Wargaming Tradecraft: punk_art




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Multitone Black and White



I've been seeing some people posting lately about their own attempts at a greyscale army, which has of course led to seeing lots of people trying and posting about it. The issue I'm seeing in most of these tries is that at worst it looks like the miniatures have been primed black and lightly frosted with white primer (stippling and all) to call it done after basically a zenithal highlight, while at best they're created with beautiful blending but appear like a white version of grimdark where all the details fade away to the viewer since everything has been painted the same.

I've actually talked about this before, using different examples, during my time writing about Colour Theory, specifically for a post about Pure Achromatic painting. I've had more opportunities since then to explore the technique and want to write a follow up post.

Don't forget about Contrasting Achromatic, where I've thrown in a little colour. (Sometimes referred to as the "Sin City" technique.)

Most of the examples you can see pictured here are from that series, but keep reading and we'll look at examples from classic cinema and of my newer approaches to the styles.




The Art of Wargaming Tradecraft


2019 will be the 9th year Wargaming Tradecraft has existed. For some reason, it seems longer than that. My painting journey certainly has been going on for much longer. I want to inspire others, that's a goal of this website - and with that I'm going to take some time today to highlight some of my previous art, personal milestones and attempts to approach this hobby with an unique eye. I'm also going to share some of my personal struggles while traveling this path in hopes to help other creators who might be struggling with their own art.

If there's one thing I seem to have a pattern of, it's painting for myself. Exaggeration is a common style for me, using brighter colours and stronger contrasts.  I haven't always been totally OK with feedback I've received in the past, but much of those struggles was when I was younger and before I'd accepted that my style is going to be something I had to become comfortable with. It's always difficult to have people disagree with something you've spent a lot of effort on and put a lot of love in to. Try to see the useful advice, while still being true to yourself.

Take from this article what you can.
  • At minimum, there's a bunch of great photos of some of my projects over the years
  • Links to the projects and tutorials if you want to see them in detail.
  • There's some insight into my process and history.
  • I've also shared some of my thoughts and feelings as I can recall them at that point in time.
If you'd like to see more of what I've done, read through my Projects page and DeviantArt.

If you feel you've gotten something from reading my site for the first time or as a returning reader, all I can ask of you is please leave a comment here or on Facebook if something moves you or consider making a donation through PayPal.

What Mad Max: Fury Road Can Teach Us About Being Better Artists

TheWife and I saw Mad Max: Fury Road on opening night, (The kids in both of us were pretty excited thinking, "We're seeing a Mad Max movie in theater!") and it was a pretty great time. Not the non-stop action I was expecting, but pretty close.  Tom Hardy's Max didn't have much in the way for dialog and his "Batman Voice", while kinda terrible, shockingly sounded like the original Road Warrior Mel Gibson himself. Overall, it delivered on what you'd expect from a Mad Max movie: car chases, explosions, stunning visuals, powerful music and... inspiration.

I wrote about Object Oriented Hobbying once and the idea is that in order to make a large project manageable, you want to break it down in to smaller parts. Many of you have the skill to paint better, but it requires patience. If you're painting something highly detailed, take your time and focus on just one layer of paint or one section, like an arm or piece of armour, at a time. When you're modifying a figure, look at every aspect to see what you can change. (Just remember to look at it as a whole too, so you don't make it too busy.)

*NO PLOT SPOILERS*

Painting from the Heart

This is a more specific follow to my previous post on Bringing a New Style to the Hobby than my first follow up earlier this week. From the moment you begin thinking about painting, the most important thing is that you paint for yourself - No matter how many people will view your final works. Without really putting yourself into what you're creating, the final product will be lacking.

Have you worked on models before and hated what you were doing? Do these end up looking as good as the rest of your work? If they do, how do you feel after the project? Have you reached a mini burn-out? I have only ever approached painting in an assembly line style twice. (paint 1 colour across a whole squad, then the next colour, and so on) Never again will I do this because it literally feels like an assembly line - I was not bringing models to life, I was just applying colour to them.

