Tuesday, July 16, 2013

Words of advice from MAD...



It's been a loooong while since I've posted anything. I've been very busy but I just can't talk about a majority of what it is I've been doing, "professional confidentiality" and all that. Also, much of what I've done is now in plastic production and waiting an official release announcement. I'll post pictures once that is available to the public but until then here are some words of advice from Joe Madureira, ("MAD") I pulled from his Facebook account and am reposting here about being an artist. I thought it was a pretty good read.





*Art Advice*
Do you really want to be an artist? Or a successful working professional?
Believe it or not there is a difference. I’m not usually a soapbox type guy, I don’t like instructing people, and I think I’m a terrible teacher. But hey, it’s Friday and I’m in a strange mood. So here goes:
I’ve noticed that a good number of my fans happen to be aspiring artists themselves. This is for all you guys. I get asked constantly: “Where should I go to school?” “What classes should I take?” “What should I study for anatomy?” “What pencils and paper do you use?” “Should I be working digitally now instead of traditionally?” “How do I fix my poses? Learn composition? Perspective?” “When am I going to develop my own style?” “Who were your influences?” “Teach me how to draw hands!” The list goes on…
Here’s the deal. All of that stuff *is* important, and it may nudge you in the right direction. A lot of it you will discover for yourself. What works best for one person doesn’t work for another. That’s the beauty of art. It’s personal. It’s discovery. DON’T WORRY ABOUT ALL THAT CRAP!
Instead I’m going to answer the questions that you *SHOULD* be asking, but aren’t. These are things that have only recently occurred to me, after doing this for 20+ years. These things seem so obvious, but apparently they elude a lot of people, because I am surprised at how many ridiculously talented artists are ‘failing’ professionally. Or just unhappy. The beauty of what I’m about to tell you is that it doesn’t matter what field you’re in or what your art style is.

In no particular order:
1) Do what you love. If you are passionate about what you’re doing, it shows. If you’re having fun, it shows. If you’re bored, IT SHOWS. Some guys are able to work on stuff they have zero interest in, and still pull off great work, but I find that when I do this my motivation takes a huge hit. And Motivation is key. Money is not a great motivator. It’s temporary like everything else. And honestly, I’ve gotten paid the most money for some of the shittiest work I have ever done. That may sound awesome, but it’s not. And here’s why…
2) You MUST stay Excited and Motivated. Have you noticed that there are days you can’t draw a god damned thing? And some days you feel like you can draw anything? It’s 4am but you don’t notice because you are in the ZONE. Your hand is racing ahead of your mind and you can do no wrong?! Maybe it’s some new paper you got. Or a new program you’ve been wanting to try out. Or you just found some amazing shit on DeviantArt, or watched some movie that just makes you want to run straight to your board. This relates to the above because while it is possible to involve yourself in projects you aren’t excited about—maybe you need the cash, or think it will look good on your resume, whatever it is—it’s not going to last. You need to stay fresh. Expose yourself to new things. New techniques. You should be getting tired of your own shit on a fairly regular basis. Otherwise other people will.

3) Check your Ego. If you think you’re the shit, you’re already doomed. You may be really, really good at what you do, but there’s someone better. Sorry. There’s always plenty to learn, even for us old dogs. So when I meet young upstarts who have this sense of entitlement, or a know-it-all attitude, I just have to laugh. Some of the biggest egos I’ve ever witnessed were from people who have accomplished the least. Meanwhile, most guys who are supremely talented AND successful, and have EARNED the RIGHT to have an ego and throw their weight around, don’t. Why is that? It’s because…
4) Relationships are important. This may be one of the biggest lessons I’ve had to learn. Early on, I didn’t value my relationships with people. Creatively or otherwise. I felt like I didn’t need anyone’s help and I could figure everything out on my own. Let’s face it, many of us become artists because we are reclusive, social misfits. We’d rather stay inside and draw shit than go outside and play. We like to live inside our own minds. Why not?! It’s awesome in there! And sometimes we don’t want to let other people in. But like I said—you can’t do it alone. I can honestly say that as much as I try to stay current, as much as I try to push my work and draw kick ass shit that will excite people, I would not be where I am today if it weren’t for all the other people I’ve met and learned from along the way. Guys who pulled strings for me. Took risks on me. Believed I was the right guy for the job. You need to manage your relationships. You need to network, and meet people. Drawing comics is still a pretty good place for reclusive types—but if you want to work in big studios—Making games, Films, animation, basically any other type of job on the planet, you’d better start making some connections. Be likeable. Be professional. That doesn’t mean be an opportunistic ladder climber. Fake people lose in the end. Be yourself, but be professional. It’s no secret that when people are hiring, our first instinct is to bring in people we know. It’s human nature. I don’t like unknowns, even if their portfolio is awesome. If we have a mutual connection, if they have great things to say about you, you’re in. If you have AMAZING artwork to show, and I call your last employer and they tell me what a pain in the ass you are to work with, you’re done. Talent and skill only get you so far. I am literally amazed at how often I meet guys that are total assholes and think they are going to get anywhere.

