Showing posts with label Sculpture. Show all posts
Showing posts with label Sculpture. Show all posts

Saturday, 29 January 2022

Friendship ended with....

 whoever my previous favourite sculptor was. No idea really, Hepworth? Some un-named Medieval gargoyle-former?


Because now Akishi Ueda is my best sculptor




Twitter isn't completely awful, I actually knew nothing about this artist, not even their name, but was drawn in through the algorithm showing images, links and suggestions presumably based on people I was following. 



(This guy in particular reminds me of myself.)





From the links and images I saw an art book was being made and that it was not horribly expensive, and so a purchase was made and thence utterly forgotten about while the book slowly germinated and then slipped across the seas.




Ueda (Akishis?, I can never get Japanese names the right way round), work runs from the beautiful nightmare to the somewhat sugary, probably you can guess which arc of that I prefer more, but all of it is dreamlike, somnolent, the halls of Morpheous open up and processions come forth, all quietly intent upon their own journeys and purposes.




Children dreaming of kings or kings dreaming of children, comfortable terrors.




Many such snouted creatures, they remind me of Baku the dream snaffling monster.




Many Fairytail Riders, creatures like men riding wonders sprung from the impossible paradoxes of a peasant grandmothers descriptions of an impossible beast, yet made real.




Or common figures and characters from parallel-world Fairytails, or visions of us in the dreams of the impossible creatures that might exist obverse to us across the wall of sleep.




There is an instagram here

And you can get the book..



Monday, 14 December 2020

Toy Update

 Apparently we can get away with posting our toys on here as "content" and since I am only part-way through reading the Pathfinder Bestiary 2, here is a record of what I have been up to on my weekends.



I just love Slaanesh man, I suppose this is my only chance to be fabulous. This is the earliest model that I think is any good, manly due to the conversion, (push-fit Primaris Captain, elf-head, tzaangor sword, old lead chaos marine lord backpack, deathwatch combi-plasma, collected bitz and plasticard on the base and a Blood Bow snotling to cap it off. Behold Lord Fabulous of the Emperors Children.



My Kitbash Noise Marine squad leader. Primaris Apothecary body, elf head, pink space wolf combi-bolter aaand random other stuff I can't remember. Squig was an adaption, Primaris Marines have one foot on a rock so often I think they must have servitors or something carrying rocks around so they can stand on them overseeing the battle. 


GW's remade classic Glam Rock Noise Marine Champion. Not perfect, but not bad either. This guy has a crop-top and abs which you don't get to see much of in the finished mini but thanks GW for making that choice.


I have developed this fascination with the interrelationship of colour and mass, which as it turns out is basically an infinitely deep and mysterious topic.


Dazzle. Noise marine conversion with a stormcast base and god knows what added on top. A somewhat frustrating photo as all my experiments with patterning were originally inspired by WWI disruptive camouflage Dazzle Patterns for ships and of all my minis this one came out closest to that ideal. She looks great IRL but this was my attempt at using a lightbox instead of daylight and even with a lot of fiddling with the image its not great.


Tooth-Marine! Brush your teeth everyone! Push-Fit Stormcast, old Marine sniper scout gun, hand reader from a Primaris kit, and the big Tooth from the Chaso Spawn kit - still a very fertile source of bits from a time when GW tended a little more towards the lego-interpretation of modelling. 


What if your Noise Marine gun was literally a Banshee or something you pulled from the Warp? Well here you go; push-fit stormcast, chaos backpack, an old metal Drachny'en and Abaddon head which I found in a little shop that was only open and selling bitz for a short while, old warhammer banshee and a bent paperclip as her eldritch bindings.



"Bugfucker" - a dude who joined chaos largely so he could bang Tyranids. A noble goal. Push-fit stormcast, filed-down genestealer cultist head, Abaddons old Claw of Horus, weapon bits from I think one part was the Chaos marine Havoc seat and another was some tyrranid thing.


Pretty simple Stormcast Conversion with Chaos Marine Chainsword, no idea where the Bolt Pistol is from and one of Abaddons metal trophy-racks turned sideways and stuck to a chaos backpack.


Nice wee group shot of the 'boys', (two of whom are girls).





Everyone's favourite Space-Mengele Fabulous Bill with a funky chaos-spawn mobility scooter made from a foot from the new Warhammer Gargant, bits of a Tzeetch screamers kit, still more of the seemingly endless resource of the Chaos Spawn kit and an arm from a Keeper of Secrets.

Yes I gave all the hands medical gloves.





A big project! A Keeper of Secrets I did for a friend. Kept me up for a weekend and a day, and that was just for the painting after the assembly and undercoat. Finally got the skin looking ok right before the end but it was questionable right before then.


My other project that produced ok-looking results - a Fallen/Moon Cult/random cultists force which evolved from a bunch of Kitbashes I made for an Inquisitor game more than a year ago.


A Dark Angels Inquisitor I got because I just really loved that model. I found I do better painting when I either Kitbash something or just really want that particular piece without any real context. he has a power maul from the Havoc kit but he does look a little Loony Tunes with that heavy mass held up there. He is meant to be Fallen/Nihilus Marine so perhaps he is going to bonk a loyalist on the head.



