March 2018! I can’t even remember exactly why I put the project on hold, though I suspect that I was chasing deadlines on other projects. I’d painted Horticulus Slimux to a standard I was very happy with but the project stalled with his giant snail, Mulch. Other projects took precedence and after finishing my Daemon Tank I was suffering from an overdose of Nurgle themed painting. So Horticulus remained forgotten at the back of my miniatures cabinet.

Forgotten by me that is until a couple of weeks ago when he came up in conversation at the Hammerhead painting competition. The upshot of this was that Horticulus was taken out of the cabinet and re-considered. I think he’s too good a piece to remain neglected and unfinished but the snail is a problem. Considering my current commitments and the potential time it would take me to paint Mulch, I decided to let go of that idea and come up with something else that would finish the project to my satisfaction. I could see two options. First I could find a new, smaller and quicker to paint mount for Horticulus. Second I could base him up as a single miniature. 

 

 

I quickly decided on the second option but that’s not without it’s challenges. He is, of course, designed to fit onto Mulch and sculpted in a sitting pose, so I would have to find a way of accommodating this pose on the new base. Horticulus was still going to have to be sat on something, but what? My first thought was to sit him on a severed head. I’ve no idea where this idea came from but it didn’t seem an appropriate setting for Nurgle’s gardener. So what about having him sat on a rock, taking a rest, in the garden surrounded by a profusion of plant life?

With this idea as a starting point, I began to think about the specifics. The timescale was a major factor to consider. I wanted this to be a relatively quick project so I set myself two rules. I would finish the model in time to take it to Salute this year and I would only use materials and parts I already had. This gave me six weeks to work on finishing Horticulus which felt like a good amount of time to get the job done without rushing things. Next up was a thorough rummage through my modeling supplies and bits boxes. This provided both parts and inspiration. 

I had quite a few mushrooms of various sizes left over from old projects and these were perfect for my purposes. In addition a couple of tentacles and some skulls (of course!) would help to populate the terrain. The best find was the head of a fallen statue from the Dominion of Sigmar:Timeworn Ruins terrain. I quickly discovered that Horticulus Slimux could sit on this with very little work to make him fit perfectly! This meant he would be sitting on both a rock and a severed head combining my ideas into one.

 


 

Luckily I had one plinth of the correct size left after I’d use all my others for the Corsairs. The stone head required a little modification before being fixed to the plinth. Then I used a combination of cork, plaster fragments and Stirland Battlemire to build up the terrain around it.

To keep a cohesive feeling, I used the same pallet of colors to paint the base as I’d used on Horticulus Slimux. Thankfully I’d made a note of these colors on an earlier blog post and so was able to fish them out. Once again I’d be using Black Leather from Scale Colour as a universal shadow color. This has a warm pinkish hue that contrasts with the greens and harmonises with the reds. Indeed with the base painted the finished composition has an overall subtle red/green colour contrast. The dominant red area is on the mushrooms but there is also quite a lot of it worked into Horticulus Slimux’s skin tones. This is especially true of the shadows which are very warm with the highlights being cooler in contrast. I used a similar warm/cool contrast on the stone head but with desaturated/grayer hues.

Horticulus Slimux is quite fantastical enough on his own so I decided against taking a highly fantastical approach to the plants. Mushrooms, plants that grow on decay, seem especially appropriate and work well with the Nurgle theme. These would be supplemented with an assortment of grasses, moss, mould and lichen. I used a narrow range of green hues to keep a coherent feeling while relying on texture contrasts to add visual interest. The three large red caped mushrooms are resin and from Blacksmith miniatures. Their large size brings a small touch of the fantastical to the basing. All the other mushrooms were sculpted by myself out of green stuff.

Fixing Horticulus onto the base was very straightforward. He fitted into place well and balanced perfectly, so I was able to attach him directly with epoxy glue - and no need for pinning. However there were a few small gaps underneath him as his backside did not conform exactly to the contours of the statue. I filled in this space with a ‘cushion’ of moss and mould. Like many other Nurgle miniatures, Horticulus has an open belly with his guts hanging out. There was a gap between the guts and the statue that, although not catastrophic, bothered me. Instead of filling this gap with more moss I decided to extend the guts with green stuff. This filled the gap in an appropriately gruesome manner.