For someone to really excel in the art world, they need to be creative... emulation will only get you so far. If there's one thing I've learned over the years, I'm only truly creative when I'm working on something that's interesting, appealing and most of all, I enjoy. I'm sure many of you would agree with this - not just when you're painting, but when you're doing anything. You've got to enjoy what you're doing if you want to flourish at it.

"I think that the purpose of all of this is not to create a style but a way to express what's inside our heart, a feeling, hot, cold, happiness or sadness." - Gimnir (His blog, translated to English)

Gimnir left this comment in response to my first article on all of this and he's exactly right. While I was focusing specifically on trying to get people to stop emulating what they see and branch out into their own styles, I totally missed mentioning this very important aspect of approaching painting. If more of us would just paint what we feel, there would already be a stronger diversity out there. Yes, it takes longer and more practice to find yourself in your art rather than copy someone else, but by the time you find your own groove, you will have a strong grasp of what you're doing and everything will flow naturally. TheWife also points out that there will be different areas you pour yourself into - for example, she enjoys modding much more than painting.

Painting / modding isn't the only thing that draws us to this hobby, but for those of us who aren't just trying to get a basic army painted, it's a big part of it. I've said it before, I don't get a chance to game as often as I'd like to - but that's alright. Over the years, the tradecraft has turned into more of a hobby to me than gaming. I enjoy it, it relaxes me, I like talking about it and sharing my experience. When I paint, I just let the colours flow. I've been doing so many tutorials lately that on my Halloween Project (which I'll get around to finishing soon, delays aside) I had to just paint some parts, rather than taking pictures at every step. I do paint in a way that's fluid and I can't really say "step 1 - this, step 2 - that, etc" so it's been interesting doing all these Back to Basics posts and having to be more analytical about painting. (though it's easier to define simpler methods) I also think that being more analytical has been good for me as I try to expand my skills.

I also want to point out some posts from a user called "Orki" in a post on WAMP forum that was discussing my original post. To paraphrase what he talks about, he basically says that to truly paint freely, you need to learn many styles and then paint in the moment with whatever works right then. He continues to suggest that if you find yourself a specific style that works for you, it's time to move on and start learning again. This will all allow you to paint from the heart, using aspects of all the styles you learn as "tools". He also says:
"there is no destination. It is an illusion that gives us something to aim for. The journey is where the subjective truth is found, infinitesimal and unlimited in it's scope and bounds. Whether we realise it or not, we have already 'arrived' and what little remains is just expansion within ourselves, within each moment."
I just love the way he talks about learning is a constant process and he's absolutely right - none of us should ever think we're at a point where we have nothing else to learn. We should instead constantly strive to learn new skills, especially if we find ourselves at a point where we're stuck repeating a single method.

Additionally, Massive Voodoo in constantly posting about their own inspiration. If you're not already following this blog, you need to - they're guys who really paint from the heart. They do have a label specfically for inspirational info.

While you do need to start with basic steps to learn the hobby, experiment. If you're curious about how something might turn out, try it. Buy up a bunch of used models at your local store or online and use them for practice. Most importantly, be creative and paint from your heart.

If you look back at some of your older models, either those that look terrible or just look nothing like your current ones, do you at least smile and recognize it's been a good journey?

Bringing a New Style to the Hobby: Followup

This post comes a little late, but I wanted to follow up on some of the feedback and discussion received on my post "Bringing a New Style to the Hobby." Thank you all who linked here and shared your thoughts - I don't want you to think I'd forgotten about exploring this topic.