These were all painted with a trinary zenithal highlight of blue, green and yellow, and then all kinds of inks and whatever on top. The tank was an experiment in weathering that didn't quite work but ended up looking ok as part of a force. If you can see any of the text on there it has the book of Job scrawled all over it beneath the weathered overcoat.

There are moon-steeds accompanying the tank because, well I had the parts. One is a very old knights horse I got from a friend with a face and tail from the cornucopia of the chaos spawn kit, the other a Stormcast Gryph hound with a skill from the warhammer skull kit as a face. 



The lady shooting a bow from the top of the tank is an old archer body with a necromunda head (though her paint job isn't that great up close) and there is a converted Lord of the Rings goblin dude with a Cadian bottom half kitbashed onto him riding along.

These particular troops are largely penal soldiers from Victoria Miniatures with lots of warhammer and 40 bits and pieces, at least one has an old fanatic body. The Grimdark Bagpiper is the only pure Victoria Minis piece in there. Hope I did him justice.

I have an Instagram where I post this stuff if anyone's really into it.

Saturday, 12 September 2020

Thoughts on this Gundam

First time putting one of these together. Apparently this one is an MSN-065 SINANJU NOE ZEON MOBILE SUIT CUSTOMISED FOR NEWTYPE (TITANIUM FINISH).




The whole thing is push-fit and largely stays together, (the arms still want to go on holiday a little) which means some really high grade plastic engineering. The whole process of assembly felt super-detailed and like something a huge number of people have put a crazy amount of time and energy into, and also had the slight secretive gnostic-text feeling of interacting with a deep and highly interwoven subculture.





FEMME HYPERMASCULINITY


Are Gundam femme?




I was looking at the high heels and skirts and wondering but then this person on twitter reminded me that looking kinda femme is actually ULTRA MASCULINE. 


My boi Louis, enemy of Churchills, baldies and heretics to the most Catholic church everywhere

High heels to illustrate firm calves and strong smooth legs, clenched waist to show others your dominant upper body combined with dangerous flexibility, armoured skirt so as not to impede movement,  tall headpiece to indicate magnificence and project extreme confidence. 




Very masculine yes.


EDIT;

I WAS RIGHT!

THIS IS THE PILOT

His name is 'Full Frontal' too.

(Thanks to Alex in the comments.)


WINGS


Of course the Gundam also has WINGS.

Probably is Boccioni had gone into the jet age he would have given his dynamism-angels jet wings as well, they are the most Futurist thing possible.

These can look pretty good from the front, raising up over each shoulder for a head-on rocket angel thing.




The wings are important because they create this whole new interpenetration with and interaction with space at the rear of the model, and as we all know, one of the most important ways to look at a sculpture is to turn it round and look at the back.

What do they do to the back?

Well they make it a bitch to pick up

I guess the wings are brought out to best effect if you have a stand and you can pose this guy. That way they would essentially create an entirely new and different axis of motion for the figure, making it perhaps, more truly three-dimensional, more of a pure sculpture.

And of course changing its time signature from stepping time or bearing time into fragment time, so in that case, making it more of an image? Which I suppose contradicts my original statement there.

You may need to look elsewhere for a synthesis on Gundam wings.




PSEUDOSENSE


An aspect of this that was interesting was being introduced to an unknown (to me) form of pseudosense. 

Mainly i'm contrasting this with 40k, where I know a supremely insane amount about how the machines of the dark future are meant to work. Here I know absolutely nothing about the imaginative world making up the background of the figure, but I know that it *has one*, so these energy weapons and super rifle (comes in the box) and long white things (at the back) all have specific uses and meanings in the imaginative reality of the Gundams. 

These white thingies in particular are fascinating.

(I'm assuming they are fuel tanks or something like that, & they eject at crucial moments in battle for combat-theatre.)

So it has a particular mystery for me where rather than the pleasure of seeing how the form and pseudotech fits into a known paracosm of mechanics and culture ("ah, here is the power generator at the back with the admech skull on it"), for me at least, it is a prompt to imagining more what things *could* be. Interpretation more than recognition.

(I'm not sure anyone has written in a positive way about the artistic pleasures of recognition and ordering, though they must be significant pleasures and a meaningful part of many works).




ORIGINS OF THE FORMS, A NEST OF MEANING


It really is very beautiful.

Where does it come from?

So one part of this is clearly hyper-evolved samurai armour.

Another is this interlacing of the visual signifiers of rocketry. A weaving of cables and implied sources of power with implied transmission of energy we draw from, in this case, late 2th century aerospace tech.

The flow of shapes across this particular Gundam is quite remarkable, for any particular element, it might be said to be;

- Pseudo-Biology. (those forearms are swole with masculine growth, one old standard of manhood was that when the veins popped out on the top of your hands then that meant you ware an adult male, here power cables provide the simulation of those popping veins and tendons).

- Shaped armour carrying the shape of assumed musculature. (See above).

- Rocket Ejection stuff.

- Heat ejection stuff.

- Mechanical Energy Transmission; pipes, cables, suggested fuel reserves.

- Energy Projection. There are these plastic flanges of what I assume to be pure projected energy.

