Comments: 9
j9916 [2014-05-28 03:47:28 +0000 UTC]
P.S.: Do you sell these? Or take requests?
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beastgrinder In reply to j9916 [2014-06-26 15:27:25 +0000 UTC]
i do take commissions from time to time, if i can fit them into my schedule. what did you have in mind?
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j9916 In reply to beastgrinder [2014-07-31 05:47:42 +0000 UTC]
Well I have two favorite heroes and villains from each universe.
Marvel:
Nightcrawler
Colossus
Doc ock
MODOK
DC:
Plastic Man
Robin (preferably Tim Drake new 52)
Clayface
Riddler
If you did one of these guys it would be awesome.
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j9916 [2014-05-28 03:45:40 +0000 UTC]
This is amazing. I always loved Plastic Man. This is totally how he would catch a criminal. I also love your other work. Please keep it up, I'd love to see more.
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TKMillerSculpt [2011-06-26 08:04:36 +0000 UTC]
Remember, you asked for this. And I had just posted about NOT being critical. Well, scratch that. Would be artists beware...
I'm going to start off by saying something nice. The composition works for the story. Nicely handled.
Now, let start with with Elastic Man. The best way to pull off the stretchiness is to keep your surfaces uber-smooth. Even when you're conveying lumps beneath the skin, as in where he's stretched across the robber's body, you need to make sure the elastic portions are very very smooth. His neck alone is abominable. Make sure you're working in a medium that can handle what you want to convey. If you can't grind, sand, and polish your medium to a sufficient smoothness, change mediums. While I've not looked to see if you've included a backside shot, his neck doesn't appear to align with the red mass on the right of the robber's body, but that may be a nit. The compression folds of Elastic Man's body as it wraps around the robber don't 'feel' right. Maybe they're a bit too even, or maybe there's not enough of the body beneath showing through. This is more the case with the torso rather than the wrap at the leg. At the bottom, where his body wraps about the money bags, it seems forced. The last note about the character, and maybe this is my own bias, just because you're sculpting a comic character doesn't mean you can't infuse some realism. His face, and the teeth in particular are too cartoonish for my taste, but maybe that was your intent. This goes back to the smoothness issue, if you're doing a cartoon character and you want the piece to be extraordinary, be ready to sand and polish.
As for the robber... The clothing is muddy so I can't really critique the drapery, but it looks like you're STARTING to head down the right path. The hands and facial anatomy need a lot of tightening, or you need to make it perfectly clear that you're doing cartoon characters. The facial hair is... well... you should probably play with textures some more. I applaud your effort at the textures and the detail in the boots.
Lastly, the bags feel like an afterthought. the wrinkling at the tie-offs are incorrect, tie up some real fabric bags with rope to see what you're missing.
In general, a decent attempt, but there's still plenty you have to work on. One common trend I see with a lot of artists is that their intent is not clear, and that's also the case here. I'm not sure if you're trying to go halfway between realism and cartoonish because of the muddiness of the piece. Clarity in sculpture is vital, it's paramount to a professional looking piece, but it also takes dedication to a piece and a significant investment of time. We're not illustrators with clay, so plan on putting in dozens of hours on a piece. Most of the full figure work in my gallery represents over a hundred hours per piece. If you have a vision, be willing to put in the time.
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beastgrinder In reply to TKMillerSculpt [2011-06-27 03:29:00 +0000 UTC]
well don't sugar-coat it, tim...tell me what you really think. ha!
thanks very much, i really appreciate your taking the time. hearing an objective view can be very constructive, and clearly i have a lot of screws to tighten.
much obliged.
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