There was some great discussion in my comments:
  • Glen Murie has an excellent view for those who paint to make some money - you want your miniatures to look like everyone else's so that they're comparable. This way you "cater to the whims of the judges" making your models easier to judge in comparison to others. Winning competitions and getting high Cool Mini Or Not scores mean you can sell your minis for a lot more. Since newer concepts aren't received as well, the time investment might not be worth it. I have to agree with this view if you're the type after some monetary gain, although there's still potential in being the first to start selling new styles.
  • Gotthammer points out that creating something new can be much more rewarding than the tried and true method and he's absolutely right.
  • Gimnir, regarding your comment - I have a whole post spawned from it, so hang in there.
  • Thor [Creative Twilight] makes the point that painting something different can appear a lot nicer than the tried and true method. (even when it's not) I've also got to agree with this, Thor uses the example of Ultramarines he plays against being painted better than his army, but that he gets more positive feedback on his because they're something others haven't seen.
    I think this could be due to a couple reasons - the first being that different things stand out from the normal and look special. The second reason is that something you see a lot of ends up being held to a higher standard.
  • deedoublejay makes a simple, but accurate observation about people copying what they see simply because they lack creativity or are afraid to fail in their attempts of creating something unique.
  • Dave Thomas talks about how your painting style is influenced by what you see / are surrounded by. He's perfectly right that both your peers and the images that are marketed to you will influence what you think a miniature should look like. He expands to talk about how once you find a style, it's hard to paint in another you might not be as good at, and suggests copying minis you see, just to try these other styles.

Also, thanks to the magic of Internet, I can see where some more discussion takes place. The following are some of the things I'd like to point out:

http://www.wamp-forum.com/VB4/showthread.php?5133-Something-to-Ponder-Over

  • frogimus points out, while talking about his 9 year old daughter's painting, "it didn't matter what color the panther is supposed to be, her panther is purple." - Period - that's all that's important. (though for those interested in fluff, lets not forget we're talking about fantasy and alien worlds.) Later in the thread, he makes a great comment that many of us are painting Warhammer / 40k and other army-based miniatures; That this breeds preconceptions about what models should look like, (Chapter colours, ork skin, etc) and that armies are predisposed to being created all similar. (rank and file) He suggests we GW fans need to try painting models from other sculptors that don't have these rules.
  • Undave (no relation) points out, like Glen Murie, that it would be difficult to judge models drastically different in style and it's a good point - you can't compare high quality oranges to apples.
  • Also talking about this is shanerozzell, who suggests many people are just stuck on what the "ideal" form of painting is and points out that another factor that should be considered is that when looking at a single mini vs a whole army, quality and composition should be judged differently.
    I have to agree with this, especially since I tend to lean to painting my Eldar to appear stronger when you're standing further away, making them look great on a battlefield, but a little rougher up close. Meanwhile, highly detailed models placed side-by-side and looked at from table-top distance appear rough, but excellent up close.
  • BNSminiatures points out that there aren't any hard and fast rules on how we should paint, and he's completely right, finishing off that you should just have fun!
  • Orki has a very unique look at style and painting. To paraphrase what he talks about, he basically says that to truly paint freely, you need to learn many styles and then paint in the moment with whatever works right then. He continues to suggest that if you find yourself a specific style that works for you, it's time to move on and start learning again. This will all allow you to paint from the heart, using aspects of all the styles you learn as "tools". I really love this outlook on painting because suggesting that we need to be constantly learning and not getting stuck with one view is something I'm a big fan of. He also suggests:
    "there is no destination. It is an illusion that gives us something to aim for. The journey is where the subjective truth is found, infinitesimal and unlimited in it's scope and bounds. Whether we realise it or not, we have already 'arrived' and what little remains is just expansion within ourselves, within each moment."
  • EldinTux also suggests that fluff-nazis might have problems with all of this. Should we care? No - but it's good to be aware of who might criticize your work.

http://www.tbforum.co.uk/showthread.php?t=5993

  • Ritual also talks here about how looking at other miniature designers / systems / etc and getting away from the Games Workshop standard is a good way of being opened to new styles of painting. (Though it should be mentioned that while GW is one of the biggest makers, anyone who concentrates on any one company's minis could fall into this trap)
  • Snudge also has an interesting point that people copying others style isn't limited to accepted styles - that even one thing might suddenly get a lot of fame and get copied very quickly by many people.
  • mbd suggests that how we paint might be influenced by where we are in the world - I'd think this is very possible since world region affects how we grow up, who we are, and how we do anything we do.


Now, not everyone got the point of the post, and I hope it's a smaller group. While some of my ideas may have been inspired out of nostalgia, I think reading the entirety of the post would have shown that I wasn't suggesting we should paint like we did 15 years ago or that stuff was better then, just that other styles are an option, variety is nice and that Demons have recognized drastically different methods of painting.
  • There was one interesting point made here by evansmull, that as the quality of the models have improved and become more realistic, so does how we're trying to paint them. This could be quite true, though I'm not sure why people seem to be under the wrong impression that real has to equal dark. Many artists and graphic designers do this. Yes, shadows are important to creating realistic images, but there's no reason the shadows should envelope everything and destroy so much physical detail.