- Pseudo Aerodynamics. arts of this are very like the curves of a sports car, but if you look into it deeply, its not as if the curves are oriented in a particular direction, (& don't Gundam fight in space anyway?) they are more the symbolic curves of speed, high performance and expensive high status engineering, reproduced (it basically looks like a Ferrari robot).

Probably the most interesting thing is where I compare it to this reproduction of Boccionis "Unique Forms of Continuity in Space" (1913)





(which I happen to have on me)


where its, wow






they could almost be related

I'm not sure which is more interesting, the idea that the Gundam designer(s?) deliberately looked at Boccioni first, or that they are a form of parallel evolution.

Masculinity, the machine, speed, forward movement, dynamism, all trying to capture those elements in a still three-dimensional figure.

(They even both have a projecting horn thing).




THE PACE AND FLOW OF FORM AND SIGNIFICATION


The 'pace' or flow of detail and clear space across the surface of the miniature; I read somewhere (Ruskin or Rawson I think), about the use of markings on a curved surface emphasising its wholeness and flow precisely by dividing up the space (like a woman’s stockings) and that might be part of the heraldry here.




Another might be because the whole model is so shiny  so the curve and space occupied by the form is given to the eye is shown simultaneously by reflection of light wrapping the metallic limbs and by shadow in its curves (as opposed to a more matte version where the shadow would dominate more over the shine).

But the spots of black and gold heraldry break up that pattern of mass-sensing and (though they are actually a bit shiny themselves) compared to the rest of the model they are a bit like empty black spaces, with the shape of the form emphasised through direct shiny gold marking, in essence, creating the symbol of the shape and projecting that instead of just showing you what the shape is.

A little more towards the 'word' than the 'form' more signified (relatively) than shown.

Wednesday, 29 May 2019

The Loss of Silence in the Mortal Realms

Visual Silence is a term I keep coming back to. Its meaning is drawn from many places. One of the most important of these is how a miniature is painted, but here I'd just like to talk about some of the elements which spring almost purely from form. How a model is shaped.

One of the first and most important is the time signature of a miniature. This describes the slice of imagined time that a model is assumed to occupy. After thinking about this I've broken it down into a handful of sketched categories of time in miniatures;

Ruin Time. 

This is the far end of the scale. Even using this in comparison to the time signature of 'living' forms is a bit of a cheat but it makes a handy place to begin. Imagine a huge stone head or an abandoned imperial building on the battlefield. It is not meant, or imagined ever to move in the ideaspace of the game. So the imagined period of time which that form is assumed to occupy is huge, and that feeling is part of how it is meant to work.

But to stop cheating and to focus on living figures for a moment.

Portrait Time.

This is one in which the figure is standing in a comfortable position, perhaps not emotionally calm, but with their body absent kinetic tension, muscles largely relaxed and their particular objects held close to the bodies centre of gravity or stowed in a way in which their weight is centred and contained. In this we can imagine that the figure paused for a portrait. They might have been there for an hour, and probably someone could stand like that for maybe an hour, with some minor shifting about, without becoming too uncomfortable.

Stepping Time.

Or, really, Contrapposta time, after all those Greek, Roman and then Renaissance statues of someone in marble captured in the act of stepping forwards. This is the time signature that Skagrott the Loon King and Yvraine both occupy, in almost the same position and dress, producing some amusing comparisons. (Oddly, both of these have animal companions that go with them which have their own time signatures. Yvrain has her smooth and slinking Gyrynx which pairs and mirrors her own style of movement while Skagrott has two manic little Squigs captured in mid-bounce who's time signature breaks his up a little and adds a touch of the ridiculous.


Bearing Time.

This is a signature much more common to old Warhammer Fantasy where a huge number of its line models had it. Here the figure is bearing a weapon, but it’s not swinging, firing or impacting. So the weapon is not captured in the exact moment of its use but instead in the minutes, second or even possibly hours directly before its use. Those times of near-violence. Here the bodies balance is usually slightly out of its centre of gravity. Muscles are under some tension and some extension, but not too much.

Battle Time.

Between bearing time, and the one after this, fragment time, there are probably a huge number I have failed to analyse and spot. Really each army and figure can have its own subtle interpretation of time depending on what it is like or assumed to be doing. The new AoS ghost models are all in a state of assumed movement. It's hard to tell if they are going slow or fast but the general sense is of them flowing over the earth like a leaf on a breeze, and their forms flowing with motion like washing on a line. It's not quite like a figure running as we don't have bodies to looks at so the assumed motion is not sensed in the same way. It is its own particular thing.

Anyway, this space between Bearing Time and Fragment time is the space between the swing of a sword and its impact, the moment as a lance thrusts forth, the seconds before a shield takes a hit. I'm marking this one - MORE RESEARCH NEEDED.

Fragment Time.

A dark elf assassin, or a modern Squig Hopper, are both caught in the same splinter of time. A fragment of explicit kinetic movement, the apogee of an arching curve which, if it were to continue for even a fragment of a second longer would result in some shift in form or a change in the image they present and the space they occupy. This is form treated like a photograph, except most actual photographs would blur if you tried to capture something moving this fast, (which actually might be really strange and interesting if you tried to mimic it in form, how do you blur a shape?) so its like a high speed photograph.