 


 

The final touch was to make a label for the plinth. Partly to finish off the composition but also to hide a blemish on the front of the plinth. Putting Horticulus Slimus’s name on the label felt a bit obvious so I opted for his job title ‘The Grand Cultivator’ instead. After resurrecting my long neglected graphic design skills to style the typography, I experimented with different colours. I then used the method described HERE to make the label.

 

 

It’s a shame that I didn’t get to finish Horticulus mounted on Mulch as originally intended. However, I now have a completed model that I’m very happy with and that’s miles better than having him unfinished in the back of the cabinet! And of course, I still have Mulch who could easily become the focus of a future project.

Finishing Horticulus Slimux was an enjoyable process with a satisfying result and six weeks turned out to be more than enough time. So the only thing remaining is to take him to the Salute Painting Competition. This will be my first Salute since 2019 and I’m experiencing an interesting mix of anticipation and nerves so fingers crossed for a good outcome!

 






 

Saturday, 21 March 2020

Rockgut Troggoth Part 10. Making a scenic base for my models.

Like everyone else I’ve been dealing with the changes to daily life made necessary by our efforts to stop the spread of coronavirus. As I have asthma and my partner has a heart condition we’ve been busy getting everything in place to be able to isolate ourselves. That’s been complicated by having to help and support my recently widowed Mum. But we are all in the same boat (even if we are keeping at least two metres apart) so I guess we’ll settle into our new way of life in time.

Life goes on! So it’s time to catch up with my blog posting again! 


The week running up to the Iron Skull Painting competition saw a frenzy of basing activity, partly due to the impending deadline; but mostly due to a burst of energy and enthusiasm. It felt very good to lose myself in my hobby for a few days and even better to see that result is substantial progress.


I usually find painting a base to be a quicker, less intense, sort of painting but the base for this project was not insubstantial and it incorporated a face, albeit a stone face. To get things started I decided to use Zenithal priming. That’s not something I’m overly fond of as I think it’s a rather imprecise way of representing the fall of light on a subject. But in this case it was a great way of quickly establishing the initial placement of highlight and shade areas. Before I did that, however, I took reference photos for the intended lighting and these were enormously helpful in achieving the subtlety and nuance that the priming lacked.

I often use photos for lighting reference and it’s something I recommend in my workshops. I think reference photos should always be used for guidance rather than something you must slavishly copy. The big difference they have made to my painting is that the placement of highlights and shadows on my models is now a matter of informed choice.

I said ‘frenzy’ earlier and so it was because I completed
all the painting for the stone in a single day
after nine hours of solid painting!

I often heavily dry brush my bases but in this case I painted all the stone using a combination of layering, glazes and stippling. This gave me a lot of control over my textures and in a few places the Zenithal priming still shows through, creating a soft speckled texture that works nicely for the stone. My colour palette is the same as I used on the Troggoth’s rocks. This was always a part of my plan and it helps to tie the models in to their environment.

It’s important to remember that all the colours on a base should be considered as a part of an overall colour scheme. My Troggoth and the Goblin both feature a dominant warm red/brown with cooler green/grey shades to contrast and complement. Those same green/grey shades are the dominant colour on my base. However I have still used the same dark brown as a global shade colour on the base as I used on the Troggoth.

These are the colours I used to create the green/grey tone for my rocks.

I’m not going into much detail about how I added the plants to my base because most of it was covered in my earlier post: ‘Adding plant effects to a model. Or, the grass is always greener on the other side of the Troggoth!’

However I will stress that the plants should work within the overall colour palette and contribute to texture contrast, so be mindful when you pick which grass tufts to use! Something I tried out for the first time was clump foliage. It’s a mixture of ground up foam particles and fine fibers and it worked wonders for the overall look of my plants. I found mine in a model railway shop where there was a wide range of colours and sizes.

A few examples of the clump foliage on my base.

The final step was to fix the models to the base and this is where special care should be taken. I’d planned well ahead for this so I was ready when the time came. It’s vital that your models look like they are properly situated in the environment you are creating. They should make proper and appropriate contact with the surface they are standing on. They should also affect and be affected by their immediate environment, for example putting dirt on a model’s feet and footprints on the ground.