5) Here’s the BIG ONE. The greatest obstacle you will ever have to overcome IS YOURSELF. And the Fear that you are creating in your own head. Stay positive. Stop defeating yourself. There are artists I know that are so damn good they make me pee my pants. I look up to these mofos. I study their shit and I want to draw like them. And they are almost NEVER working on their DREAM project. And—big surprise, they aren’t happy in their job. “Why NOT?! WTF is WRONG WITH YOU?!” is usually my reaction. And the answer is almost always “The market isn’t great right now” “Other stories/games/comics like mine don’t do very well” “The shit that’s hot right now is nothing like mine, It’s just going to fail.” “I’m not sure I’m good enough.” “I need the money.” “Too Risky.” “I tried it before and failed. ” It doesn’t matter what words they use, they are afraid for one reason or another. I know. I’ve been there.
But here’s the deal. YOU NEED TO TAKE RISKS. Guess what? YOU ARE MOST LIKELY GOING TO FAIL. If you want it—REALLY want it, that won’t stop you. You will learn A LOT. My good friend Tim constantly jokes about how I jump out of planes without a parachute and worry about the landing on the way down. You may think that I’m lucky, that it’s easy for me to say because I’m already successful, that I’m in a different situation than you all are. But it’s not true. Risk is risk, no matter what level you’re at. If you’re already successful, you just take even bigger risks. But they never go away. Everything in life is Risk vs. Reward. Not just in your career. LIFE. You’d better get used to it.
I didn’t know what the hell I was doing when I got into comics. I left the #1 selling book at the time ( Uncanny X-men ) to work on Battle Chasers during a time when ‘Conan’ was about the only fantasy comic people knew. And no one was buying it. I wanted to work in games, so I started a game company. I had NO IDEA WTF I was doing. I just wanted it, really bad. We tanked. It failed. No big surprise. But the people I worked with got hired elsewhere and rehired me. I started ANOTHER game Company. We had 4 people and a dream, and some publishers wouldn’t even meet with us, because their ‘next gen console’ teams had 90+ people on them. I literally got hung up on. “Stick to handheld games, it’s smaller, maybe you can handle that…” one MAJOR publisher told us. I don’t blame them. But we didn’t let it stop us. Thank god we didn’t listen to them. Vigil was born. Darksiders happened, AND we got to make a sequel. It stands shoulder to shoulder with the best games in the industry, and the most elite and experienced game dev studios in the world. How is that possible?!!! Hardly any of us had even worked on a console game before. I’ll be honest, I was thinking we would fail the whole time. I just didn’t care. If I had to play the odds on this one, I’d bet against us. Why am I telling you all this shit? This is not me patting myself on the back. It’s just stuff that has somehow only dawned on me recently when it’s been staring me in the face for so long. I feel like I need to wake you guys up!!! I’ve been limiting myself. I’ve gotten afraid. I’ve taken less risks. I saw my career going places I didn’t want to go. I wasn’t happy and I wasn’t excited. And I’ve realized, that all that stuff I just talked about is the reason I am where I am today. Not because I have a manga style, or I draw cool hands, or there’s energy in my drawings, or all the other things people rattle off to me. There are other guys that do all that same shit, and do it better. And amazingly, those same guys constantly tell me “Man, I wish I could do what you are doing.” “SO DO IT!!!!!” PLEASE listen to me—because I want you guys to make it. I want to look to one of you people for inspiration some day when it’s 2am and I need to keep drawing. Stop worrying about all the other stuff—the pencils, the paper, the anatomy, all that shit. It will only get you so far. You’ve already got most of what you need. I hope this helps some people. From the bottom of my heart, thank you for all the support over the years. You are all one of the greatest motivating forces in Sappy but true. Ok, let’s go draw some shit!!!