Those are the basic categories of time I'm thinking about, but more important than any particular classification is simply addressing or thinking about the time which the miniature or sculpture you are looking at is made to occupy.

And then thinking about how that meshes with, reflects or alters the times of all those figures around it.

Because silence, or at least quietness, in movement as in sound, is relative. It is created by its context.

There are a handful of other concepts I would like to go into as relating to visual silence.




Morphic Tessellation.

A key difference between old Warhammer Fantasy and AoS is the loss of neatly grouped square formations. Instead, everything is individual, bounded by its own round base and only somewhat jostled together with its kin.

An important thing with older minis is that they are both sculptures in their own right, but also, and at the same time, tiny pieces in a mosaic of shapes which makes up the regiment or group it is part of.

One of the strongest ways in which this becomes evident is in the case of long weapons like Halberds, Muskets, Spears and a few others. Here, with the minis as it would be in reality, the long straight lines, either standing up like a forest of spikes or pointing forwards, form this gridwork which both illustrates and emphasises the morphic tessellation of the block as a whole.

(I think its going to be hard for GW to bring back long weapons like these in AoS because when you pick them up and then re-pace them after a move, you _really_ need all the lines, all the sticks, pointing in the same way in a nice group. If they aren’t oriented properly then the length of the line really calls attention to that.)

The same can be said for apparent uniformity and micro-differences in stance, loadout and appearance in minis in these blocks. Because every figure is arranged on the same axis, facing the same way, with the same weapons and armour, small differences in stance and other elements stand out more than they would otherwise and create a different effect. It is like a lineup of similar looking men. If they were to mill around randomly it would be a blur of similarity, but in a line, and regarded both sequentially and as a whole, these small differences count for more individually and add more life than they would in an unstructured crowd. You both see and sense them more powerfully due to the spatial uniformity of the block.

Put simply, the block as a whole is the sculpture as intended. That is the reached-for affect, the individual parts are largely that, just individual parts.



Heraldic Minis and Swiss Cheese Minis

One of the interesting qualities in lead and plastic moulding is the flat plane the figure must be on. The two sides of the can then be pressed strongly together so that the molten liquid flows through it properly.

(I don't know if you could invisibly 3D print a multidimensional mould inside a seamless bock of metal in some way. That would be kind of a trip if you could.)

Modern GW tricks its way out of this by breaking down a complex 3D model into a series of fragments exhibited on a flat plane, then you clip out all the bits, glue them all together and there you go, a more spatially complex model. But back in the ancient times they were less good at this so you had to have all of the model, or almost all of it, as one neat thing presented across one plane in the mould.

Obviously this had some limitations but there were some aspects and some models where the limitations were used to produce an effect, one of these is the heraldic aspect of many models.

In heraldry, many of the animals and living figures are presented with the axial tilt of their bodies incorporated into the visual image more than would be possible in a photograph or purely realistic painting. So the lion or unicorn or knight or whatever is showing you more of its body and different elements, different planes or sides, than would be possible from just looking at it from any real life direction, no matter how it was posed.

This lends it that feeling of strange starchiness and hyper-presentation. These figures seem slightly gauche and, from a modern pov, slightly silly, frozen in these strange display positions and often filled with a sense of their own serious gravity. But they are also hyper-presenting, showing more sides, more elements, more expression than should be possible in a realistic viewpoint, and this helps to give them a peculiar intensity.

Some of the good early GW minis make use of this quality. They perhaps hold their weapons in a way which is slightly presentational, as if they were on parade, or on a stage. They seem like figures from greek theatre, presenting these very simple, stark, almost overloaded expressions. And, crucially, they tend to occupy only one axis in space. I imagine space and form almost flowing around them like a diagram of aerodynamic flow.

The Big Melon Comparison

One way to imagine this is to picture one of these minis as if it were the seed in a big soft fruit like a melon. Something with a juicy, somewhat adhesive sticky sweet pith. You have a knife and your job is to get in there and just get a clean seed out of the fruit.

For some axial or heraldic figures it wouldn't be hard to do that, once you cut it open they would just slide right out and once you had it out, scraping any remaining fruit out of the cracks could be done easily with the point of a knife.

Modern minis are less like that. Space does not flow around them, instead it pokes fingers into them. They interpenetrate with space in a variety of complex ways. If you had to get one of these minis out of a huge melon and then clean it, firstly, your melon is fucked because you are probably going to destroy it getting the seed out, or at least gouge a huge hole in it. Then if you want to clean it off then it’s going to take ages. The seed will drag a lot of fruit with it and getting into all the crevices is going to be a nightmare. There are bits you will never, or not easily, reach from the outside.

The idea of the sticky and difficult fruit here, being a kind of tool of thought to let you sense how an object interacts with the space around it by replacing Nothing with Melon.


Visual Silence.

There must be many more elements of course, not the least of which is painting. A Blanchitsu-style mini when compared to a Sughammer mini is going to feel a lot more visually quiet. And there are all the accoutrements its objects and the things it wears and holds. And what GW would call the 'pace' of a mini, its relationships of 'empty' or calm areas of form to its busier or more baroque elements. And expression of character of course, the little goblinish grin or snarl always lends an air of mania. The stoic observing space marine is a little more silent than the shouting space marine.

