Showing posts with label orcs. Show all posts
Showing posts with label orcs. Show all posts

Sunday, March 4

+ inload: Painting ork skin +

+ Green iz best +


+ This technique should work well on orkoid/goblinoid skin, or anything that requires a similar scheme. You might wish to use lighter-tones for gretchin, goblins and the like; and darker tones for older or bigger orks/orcs. For this example, I'm demonstrating on a model I'm using in an army for my Alien Wars project, so other bits of him are painted; you can ignore these. +

+ I've posted before that I really enjoy painting skin. I think it's one of the most rewarding parts of painting a model, and deserves a bit of extra care and attention. This applies as much to orks (or any other species) as it does to humans. There's a lot of variety in human skintones, as mentioned in an earlier inload [+noosphericinloadlink embedded+]


'I like to add diversity to my skintones – they're hugely variable even in an individual: quite aside from big differences such as ethnicity, conditions such as sunburn, sickness or even being out of breath can change people's skin colour quite dramatically. Adding touches of blue to the skin mix for stubble and bags under the eyes, touches of scab red to the mix for lips, cheeks and fresh scars, or a dilute wash of Olive Green for feeling poorly can make the difference between a cool-looking model and a believable individual.'
+... and I think that doing a similar thing for orks is a good way to add a little more realism to your work. +

+ Greenskins are interesting from a colour theory point of view, as green and red are very similar tonally; and as a result, we can use similar techniques – and even colours – as we would use for humans to paint them. This also allows us to create varied 'ethnicities' for orks. In a similar way to human skintones all drawing from various proportions of red, yellow, white and brown; all ork skintones can be made from blue, yellow, white and brown. Swapping the red for blue naturally creates green mixes when combined with yellow. With that said, just as I use hints of blue when painting humans (to mute the orange mix of yellow and red for eye bags, shading etc.), I also use hints of red when painting orks for precisely the same reasons: red is the complementary of green, so it mutes the colour and makes useful mixes for shading. +

+ A lot has been made of orks being fungus-based, but I prefer to think of them as basically red-blooded animals (as in the Waaagh! the Orks background), which have a green tinge as a result of a symbiotic fungus; as opposed to literally being mushroom-beings. As a result,I use reds and purples to show thinner parts of the skin, and keep the greens I use relatively muted. Just as humans appear browny-yellowy-pink rather than literally black or white; I see orks as basically having an extremely olive green-tinged human skintone. This also leaves a lot of space open for natural variance, which adds to the naturalism. +

+ Preparation and priming +

+ Clean and assemble your model/s and stick it/them to a base. Undercoat the models with a light undercoat of grey. I use Halford's car primer. An undercoat should cover every part and recess of the model evenly and lightly, obscuring no detail. +

+ Painting +


+ I_ Apply a dark-toned basecoat. I've used a mix of Doombull Brown and Incubi Darkness for this example. Ultimately, however, the basecoat doesn't really matter too much as long as it's dark.


+ II_ Once the basecoat has dried, add some Death World Forest and Averland Sunset to the mix on your palette to create a midtone. Apply this over all the skin except the recesses. +



+ III_ Mix a little Screamer Pink (or similar red hue) into the skin mix on your palette, then paint the nostrils, lower lip, inner ears, fingernails and elbows – essentially anywhere the would have blood near the surface. If you can do this while the paint on the model is still wet, all the better. +



+ IV_ Add some flow enhancer medium to a fresh version of the midtone mix (Death World Forest and Averland Sunset) and establish your initial highlights. Note that the colour will be lighter-toned than in step II, as it is not mixed with the paints from your initial deep tone. When placing the highlights, start to create a sense of form. Highlight areas like the bridge of the nose, brow ridge, chin and so forth; while avoiding the recessed areas under the cheeks, in the inside of the elbows and between  fingers. +


+ V_ Punch up the impact with finer highlights. Add Flash Gitz Yellow and Vallejo White to the midtone mix and apply this sparingly; concentrating on the face, and applying it sparingly elsewhere. +



+ VI_ The yellowish tint may well look unnaturally vibrant, so you can knock it back with a purple wash of Druchii Violet (or a glaze of purple).  You'll note I've painted in the teeth and eyes at this point, too. This is a good stage to do it, as the light-toned teeth give a good anchorpoint for getting the balance of tones right later. +



+ VII_ Once the wash has dried, apply sparing touches of Elysian Green as final highlights. +


+ The result +


Tuesday, January 16

+ inload: Orcs and the 'Footsore' 242nd +

+ Painting progress +

+ Out of nowhere, a band of orcs. I picked up a pack of the orc cards for Shadespire in a trade, and decided to dig through my box of bits to build my own version of Gurzag Ironskull's warband. Should work out quite handily, as the PCRC have picked up quite heavily on orcs! A few alternate sculpts should help to avoid duplication. +