Overall, there's a couple views that seem to come up a number of times. It's an interesting point that for those people who paint competitively, they need to look like everyone else, just better, so it's easier to compare theirs to the models they're being judged against. Another theme that seems to keep coming up is people recognize that looking different gets stronger criticism - a lot of the feedback was from people saying "who cares what others think" but there are plenty of people more reserved who do care and aren't willing to take those chances.


I'll leave you with some of these gems that were suggested by readers and found on forums that referred my post. These are examples of minis that have their own style and still look good:

Bringing a New Style to the Hobby

Barry Lees, Golden Demon 1993, Veteran's Category
Here are some thoughts that have been brewing for a while, sparked more after attending Games Day North America 2010. (Baltimore)

Recently, Lauby has been talking about things that have stirred up my thoughts again and I finally think I know the direction I want to start taking things. (Read his thoughts as of this posting in Part 1, Part 2, Part 3, Part 4) Get comfortable, and if you only have a little time, please come back to this post later.

I entered two pieces into the Golden Demon painting contest (both making first cut) and was slightly disappointed to see that a majority of the other entries seemed to blend together into a single mass. They look great up close; this is not intended to be a slight against the artists. But take a few steps back and most of the models disappeared in a sea of darkness. We all get it - in the grim darkness of the future, there is only war - and if there is one thing that Ron Perlman (narrator of Fallout) has taught us, it is that "War... war never changes".

Lauby's posts made me realize I'm not the only one with woes regarding today's common style of painting. Something that came up was the idea of how human nature is to emulate until we get bored and find a new vice. I recall that when I was a kid, a lot of the great works of art I saw in miniatures were done in washed out sepia tones and lighter or brighter colours which looked great and was the reverse of today's landscape. However, much like today's work, it blended together when you put figures from different artists side by side because everyone was still painting the same style.


[Update: to reiterate and avoid confusion, this isn't about nostalgia. Some people seem to be confusing this as me saying everyone should start painting like we used to 15-20 years ago - let me point you at that last sentence: Even back then, when a whole bunch of models painted similarly are placed side by side, they still wash out and blend together. This is about adding diversity to the art. The Golden Demon photos I've included from the past are there to show that other styles have successfully competed.]

Matthew Parks - Golden Demon 1995, Slayer Sword
I'm going to point out a few pop examples as a way to help you understand what I'm talking about.
Sitcoms used to be prevalent on TV and then reality TV started taking over the airwaves. Over the last few years we have been seeing a rise in adult cartoons and low budget, amateur or specialty programming. As a long time fan of anime, I was happy when North America started airing shows like Lost to bring storylines to audiences rather than just trying to get as many episodes out of a series as possible. The TV landscape now is actually somewhat diverse.

Then there is the video game landscape, which for a while has been getting stale compared to the 80's and 90's.  Before awesome 3D graphics, all a game had to rely on was innovation, writing and game play. Designers had to work hard to carve a niche out for their styles and prove to the audience that they had something new and worthwhile - and they did, because they laid the ground work for every video game that's been created in the last decade. Then game designers began relying on pretty graphics instead of solid game play and storyline and quality dropped. They blamed pirates for low sales, making the assumption they weren't releasing garbage. A lot of what comes out these days is just rehashed from old ideas. However, there's a lot of indie developers, the "little guys", getting further into the game industry thanks to services like Steam which allows them to distribute their content and we are seeing some really innovative stuff again. (Things like Audiosurf or World of Goo)

Gary Taylor - Golden Demon
1995, Fantasy 3rd place
Neil Thomason - Golden Demon
1995, 40k 1st place
Actors already create something a little beyond reality. All those accents, dramatic pauses, exaggerated gestures and so on are exciting to watch.
A salesperson can give the perfect pitch to someone for a cheap, gas efficient vehicle and that person could still go buy the expensive, go fasta red sports car.
We read books, play video games and watch shows or movies nowhere near realistic and sometimes not even plausible because we enjoy the diversity and flight of fancy found within them.