But I focus here on three elements which all relate almost entirely to form. That is, they would be the same if the figure were matte grey or not. And three elements which I am reasonably sure I can define well and which I have not seed described that much buy others;

The time signature a miniature is captured in.
Whether it is meant to be part of a mosaic of form.
And the axial or melon-retaining nature of its shape.

All these play a part in creating relative visual silence, or relative visual noise.




The Silence of the Troops.

So in old warhammer, troops in general, especially when you look at any individual model
and especially when those are models meant to be arranged in a block, are visually silent, or relatively silent when compared to their squad or battalion leaders and the army generals and special characters.

When the eye plays across the army, the hierarchy of visual silence matches the hierarchy of the imagined force. Big figures feel big, energetic, important, not just because their models are that way but because they are that way when compared to the rest of the army. That sense of importance and visual power and 'character' is in large part a relative one created by the scene and the frame, not the thing at the centre.



The Noise of Meritocracy

In AoS that hierarchy and patterning of silence has broken down somewhat. Minis aren't locked together in precise arrangements, they can 'choose' their own position relative to each other.

There has been a revolution or upending in silence. Before the leaders tended to be loud, relative to their comparatively silent troops. Now it is more likely for the troops to be visually loud and silence is more often reserved for the grim, still, leaders.

Now every mini can be special in its own way, it is not just part of a visual or morphic chorus, and advances in manufacturing combine with this to mean that every mini can be interesting in a three dimensional way, they no longer have to be heraldic or axial.

The problem here, (and its only really a 'problem' if you define it as such, cognitive mode, personal aesthetic and momentary feeling can all play a role), but even if it’s not a problem you think is bad, its still an element, question or polarity you should recognise;

Is that because every miniature gets to be freee.

Every miniature HAS to be free.

And to a much greater extent than before

It is a lot like moving from a feudal hierarchy to a meritocracy. Everyone gets to do what they want, which is good. And everyone is in almost constant competition with absolutely everyone else almost all of the time, which is possibly not good.

You can see this when comparing old generation Warhammer Fantasy minis with modern new ones. They don't look quite right on the same battlefield. In terms of their time signatures, their personal magnificence and the degree to which each figure is expected to dominate and interpenetrate with the space around it, they are very different.

An AoS figure tends to be like an individual instrument like a horn blaring, or a guitar doing a solo, while a Warhammer Fantasy instrument is more like one of a row of violins, who's job is to work together with the other violins. So if you take one person out of that row, and have them doing the same thing on their own, and compare that to a guitar solo, they look stupid and not very good. But they were never meant to be experienced on their own.

And that's (arguably) a problem, or at least an aspect of an AoS battlefield. Its a LOT more visually noisy than a Warhammer Fantasy battlefield, everyone is much more just playing their own music and so the general volume of visual noise has to go up.

The key point here isn't that you should hate AoS or the way it does things, but that comparing the two visual and morphological paradigms, more simply; the way sight and shape work in these two different games and eras, without considering the fact that they are playing very different kinds of music, (albeit they seem highly similar in other ways), might lead you down a wrong path, of comparing like to like without appreciating the differing contexts and intentions.

Monday, 25 April 2016

This Chess Piece



Lets see how clearly I can think about this chess piece

What a dude he is.

Ok the staring eyes are always the first thing, are they intended to feel staring or is it just the style of the culture? We don't know but the omni-presence suggests its a cultural thing.

Second thing; the dotted circles and the eyes, these are the same thing. Is that deliberate or just a convenience of form? Is this a creature with many eyes?

The triangle-face outlined in sharp strokes to emphasise its shape and then the strikes across the triangle. What does this tell us about the face? Is it a war face? Is it an armoured mask? Is that a furrowed brow indicated by the second line on the upper side?

The slumped strong shoulders. The roundness and irregular curve.

Is this guy wearing clothes and are those triskelions of eye-shapes the memories of decorations or do they indicate some kind of armour or amulet?

The crosshatching around the bottom, is that a belt or the hem of a dress or the hem of a tunic?

How does he make you feel when you look at him? Strong. solid. Impassive or at least, immovable. Not directly-threatening. Slow. Like a living shield and perhaps his face is a shield, and hes kind of cute, and depending on how you think of it, a little scary, especially if that is a shield-face with eyes. He feels very alice-in-wonderland, that mixture of playful and spooky.

What are the lines doing?

The lines falling down across the shoulders are telling you that they are shoulders, the curve of the plane to the top is not allowed to fade into insignificance they imbue with humanity, they emphasise masculinity and strongness. They tell you this thing/person is wearing clothes.

Probably those eye triskelions are telling an anglo-saxon audience something pretty culturally specific, and maybe quite 'unimportant'.

what about the shield-face lines?

They break the triangle into the three-thirds of the human face, here the eyes somehow must be eyes and nothing else. The downward slant, like an arrow or a slice of pie cutting into the general form. What does that do? Cutting into the curve, emphasising the breadth.