From left to right: Not-Hakka; Not-Ironskull, Not-Bonekutta, Not-Basha
+ The orcs in the official warband are essentially what I know as Black Orcs; and I had a pile of those I bought for my much-delayed ork army (destined to be Skarboyz). However, I'd built and painted one or two as stock, just for the pleasure of painting them (they're great models), so these two provided the basis for Bonekutta and Basha, who are simply orcs with a double-handed axe and a pair of mauls respectively. The model on the right (Basha) needs a second maul to replace his cutlass, but is otherwise complete. The model second from right (Bonekutta) just needed a round base. +

+ The remaining two I built from scratch specifically. Hakka is a Black Orc with two axes, and a head swap from the new Age of Sigmar orc Brutes. Ironskull was the donor for that head, his own coming from the boarboyz set, which is oddly slightly larger than the standard brute one. Not wanting to have the leader as a stock model, I've swapped his rather crude-looking weapons for slightly less crude Black Orc ones, and left his armour off. THis necessitated a bit of sculpting work on the chest and back. +



+ Elsewhere on the painting table are these Iron Warriors, who have their basecoats complete, taking them to midway through part I of this tutorial [+noosphericinloadlink embedded+]. The next stage is developing the metal work and basically brightening them up a little. +

+ The five on the left are standard Tactical legionaries, the one on the right a Destroyer. +

Friday, July 24

+ inload: Tallowland Marches +

+ inload: Tallowland Marches +

+ It is said the Star Giants drew their plough across these lands long ago; before even the raising of the Hold. The land buckled and melted in the heat, and the bones of the earth themselves grew soft and flowing. For two wholemoons the skies rained ash and fire as the plough drew slowly through the groaning ground. All who stayed on the surface perished. + 

+ As the Giants passed, the land grew cold once more, and the mountains set into the soft rolling hills you see now. The great King-before-Kings came to explore the furrow they had ploughed. As Nog reached the edge of the blackened land, he saw a long scar in the earth. It sank deep – deep beyond his sight – and was seeded with gems and ore to delight a thousand lifetimes. +

+ Nog knew then that he would raise a hold. A Hold of a thousand – ten thousand! – families. He and his kin would steward these new Tallowlands. And so it became. A fort was raised; and then a keep. Over five manling lifetimes Nog laboured and sweated to bring his hold to reality; while drawing the richness of the furrow to himself. +

+ Then came the nomads. Then came the orcs. +

+++

+ More orcs on the painting desk. As mentioned in the last inload [noospheric link embedded], these Black Orcs were second-hand. The image to the right shows the colour scheme they came with. Second-hand models often come painted. A lot of the time it renders the model unpaintable owing to obscured detail etc., and they require stripping, but in this case the paint's serving as a nice basecoat – thin enough not to obscure detail, it's acting a bit like a nulti-coloured primer. I'm simply painting right over the top. +


+ That certainly makes things nice and quick, and the heavily-armoured nature of the models means that suits them well. They paint up very effectively with minimum time – perhaps an hour for each model. +



+ The orc on the right is still on the original base. They'll be moved to round bases (30mm) as I prefer the frame that creates, but it's an interesting comparison. +


+ There are another six in the process of painting (an unusual batch approach for me), and roughly thirty more either basecoated or primed. I'll probably reserve the remaining unbuilt plastic ones for my 40k orks (more on those in the next couple of months), but I do have some other fantasy models on the way. My plan is for two self-enclosed forces of what I regard as the iconic fantasy battle – dwarfs vs orcs. Keep yer eyes peeled! +

Thursday, July 23

+ inload: Tallowland Nomads +

+ inload: Tallowland Nomads +


+ Feral ork from the dark millennium, or proud noble warrior orc of the lamented lost world? (for certain values of noble. And probably scabby and belligerent rather than proud, too.) I'm not quite sure, but he was good quick fun to paint. I've had a pile of around forty Black Orcs lurking in the attic for a couple of years now, following an abortive foray into Warhammer Fantasy. +


+ This fellow was a good excuse to play around with metals, inks and washes. Aside from the skin and a few earthy areas of leather and bone, there's not a lot more to the model than armour plating, so he was a lovely distraction from bigger projects. +


+ Big cleavers benefit from a thick blood spatter – made by roughly stippling dark brown on the blade, then drawing some thick blobs of Blood For The Blood God – a paint with a name so over-the-top that I can't help but love it – across the area, working from the sharp end of the blade backwards. +

+ The back of the model has some nice detailing to the armour. I added some patches of orange to a few recesses in the armour to suggest rust, but most of them have been lost in the sepia ink. I don't think he'll be winning any painting prizes, but a gritty messy look fits my view of the Warhammer World like a (spiky, blood-filled) glove. +


+ I won't wax lyrical about the new version of Warhammer, but will note that (with the caveat that I haven't played a game of Warhammer: Age of Sigmar yet) : 
1_ The new setting seems interesting, but I have fond memories of the Old World, and was sorry to see it be supplanted.
2_ I haven't played Warhammer since 3rd edition, and this has got me painting. 
3_ Ease of entry with free, simple rules and no convention on a size of game (hence I can play with just five miniatures to give it a go) has a thumbs-up from me. +

+ In any case, I fancy painting up a few models to give it a try. As I mention, I have a load of orcs that'll let me give it a go, but may well build and paint a few dwarfs, as they were the army I played back in my childhood. +