The big challenge for this project was to make sure that both models were in full contact with the base. Both the Troggoth and the Goblin have perfectly flat surfaces underneath where they contact their bases. Because I’d decided not to have any plants on the upper surface of the rock base there would be no way of hiding any gaps. This is the reason I mounted the models onto a flat slab of stone. But the surface texture of that stone created a few gaps between the models and the ground surface!


My solution was to fill these gaps with dilute PVA woodworking glue. Surface tension drew this mix into the gaps. Over the course of several applications the gaps were filled and camouflaged. Dilute PVA is great for filling fine gaps on painted models but it’s very important to allow each application to dry thoroughly before applying the next due to shrinkage.


Basing models is something I really enjoy. It can be tricky and has the potential to go wrong. But if you plan ahead and take a little care it can be the finishing touch that brings that something extra to a model.



Sunday, 1 March 2020

Rockgut Troggoth Part 9. “Lob it, don’t drop it!”

Rather than writing a great long post I’m going to keep things fairly brief and make this a photo-focused piece.

It’s been a whole year since I actually finished a project! Not that I haven’t been busy since but a combination of workshops, long term projects and life in general has kept me on the go without actually getting to the end of a project. Until now that is because my Troggoth/Goblin project, now titled “Lob it, don’t drop it!” is finished!


If your not already sick to death of seeing my Troggoth here are a few close-up pics showing the detais (and brush marks).


I’m going to talk about how I brought the all elements together and finished the project in my next posting.

But in the mean time I have cause for celebration. I’d been looking forward to the Iron Skull painting competition for some time but, until the end of last week, it was looking like I wouldn’t have anything to bring along. With everything that happened at the start of the year my thoughts were not on painting or competitions.

Then when my Troggoth project came together, in what I can only describe as a super productive painting frenzy (again more on that next time), I suddenly found myself with an entry. Not that that prevented my usual pre-show nerves and jitters but they were rewarded with a major success!

The Iron Skull Trophy for 'Best in Show'
Gold Trophy for Scene/Duel/Diorama

I’m so very pleased and proud that my Troggoth won gold in it’s category Scene/Duel/Diorama. Then, to make an already great day even better, it went on to win Best in Show!

Saturday, 22 February 2020

Rockgut Troggoth (and Zarbag the Goblin) – Part 8.

It feels very good to get back to some painting after the upheaval of Dad’s death and funeral. I’d like to say that everything is back to normal but of course nothing will be quite the same again and it will take time to figure out what the new normal is.

Together at last! Testing the composition
for the Troggoth & Zarbag.

I left Zarbag just as his paint job began to come together but also as I came across my first problem: my palette of colours for Zarbag was the same as for my Troggoth. This made good sense as they are going on the same base and exist in the same environment. The difference is in the proportions of those colours. On my Troggoth the reds, greens and grey/blacks are secondary colours to the flesh tones but on Zarbag they are dominant. The highlight and shade colours are common to both minis.

The problem occurred with the red. On the Troggoth I used P3 Skorne Red in the flesh tones and it brings a lot of warmth and life to an otherwise cool and desaturated palette. Skorne Red is a great shade but the formulation has a soft shine when dry. This was fine on my Troggoth but on Zarbag’s robes it looked horrible! First of all it was too shiny for fabric but even worse the shine meant that it was difficult to see the blending while I was painting. This resulted in a slightly patchy and uneven finish.

The solution came in the form of AK Interactive Ultra Matte Varnish. So far this stuff has worked like magic for me! One thinly applied coat and the surface takes on a beautifully even ultra matt finish. I was then able to retouch my painting on the hood using Scale Colour paints to refine the highlights and shading to my satisfaction.

The red hood before and after the matte varnish.

The hands and feet were fiddly but otherwise straightforward as I was working with the same flesh tones that I’d used on the face. Although Zarbag’s flesh looks, naturally enough, predominantly green, the shadows are a warm red/brown. This gives added depth and nuance to his flesh but it also helps to tie him together with the Troggoth. In addition I’ve glazed some subtle blue tones onto the yellow/green flesh. This helps to create a range of warm and cool greens.


The colours used for Zarbag's flesh tones.

The other main area of note is Zarbag’s sickle, which deserved special attention. I decided to use true metallics for the blade, as the shine of the metal would create an interesting material contrast with the other surfaces. In addition, the verdigris effects I planned to use look especially good against true metallics. I painted the blade with a warm coppery gold and then worked up to a yellow gold mid-tone and then to a cooler silvery gold highlight. I then used some Citadel Colour Contrast Paints to glaze over the blade. The Contrast Paints tied everything together and softened the shine.