Rosie says she thinks this is a sheep and hes humble and those are his arms and he probably works in a shop or something and goes and gets your order and brings it back without looking you in the eye.

Because the face looks sad.

The crosshatched band around the bottom, giving you the rim. Sealing it to the board.

I'm looking at this guy, trying to unfold the mystery of the figure, the reason for the shape, when for the person that made it everything was simple and clear
intuitive.

You make it round like 'this' to hold it, you're carving it in your hands so you know when it feels right. You put the triangle in there, maybe the shape just wanted to be a triangle. You put lines in where it seems like you would need some lines and then its done, and you know when its done becasue its very clearly done.

Put it down on the table, there you go. Whatever is informing you about the correctness of the piece it isn't coming in words or in any kind of abstraction its a form-lead form, it has no explanations to make, it has no particular answer to give, it just is, where it needs to be.

Tuesday, 25 August 2015

The Five Factions of WarGamia

In the ancient/future planet/nation/galaxy/dimension of WarGamia, there is only waaaaarrrr.

In and across WarGamia, five mighty forces battle endlessly for dominance.

And of these, the greatest and most powerful is:


ShoulderPadz

The forces of ShoulderPadz are defined by having massive shoulders. In our world both strength and military prowess are usually considered hyper-masculine virtues. Men have better strength overall and significantly better upper body strength. The classic V-shape of a pumped upper body and a proportionately narrow waist is both symbolic of, and carries a direct sense impression of male and military strength.

Therefore, if you want your mini to look and 'feel' tough, strong, ultra male and ultra military, give it massive shoulders. It is the simplest and most primal way to turn something into a war-toy.

Massive Shoulders plays best between the 15mm and 28mm range. Below that scale the ShoulderPadz cannot be easily made out, fading into the general mass of the mini. When we get up to 54mm, large ShoulderPadz begin to look increasingly ridiculous.

(Depending on your tolerance for ‘ridiculous which, considering its war mini’s, should probably be high.)

It’s a curious question as to why this happens.

ShoulderPadz also play well into the physical conceptualising of armour. It’s rare for something to have actual massive shoulders, that is more common with AniMonster forces below. The figures of ShoulderPadz almost always carry an inferred inner self, smaller than the armour or mech suit they are wearing. The message they send is of a more vulnerable or human figure attired for war, hidden and protected by its battle aspect, which has also given it massive shoulders.

It is a strange hidden counterpoint of vulnerability in the ShoulderPadz which possibly adds to their story-potential and the way they intermesh psychologically with the user or player. Like the player they are a 'normal' or at least fleshy and vulnerable individual taking on a warlike role and clothing themselves accordingly.

Though the forces of ShoulderPadz have long ruled Wargamia, they are opposed. Most of their opponents are of roughly equal power but there is one which calls upon a psycho-cultural matrix almost as powerful as that of looking really strong and having massive shoulders:


SexyTwist.

The forces of SexyTwist are almost entirely female and always entirely sexy.

Unlike the forces of ShoulderPadz, the armies of SexyTwist attempt to delude the eye, not into believing they are really big, heavy and dense, but into thinking they are fast, light and caught in the action of movement.

The forces of SexyTwist and ShoulderPadz occupy fundamentally different temporal signatures. ShoulderPadz forces tend to occupy a perceived moment in time perhaps two or three seconds long. Sometimes even longer. They are almost never modelled with one foot off the ground or with their bodies in a state of torsional twist (core muscle asymmetry is often perceived as un-masculine). They may be shown with a weapon raised to strike or fire, but just as common is a stance with weapons held at arms or at the ready, a pose that, if imagined as part of a real situation, could be several seconds long.

The forces of SexyTwist are much more likely to be frozen mid-movement, like high-speed photography. (And in fact this idea of movement could not really full exist before high speed photography, up until that point no-one had ever seen time ‘frozen’, they had to guess what a moment looked like. )One foot will be off the ground, the torso will be twisted, both arms are likely to be engaged in wide counter-movements. Long hair and chains caught in the moment of whipping back and forth will be included to increase the impression of speed and fluid movement.

The forces of SexyTwist tend to have enhanced female sexual characteristics. Long hair is standard, amazing boobs are common. (Though unlike the hair and chains the boobs never shift in response to movement, the forces of SexyTwist have either amazing sports bras or extensive plastic surgery.) Even when this is not the case, a great deal of attention can sometimes be paid to the area of the hips and lower torso. Strong men turn into V shapes, female strength goes on around the hips, buttocks and core muscles. A strong woman is thick and curved like a vase, not V shaped and angular. Women tend to be lighter in mass and more flexible so possibly when we think of female potency and physical power it transforms into movement and twisting more easily in our minds.

While the weapons of ShoulderPadz are usually enhanced by increases in width, depth and size to create an impression of mass, strength and directly-employed power, the weapons of SexyTwist are generally narrowed, lengthened and curved to increase a sense of speed, sharpness and dexterous employment.

ShoulderPadz weapons smash, SexyTwist weapons cut.

The third faction of Wargamia is:


AniMonster.

AniMonster forces have bits of animals and people mixed up and extremified with some made-up stuff added on top.