Now, if the problem can be defined as "Everybody's art looks the same" then the question is "How do we change the current landscape of painting styles?"


We have to try something different. The longer we wait, the more stale things are going to get. I'm not saying everyone should stop painting dark and paint light, (then we still look the same, just brighter) but that we need to try our own styles rather than emulate what everyone else is doing.

The quickest method would be to have a bunch of great miniature artists switch up their style and encourage others to adapt to their own unique methods too. If a lot of us start trying new things, while it may not look great at first, it could open more eyes to the possibilities out there.

Any time a new reality is created, it must be given a certain style. Landscapes and the objects that fill them don't have to look "real" but they must be "believable". This is true in movies, tv, games, books and anything someone has dreamed up. Even cartoons like the Ultramarines Smurfs are believable to a certain extent. Maybe when our brain sees something that does not try to look real, it relaxes and accepts what is being presented to it. This is the creation of what's known as "suspension of disbelief."

Adrian Wink - Golden Demon 1991, 40k Vehicle
Miniature gaming universes have a background and a "look", part of that being how we the painters bring the models to life. (It occurs to me that maybe there's a reason much of Games Workshop's art is in black and white or grey scale; to leave our options open.)

The great thing about trying something completely new with a hobby is that it does not cost a lot of money. A model, some paint and an idea is a lot cheaper than a car manufacturer adopting electric. I suppose there is your reputation if the idea fails, but I would hope others would at least appreciate that something new is being attempted.

Before I continue, I should point out one clarification:
At this time, I still think an army should look unified. They don't have to be painted exactly the same, but they should look uniform. (Though this general rule is sometimes bent, for example, Eldar Aspect Warriors.) What I'm trying to get at isn't "paint every model differently", it's "develop and paint in your own style and not like everyone else."

The following are some examples of what I am talking about - worlds that are believable, however unreal they appear, followed by my thoughts on other techniques we could see improve and mix up the landscape...

Baseline
Doom 3
To compare where we are currently at with most miniature painting, I would point to video games like Fallout 3, Doom 3, Quake 4 and so on. These are games striving to become ultra-realistic and while creating a spookier atmosphere they have also become darker. The detail within these games is incredible, just like in Warhammer, but also masked in shadow. A lot of the detail and effort that went into these graphics is lost to that darkness.
Quake 4
These are examples of games that did it right. There are plenty of other games out there that tried to appear realistic and failed. Games like these, we criticize.
Fallout 3

Sound familiar? When looking at realistic models, we usually have two reactions - awe and critique. Not only do we see all the amazing things the artists have done, but the longer we look at it, we start seeing all the little imperfections.

If you want to go down this path, that is still fine. Ultra-realistic art does look incredible, but shouldn't be considered the only option that you can aspire to. Just because everyone else is doing it, is not a reason for you to as well.


A Whole New World [World of Warcraft]
A game with 11 million people immersed in this universe nearly 24/7 has got to be doing something right. The graphics are obviously better than The Realm or Ultima Online but WoW got a lot of criticism early on for being unrealistic and somewhat cartoon-ish. It is difficult to create a video game that looks like real life, especially one of this scale.

Instead, they have created their own style for everything that players can accept and feel part of, rather than one that's not quite right and constantly having it's flaws pointed out. Believing the world you're immersed in is extremely important. By creating your own style and placing it in the context of a whole uniform system, things look right. Not only do they flow, but they trick your mind into accepting what you are seeing, rather than criticizing it.

By pulling art just a few steps away from reality and/or putting it into a context of it's own, you create your own world and tell the viewer what they should believe. Too far though, and things may look outrageous and unbelievable.