The metallics used on Zarbag's sickle.

The verdigris is the fun bit! Using a very dilute blue/green, I applied blobs and spots of colour to the blade. Before that was fully dry I removed the paint with a clean wet brush. This will leave stains and tide marks where the edges of the paint started to dry. I repeated this process several times with varying blue/green shades. I then glazed over the verdigris with a dark green to soften the effect.


I repeated a similar process with dark brown on Zarbag’s red robes to create some unpleasant looking stains which were further enhanced with the addition of some brown texture paint. This was created with a mix of paint, chinchilla sand and matt varnish.

Zarbag is such a small mini that I’ve been able to finish him with in a few days. All together I painted him in about a week although that’s been split up and spread out over time.


With Zarbag done I could then turn my attention to the base but, before I started painting, I had to get the back and side surfaces flush and seamless. Although not complicated it was a frustrating task. I’d used a mixture of materials to build the base including plaster, plastic, MDF and Milliput. The varying degrees of hardness meant that even when sanded flush the boundaries between the different materials could be seen and felt. The solution was to prime the base and then gently wet sand the seams - multiple times! A seamless surface can be created this way but it’s frustrating because I had to keep checking my work in different lighting to be sure I was successful.


With the base as well finished as I am ever going to get it (there is no such thing as perfection) it was time to test fit my models onto it. This would be the first time I’d been able to put the two models together in the context they are intended for. With a little fiddling the composition came together exactly as I wanted. This is a great relief as it means I can move on to painting the base with a degree of confidence that the overall project will come together well!

Monday, 2 December 2019

Rockgut Troggoth – Part 6. Some thoughts about painting hands.

For the best part of a year I’ve had difficulty in establishing a regular painting routine. That hasn’t prevented me from making progress but it’s been coming in fits and spurts. Now life is settling into a more regular pattern I’ve been able to focus my energies back onto my hobby and, over the last week, I’ve made a point of painting every day. Taking a ‘little but often’ approach is a very good way of getting back into the swing of things. I think its far better to break out the brushes for an hour or so every day than to attempting some sort of marathon painting binge!

It’s a less punishing approach and it works very well for me because, if things don’t go so well, I can simply put my brushes down and try again tomorrow. I usually find that after a couple of days I get into the flow and end up painting for three to four hours a day. Such has been the case and it’s resulted in some satisfying and productive painting.


Which is just as well because it was time to turn my attention to one of the potentially tricky parts of the model. Hands may not be quite as difficult to paint as faces but I’m undecided about that! A model’s face is usually its focal point and a major element in creating the illusion of a living being, but don’t ever overlook the hands. Hands are used to communicate and they can be just as expressive as a face. They are usually a key element in a model’s pose - be that making a specific gesture, holding a weapon or as part of a greater action. Hands will always be doing something, even if it’s something subtle.


On top of those considerations hands have a lot going on in terms of their form and structure. Fingers are not simply fleshy sausages (unless you are having a very bad painting day) but contain bones, joints and tendons all of which affect the overall form. It’s important to have an awareness of the structures inside a hand in order to paint the outside surface.

In addition to that some of the structures inside a hand, like the veins and joints, may be visible through the skin. As if things aren’t complicated enough you also need to consider how the character’s age, gender, ethnicity and species will affect your painting choices. In short hands can be extremely complex to paint and, like a face, if you get them wrong they will undermine everything else!

Which should all go towards explaining why I’ve taken the best part of a week to paint one hand on my Troggoth! It’s particularly important to take the time and effort in this case because the hands are, literally, a huge part of the Troggoth. The hands are at least as big as the model’s head and feature the distinctive stony scales that are a defining element of the Rockgut Troggoth.


My colour palette for the hands is the same as for the fleshy parts of the Troggoth. I‘d considered painting the hands in the same grey/brown colours as the stony back. But I felt they would not stand out against the boulder they were holding if I did this. I also wanted to create some variation within the stony textures on this model to describe the transition between rock and flesh. To do this I’ve painted the stony parts of the hands and forearms in my flesh colours. So, although painted with the same sharp highlights, the ‘pinker’ stone parts look a little softer than the grey stone parts.