Sunday, January 20, 2013

Skorne Mammoth



A long time in the making the Mammoth was the last project I worked on for Privateer Press. Originally started in January of '12 this was a co-project between myself and one of the PP in-house sculptors, (not sure who there got waylaid to work on it otherwise I would post his name. Could be Sean, could be Brian. I just don't know.) My job was to sculpt the nekkid body. No armor or weapons, just the body. Once the body was done it was shipped to PP where someone else would have the task of putting all the complex Skorne armor on it. Since it took me about 5 months to do just the body I think I would have killed myself if I had to do the armor as well, and if I had ground my way through the whole project then it wouldn't have turned out as nice as it did.
One of the major problems with sculpting large things like this is the threat of the miniature collapsing under it's own weight while you are making it. The armature can support only so much before bad things begin to happen, using lighter, non bakeable puttys or clays like Chavant or Castilene is a way to combat that, or using armatures that are much more rigid will support it. But considering it would have to be cut apart and the armature removed for production as well as shipped in the mail then that restricted my materials to work in. Super Sculpey would have been ideal due to it's light weight but is kind of brittle after baking and Fimo is far tougher but much more heavy so I ended up making a mix of both in hopes of getting the best of both worlds. It sorta worked... Sorta. One other thing was I didn't break the model down when done. Normally the main body would be split open and hollowed out to cut down on material costs and shipping weight but outside of the arms and head/tusks being separated from the main body he was left intact otherwise the sculptor after me would have to reassemble it just to add his work. I did what I could to keep it as close to the concept art while making sure there would be enough space for the other sculptor to add the armor. I hope it went all right.
Regardless, my hats off to the other person who worked on this project for making some stellar armor to put on my dude. He looks a whole lot better then when he left my hands.
Picture provided by Privateer Press, painting by Privateer painting staff, sculpt by me and... Someone else...


Edit: Sean Harrison did the armor, thanks to http://daughteroftheemperor.blogspot.com/ for tracking down the info. 


Wednesday, October 31, 2012

"Ping Pong" The steamjack of crushing might!









Blast from my past, I did this guy sometime back in '03 I think and was one of several Iron Kingdom themed figures I made to show off to Privateer in hopes of getting a job as a sculptor. Funny thing is is that I was already sculpting steampunk themed figures before I knew about Warmachine as I was in a D&D game that had that element in it. Steam and fantasy was a concept who's time had come but there wasn't much in the way of figures available in that genre. I think Mage Knight was the closest but I wasn't a fan of their figure production so I started to make my own. When I found out that there was going to be a new game that had all the things I was trying to do myself I got excited and started to make figures inspired by the Iron Kingdoms.
At one point I was invited over to Mike and Ali McVey's place and in his work room he had the masters for Magnus the Traitor's jacks there. After taking about techniques for sculpting armor and mecha I got inspired to give it a shot. I really liked the idea behind the mercenary mecha and I knew I wanted to make a utilitarian jack turned into a make shift war engine. I came up with the idea of a mining machine with a drill for digging and a massive claw for moving rubble. With that rough idea I went to work and just sorta free form built it.  Ping Pong is primarily made from Plastruct, brass rod and screws, acrylic spheres, brown stuff, some guitar wire and... A ping pong ball, (Which is how he got his nickname.) The head is the only part I didn't entirely sculpt and is an old Khador Destroyer head modified as I was still leaning about sculpting and wasn't comfortable just doing one from scratch. All the spikes and studs were done using a process I had never considered at the time; press molds! God, I wanted to smack myself silly after learning that and just how simple it was and how many problems it fixed. I remember the drill being an odd, spur of the moment inspiration where I glued varying sizes of plastic tub inside each other to make it solid, carving and sanding it down to a cone then heating a strip of triangular shaped Plastruct with a heat gun and wrapping it around the cone in a spiral. Don't know where I got the idea from now but at the time it was so obvious how to do it that it was spooky. I think I made him over the course of a week during the down time I had working graveyard in a porn shop, which there was a lot of. He stands just shy of a whopping 90mm which is even taller then the extreme Juggernaut I think. But, he does fit on a standard large base, so, he's got that going for him at least.
Soon after I had a meeting with the head honchos at Privateer's production site. Mike introduced me to Matt Wilson and Brian Snoddy and I showed off my stuff, Matt was kinda surprised by Ping Pong as he said he was working on something similar, some kind of warjack for the dwarven faction. Funny but it's not the first time my work has paralleled Matt's. Kelly Yeager who is head of casting joined the meeting and Mike wanted to know if the jack could be reproduced but it was a definite "No" as he was made from plastic and wouldn't have withstood the molding process, (Privateer had yet to make he push into resin so everything was metal cast.) But this guy, a new necrotech figure and a couple of concept pieces of what an Ios-ian soldier and Scorn warbeast  would look like was enough to pique Matt's interest in hiring me on at PP.
Every once in a while I look at this guy and want to do touch-ups on him. Fill in gaps, add detail or just refine him but I always stop myself since it's an example of my early work and to mess with it would ruin a reference point of my life so he stays as-is. I do get cravings to paint him too but something always comes up, who knows, maybe he will get a makeover some day.