In retrospect, the miniatures I painted after my considerable amount of time in WoW may have been influenced by that world. However, I love these miniatures because when you're looking at them on the field of war, not only do they stand out and you can see the detail, but normal indoor lighting takes over and adds the shadows for me. It's actually a nice bold effect. (and yes, that Guardian IS rocking a Lascannon)

Warp Spiders, Guardians and D-Cannon Crew painted by Me

Razzminis - Chaos Lord
Outlining [Borderlands]
Cell shading has recently become popular and it's the act of giving 3D games a "drawn" look by outlining the objects in them (from the viewer's perspective) with black, like in a cartoon. This is sometimes bold with thick black outlines but Borderlands did it subtler than other games. Instead, there's a lot of detail on the models themselves and the old cell shading techniques are used just to outline, adding emphasis to details. It could be done in black or maybe even a much darker/lighter version of the detail's colours.



Before you pass over the model on the right, take a long hard look at it. There may not be the normal darkness of Chaos in there, but I guarantee you that if you're 6' away, looking down at him on a battlefield, you will see all the detail. I saw this mini while working on this article and it made me think of a practical example of how subtle outlining might look. Shading is not consistent and light does not appear to hit from the same angle. Instead there is an overall highlighting from borders and edges inward, creating a type of outline.
Borderlands
Sketching [Borderlands]
The other aspect of this game's art is that the open areas on the models have a bit of a rough sketched look rather than natural blending. Multiple colours and/or shades are still used, but rather than a gradual blend, there are more steps. This creates an interesting gritty / dirty / worn look.

I will admit to seeing this same technique used on TheWife's Ace of Cakes show (the same people that made the giant Squig cake for Warhammer Online) to create a life size R2D2 cake in the style of the Star Wars 3D show - shading and blending was done rough and streaked... it's just another way to do things.


Reduce Detail to Emphasize Detail
YuliaPW - Farseer Sketch
Similar to sketching, I have seen this style from time to time and Yulia just posted this art as I'm working on these thoughts, so I thought I would use this example. Basically, the act of reducing detail in less important areas causes the detail you do apply to stand out.
This could mean painting areas such as limbs out of focus, rougher, sketched, in muted (darker or lighter) colours to bring the viewer's eyes immediately to higher detail areas like faces, chests, insignias, etc.

In this example, this Farseer's face immediately jumps at you for the very reason that it's not lost among the rest of the image.

Black and White or Grey Scale with Colour [Sin City]

Sin City
Here is an idea I'd love to see en mass across an entire army. It might work better with fantasy than 40k, but I can still see it working in sci-fi. Picture an entire army done in bold black and white and/or softer grey scale. Shades of grey still leaves plenty of room for beautiful and detailed blending. Interesting, right? Some units could be painted softer greys while maybe shock troops and elites could have strong contrasting black and white.

The twist is to choose certain aspects of your models and give them colour. Eyes could be piercing greens, claws bloody red, insignias or tabards could jump right out at the viewer, heroes could be given more colours than those that surround them and so on.
Sin City


Sin City comes to mind because it plays with a lot of these contrasts. The whole movie is in black and white, but certain things are given bold colours to make them stand out.

I'm really curious to try this method out myself.
Lighting
Raymond Mason - Foule Illuminée, photo by Me, Montreal Quebec
I'm guilty of not paying close attention to where the light source should be shining on my models. I've been trying to get better at this rather than just using generic highlighting techniques such as placing highlights on edges or central areas. If you consistently highlight with the same light source direction in mind, your army will appear more uniform. Usually this will mean a top-down approach. The guys over at Massive Voodoo talk a lot about Zenithal Lighting and have some great demonstrations on how it is done.

This is somewhere you could switch things up, applying highlights as if the light source was in front of your models, behind them or even off to one side.

Scrap Tower, photo by Me
In the case of direct lighting, you could paint shadows solid rather than blending. Some say this is cartoony, but try shining a light directly on an object and see how the shadows land. An intense light source creates stronger shadows with less blending. Avoiding solid shadows is actually an example of how our hobby already usually chooses what looks better over what is real.

Finally, you can also change the colour of the light on your models. In Warhammer Fantasy, perhaps some evil ritual is casting a red glow or nasty Skaven stuff has made a green luminescence. In 40k, there are plenty of alien worlds with different suns and coloured atmospheres to shine any colour from the rainbow on battlefields. For example, a light brown wash over a whole model, Snakebite Leather in particular, can actually cast a bit of a sunset sort of lighting.