They usually have their mouths open. Snarling, spitting and wild vocalising are considered animalistic properties and these minis feel 'loud' in a way others do not.

The classic physical base for an AniMonster figure is the build of a gorilla, with something else mixed in. Gorillas are human-like enough to soak up human semiotics, they can be a 'person' more easily than other animals. As well they exemplify the classic swole-torso-indicating-strength

AniMonster figures are often bent or bowed over at the waist. Unlike ShoulderPadz minis which are usually straight backed, and unlike Sexy figures which are twisted in motion but not crouched over forwards as a normal means of positioning.

Animonster figures tend to have open simplistic haptically pleasant facial features with big mouths and teeth.

They also get to have HAIR, lots and lots of HAIR.

Though they are always 'savage' indicating the pleasurable absence of deliberate control, the 'evilness' of an AniMonster figure generally relates to its closeness to humanity on the evolutionary scale. The further away an AniMonster figure is from us evolutionarily, the more closed-off and 'other' it seems.

Apelike - Apelike AniMonsters are fun and wild and might still eat you but do not feel 'evil'. People smile and laugh when they play with these mini's and like the creatures shown, are more likely to be loud, boisterous and ridiculous.

Other Mammals - AniMonsters based on other non-simian mammals are a little less fun, a little more aggressive or potentially violent than the ApeLikes but still somehow often 'on our side'.

Reptiles - Reptile AniMonsters are usually a beautiful Other. Though somewhat alien they are rarely utterly evil and even when gigantic in size are more representative of indifferent charismatic danger rather than a personalised existential threat. More like a storm or tsunami than a punch in the face.

Birds - Birdlike AniMonsters are rare and usually carry a similar feel to Reptiles with the added impression of intelligence, awareness and craft.

Insects - Insectoid AniMonsters are almost always the devouring Other. Opposed to human life and human qualities in almost every sense. Not indifferent like the Reptiles or opposed-but-interested like the birdlikes, they simply do not give a fuck and wouldn’t know how to anyway

GeigerShit - GeigerShit AniMonsters are essentially Insectoid AniMonsters with extra alien crap and porn stuff added into the shape. They are always evil as fuck. By this stage the shift in player personality is complete, GeigerShit AniMonster players do not hoot or holler, they are silent.

The forth faction of Wargamia is directly across from AniMonster on the human-monster axis, this is the army of:


Army-Man:

Army-Man forces were the first to discover and colonise WarGamia and for a long time, all the inhabitants of the CosmoBellum were Army-Man, except for a few toys that snuck in when people were very young and maybe their sister would play.

Army-Man exemplifies humanity. Its proportions are classically human with almost no massively extended or enhanced physical characteristics but only some shifting of width around the 28mm scale.

Army-Man is also almost-entirely male, even more so than ShoulderPadz, though in recent years some female Army-Man forces have been seen

The Army-Man wears clothes instead of armour and these clothes often have actual folds in them, not of dramatic movement but of simple wear and gravity.

Army-Man forces are based on real-world military forces. Their guns and weapons are smaller than those of any other faction but look like they are heavier. A ShoulderPadz or SexyTwist figure can hold out a weapon almost as big as they are at an angle of almost 90 degrees from the body with no apparent pressure on the wrist or arm, but an Army-Man figure carrying a rifle or a rack of bazooka rounds seems to bow under the weight.

Army-Man figures tend to be more centred. They do not massively extend their limbs. Someone (I think it was Raphael) said a good sculpture is one that you could roll down hill and nothing would break off. Army-Man figures are most likely to match this description. They are contained and more likely to be single-cast minis rather than assembled ones.

(It's almost like Army-Man figures are *about* weight and gravity somehow.)

Though Army-Man figures often embody a resilient bravery and muted resistant machismo, they seem made to suffer in the heightened atmosphere of WarGamia. They do not 'feel' powerful and are much more likely to have a segment of their set which includes figures sculpted as wounded, dying or being carried off.

 They are an army much more likely to have some medical personnel as part of their set. They are also much more likely to have a complex command structure, not only as part of their background but actually modelled onto the miniatures. They have multi-person command teams, commanding officers and sergeants.

These take place in ShoulderPadz as well but to a lesser extent. An Army-Man figure is much less likely to be a single 'heroic' figure. They come in large groups and look like they need them to survive. They tend to have a strong group identity but without an alienating total uniformity.

Army-Man forces have an inferred social reality that exists between them, they care about each other and have a wider social and emotional range than any other faction, though it is not immediately visible through the strong genre-fied signals of ShoulderPadz, SexyTwist or Animonster

Sometimes they are modelled as if looking at or checking on each other.

They seem a bit sad, like something bad might happen to them.

They are people you might meet.

Although less apparently-charismatic than other factions, the forces of Army-Man are truly vast, it is said that an entire other dimension of WarGamia exists, inaccessible to the other factions, where vast tides of Army-Man clash endlessly re-fighting their ritualistic history-battles.

The last great faction of WarGamia is:


Robotish:

One way to think about Robotish is as if the armour of ShoulderPadz had slowly colonised the imagined human inside, resulting in a creature that was entirely-armour.