Friday, September 28, 2012

I used to draw

...Like, a lot. I was so-so at it but I was always doodling or drawing comics or something but since I got a job as a sculptor I rarely have time to sit down and just draw and to be honest, it's not as satisfying as sculpting. In fact, if I am working on a personal project I usually skip the concept art stage and jump right into the sculpt. I always work on artwork provided by the company I am doing a job for and there is something satisfying by just working off of a loose idea and free form sculpt from there. 
A few years ago Ron Kruzie ran across a sketch I did for one of his Warhammer armies from, "Back In The Day," when neither of us did anything on a professional level. ( You can reference some of this story on the Iron Back Spitter post I made a while ago http://monster-zer0.blogspot.com/2010/11/ironback-spitter-king-of-koopas.html ) Ron asked if I was capable of producing concept art? Good question. It had been years since I did anything 2D and the best way to find out was to do it and see what happened.
I did three pieces of art and sent them in, nothing ever came of it but I thought I would post them here just to share. Now, before we get into it I have to do a disclaimer: These are NOT concepts that Privateer will be releasing! I am NOT showing you a preview of, "things to come." These pieces of art are my own ideas based off of Privateer Press's products and was only to see if I was creative enough, and capable of conveying a dynamic idea in the form of a drawing. So that being said if you start the rumor that these are in the works it's all on you.
(And yes, that is what my handwriting looks like, misspellings and all.)


First up is, "Wulg," Mulg's welp. Remember when I told you the bedtime story about how Mulg came into being and the original concept behind him? If not, go look. S'cool, I'll wait... http://monster-zer0.blogspot.com/2010/07/hello-my-name-is-mulg.html Anyway, The idea was that Mulg had suffered from some kind of horrid magic attack, something his troll metabolism just couldn't entirely deal with and the club fist was the best it could do (also the reason for the scar across his eye, chest and arm) So, Wulg was the product of that accident, A welp spawned from, "the most ancients," blown-off arm. Even though he's a welp being from a dire troll and more muy especial then just any old welp (imbued with an ancient earthborn dire trolls abilities and whatever residue magic that caused the accident in the first place) he's grown to the size of a trollkin. One massive stone hand from whence he grew is his main weapon and since he is from a dire troll he's got all the bad attitude that comes with one. some of the fun ideas for rules would be causing earthquakes (a cone effect) by slamming his fist into the ground, being able to move terrain by 1D3 inches in a direction of his choice. The other was that Mulg has animosity towards the welp; if on the same battle field and within a 6" radius of each other the player has to flip a coin; heads Mulg goes about what he was doing, tails and Mulg tries to eat the welp in an attempt to get back the power the little bastard stole from him. I thought it would have added a random and fun element to the game, sorta like some of the older rules for Orks in 40K. I chose the name Wulg as a play on the Mario/Wario nonsense Nintendo did a while ago and in the drawing Wulg's bigass arm should have been his left since that was the arm Mulg had lost in my original concept.