Playing with Colour Theory
Complimentary Colours
From 99Solutions
Analogous Colours
From Xara Xone
This doesn't have to mean using bold options like complimentary colours. (Colours opposite each other on the colour wheel - Red-Green, Blue-Orange, Yellow-Purple.) If you want objects on your model to stand out though, take a look at a colour wheel and choose something opposite the colour it will be near.

Another option is analogous colours. (Similar colours, side by side on the colour wheel - Red-Orange, Blue-Purple, Yellow-Green.) Every model in your army could be roughly the same colour or in the same shades.

Silent Hill the Movie
You've seen plenty of examples of this in movies where the characters are dressed in clothes similar in shade, tone and/or colour of the set.

Person Unknown
Photo by Me
Similar to analogous except using a single colour, photographers will often use the sepia setting on their cameras to take pictures with that old rustic look. It is basically greyscale, except from central colour, shade to black and highlight to white. Details on models could be painted darker or lighter shades of overall colouring - a Space Marine could have blue armour, light blue trim, dark blue knees, etc.

Art Techniques
Old Radio, photo by Me, added noise (stipple-ish) effect
There are also other techniques for creating and shading art, one being stippling. This means using dots and their proximity to each other to create the image and shade. Perhaps some kind of physically rough base coat could be used on a model and go from there.

Another is using lines " // " and/or hashes " ## " to shade rather than solid shadows or blending.

I'm not schooled in art, so my knowledge on colour theory and techniques is a little limited. I'll leave you with the suggestion of doing some research into ways artists will play with colours or try to find out how pictures that stand out to you were made.

Emulation of Artists

Vincent Van Gogh - Starry Night
Speaking of researching art, there are plenty of famous artists out there who have already created plenty of painting styles that could be attempted. If you research the various periods and the big trend setters, you'll find some dramatic shifts in what was considered art. Because of all the research that's gone into them, you should even be able to get a good idea of how their works were created and the best way to recreate them.

Why not treat your minis as a pallet? I'm not talking insignias and open space pictures, I mean paint your whole model in these other styles.

I'm also particularly interested in exploring applying this kind of art to minis.



This topic has spawned a whole lot of ideas in my mind, and I expect this to be the beginning of a sporadic series where I try to explore different painting styles. Really, who says that we have to approach our miniatures and constantly try to place them in the context of our reality? Not just because we're already talking about science fiction and fantasy settings, but also because we can treat these figures as three dimensional canvases.

From a practical standpoint, you've just seen a number of options for someone who wants to try some new methods - a few that specifically interest me. I'm not entirely sure where I want to go next on the theory end, but I do intend on exploring my thoughts as well as trying some of these ideas out.

I can only hope that these thoughts get your own ideas spinning and I'd be interested in hearing what you think and seeing any models you try. Whether you want to discuss this further or have me feature your attempts in a later update, you can reach me at: npluspluswargaming [at] gmail [dot] com.

If you think I'm off my rocker, I'd also like to hear from you - you won't convince me I'm wrong, but I am honestly interested in knowing what the opinions are of others and WHY. (If you're going to tell me every time we paint a model, we should try to make it as real as possible, you had better back that statement up.)


I've tagged this post with the label "punk_art" which is how you can keep up on or reference the series.
"Punk: a style or movement characterized by the adoption of aggressively unconventional and often bizarre or shocking clothing, hairstyles, makeup, etc., and the defiance of social norms of behavior, usually associated with punk rock musicians and fans."
[Update]
In the last 24 hours since posting this article, I've received over 1000 hits (Big thanks to Massive Voodoo for linking to it) and 4 people have shared their thoughts on it. I even added a large email link to my blog in hopes to receive some feedback This is a disappointing response and gives me the impression that for many people it's one more "cool" article they find online and forget about in a few days. I'm not going to walk away from this because I truly believe I'm on to something, but I think it speaks out again to the "status quo" or "routine" our hobby has settled in to.


If you are moved by what you've read here, please offer some feedback.

[Images in this post copyright their respective owners as credited in their captions and/or section headings. Golden Demon photos taken from White Dwarf Magazine.]