Next is, "The Blessed Of Everblight" A crazy-ass Nyss Warlock uses a complex spell and submerges himself in a spawning cauldron (willingly and still alive) in attempt to become closer to the dragon he worships and this guy is what came out. A Nyss / draconic hybrid, basically a warbeast that can cast. If you look at the chest you can see his head, chest and arm sprouting out of the beast. 



"The Privateers" - This was an idea for MonPoc I had a while ago, a fleet of intergalactic pirates come to Earth to plunder it. Ala Captain Harlock, Star Blazers, Macross, stuff like that. Space cruisers with a battleship theme to it. I thought it was a fun nod to Privateer Press.
Even though I am waaay out of practice I hope you guys still get some enjoyment from this post.

Saturday, September 1, 2012

"The Thing that should not be..."









Here is something for you Monpoc fans, a proposed figure that was never used for the Lords of Cthul faction. Much like the, "Extreme," sculpts I did; as in: "I'm inspired to sculpt something on my own," this guy was sculpted after I had done all the figs for the faction. My understanding was that even though PP liked it there was no current place for it so it has been sitting around my works space for a couple of years now. I've got far too many things like this half finished and floating around but I thought I would post this guy to see how or if people would react to it.
I changed the overall design and instead of a fat gut and larger lower body I made him look emaciated, switching the mass to his brain. I remember watching the movie "The Time Machine," ('02 version,) and really liking Jeremy Irons character. The idea of a brain growing down the back really appealed to me and I decided to make that the central focus of the sculpt. His hands and feet are all webbed and three fingered/toed keeping the aesthetics from the other figures in the line but I made them more wiry and lean as if all it's body's nutrients are going straight to the grey matter.  I also had him squatting like a toad from the bulk of his brain and added a fifth eye. A third eye wouldn't seem that impressive since there is already Cthul who have 4 so five makes it just that much better... Right? He is about the same size as guys like Yasheth or Cthugrosh but only because of his vertebrae. 
The general idea is that he was a psychic attacker/defender. Maybe causing madness in the opposing forces by flooding their fleshy minds with disturbing nightmares or images of other realms. Anyway, hope you enjoy a bit of what might have been; cortex and tentacles.

Friday, August 24, 2012

Noh Rashinma-To







One of the cool things about Gencon is that all the companies that I've sculpted for finally show off their work which means I can finally talk about it. Here is the Hunter, (I think he is called "Rashinma-To,") and his warhounds that I did for Soda Pop Miniatures. Leaner then the Berzerkers and a tad taller since his hair is bigger he was the third Noh I sculpted for John Candice. The concept art by Chris Walton had a pretty wide stance and to keep that look and fit him on the correct base I made a scenic insert for him to stand on. Not sure who did the color drawing but it looks like it is based off of Chris's concept art. Anyhoo, no official picture of the mini yet, (that I could find) so the ones here are either from me or scrounged from the net. In the 4th pic, Zenida and Sprite were sculpted by Aragorn Marks using a digital haptic sculpting tool which I thought was pretty cool.

Wednesday, August 22, 2012

Kasaro-To, general of the Noh faction





John Candice has had me working on a bunch of the Noh figures for the release of Relic Knights and this guy is the latest. General Kasaro-To, his mount Dahaka and his cipher, "Azi." designed by Chris Walton this guy was a crazy complex puzzle that kept me busy for quite a while. Just when I thought I as making progress or getting things done I would notice/remember some detail that would need to be added. And then to top it all off, making the pieces fit together AND on the base? Oh yeah, I was having a ball. Noh are big so squeezing this guy on to the base size while keeping the dynamic stance was a big worry but I think he turned out OK. The mount's head is on a ball and socket as is the tail so a little freedom of posing is possable right out of the box. And even though there is a joint-key in all 4 shoulders and waist they are still ball and socket too so with a little cutting customizers can get more poses out of the mount... But I don't know how the general will fit on the back after that is done.

Anyway, here are some pics of the greens to go along with the other Gencon pics. Sorry, I'm not a photographer but it should give you an idea of the parts breakdown. Sculpted with Fimo, greenstuf, Magic Sculpt with cast resin parts and brass rod.
Pics snagged from Gencon, art is based on Chris Walton's concept art, (but I don't know who colored it,) and the last three photos are done by inept, 'ol me. Hope you guys like.