Robotish forces are defined by the combination of a humanly-recognisable will, but the absence of a human personality. This produces a strong two-toned emotional signal quite different to GeigerShit. GeigerShit figures say simply 'I am other'. Robotish figures say 'I am a creation of yours, like a thought you had forgotten of a machine you abandoned, but my nature is not yours'.

Human intent, or at least human-derived intent, without human fear.

Robotish figures use the strength and threat-signifying signals from the machinery of the industrial age. Oddly, this makes the sense of them more familiar than even Army-Man figures. Relatively few of us have been in the army or seen one fight up close, or been a vampire combat-stripper or that thing from alien, but most of us are familiar with movements of weight and mass in technological form that would ahve staggered our ancestors to behold (and did for a bit when trains arrived.)

We know machines are dangerous, we ride inside them, we feel their power and mass, we have a strong sense memory of them. Stronger, probably than that we have for animals at this stage.

Robotish figures are often the human body transformed, muscles become cables, the heart becomes a turbine or engine, the face becomes a blank, eyes become sensors.

They also incorporate massive military threat-signals incorporated directly into the human form. A Robotish that shoots missiles from its hands is the modern equivalent of greek armour with cast-in abs. And like armour, they can incorporate symbolised or hugely inflated threat signals.

As with AniMonsters, there is a slight twinge of a good/evil axis when moving from a humanid to non-humanoid form. Human shaped Robotish minis are a little bit more likely to be 'good' I think. Multi-legged Insectoid Robotish's are a little more likely to be 'bad'.

Robotish are war and they are our fear of the technology of war









You can describe any wargame mini using the above five ideas BUT there are sub-species and wild cards that some people think should be included as their own faction:

GeigerShit - maybe this should be a thing on its own.

iPhoneSleek - This is often included under Robotish but perhaps is its own thing.

Pirate - It always seems like this is going to be its own thing but it never quite is.

SpaceTolkien - Rubbish till it evolves a new form.

Kawai - whatever.

Saturday, 18 April 2015

Thoth, Anax of ÝDron

What the fuck is an Anax?*

Nevermind. This is me talking about this mini and why I like it;


It's by Mierce Miniatures and you can find it here.

Big image here.

As you can see from its page, the concept is by Robert Lane and Tim Fisher.

Artist Beth Hughes.

Sculptor Oliver Nkweti

Painter Sebastian Picque. (But I don't think we can see a painted version yet.


GENERAL SHAPE

Gonna call this the wave hydra because the whole thing is like a tsunami of movement.

The snakebody is a classic compressed 'S' shape. This brings in feelings of power and dynamism.

The wave of the cloak is arranged so that the line of the staff strikes directly across it, the fluid shape leading your eye one way then a strong interrupting line.

The straight line of the trident actually has a leather band or strap with a bow of fabric. The straps break up the line of the staff and highlight its length and the hanging bow of fabric is yet another curve opposed to the staff.

There's like a ray of spikes haloing the model from left to right from the tail-trident to the helmets of the three heads to the held trident of the weapon.

The rule of three gets repeated three times across these spikes. Three spikes on the trident, three heads and another trident, (this one actually has five, or even seven spikes but three are larger and more dominant.)

So the mini goes:

- 'S' curve snakebody
- 'Wave' curve cloak
- '/' strikethrough staff
- ')' bracketed strap
- '^^^ ^^^ ^^^' halo of spikes rising and falling from left to right

You sense this all at once. Cuve-wave-strike-loop-and-spikes-haloing-everything.

None of these alone are super-original effects for a war-mini, but their collection and arrangement here is powerful and bold, I think, and they unify and react with each other very well.


DETAILS AND 'STUFF'

Counting from the tail of the mini to its head, here are all the individual 'things' or artifacts I could see.

  • Tail-trident spike.
  • SKULLS.
  • Possible lower-tail-covering.
  • Leather belts.
  • HELMET.
  • Armour of some kind with leather pleats.
  • Wave-shaped dagger in sheath.
  • The trident itself has serpents embossed or etched on it at its head.
  • Shoulder caduceus/trident symbol.
  • Artificial lizard scaled embossed on the forearm guards.
  • Symbols or figures on the hand guards, possible snake-around-staff again.
  • Its there again in the cloak clasp, you can just see it under the heads
  • The cloak itself,
  • Necklaces or neck-bands, thongs or torcs with visible fastenings. Three or four on each neck. 
  • The helmets, with neck segments to allow the presumably sinuous movements of the snakelike form.

The helmets spikes are a little like crests and a little like waves, or sails. The waves return us to the sublimated sea-theme in the figure, never explicitly stated in its form. 

The crests remind us of the lizard-like nature of the creature, but are also versions of the crests we might find on Greek or roman helmets, and are also like the kind of ritually-reproduced bodyform that humans put on armour, except this is for lizards. 

People put enhanced versions of their human musculature on breastplates, or enhanced humanoid faces of the front of helmets. By doing this they take symbols of strength, vividness and selfhood and reproduce them on the outside, isolating and projecting the energy. A real-life lizard person might have head crests that present in times of threat and the crests of the helmets could be enhanced versions of that in the same way the muscly-torso breastplate might be for a human being. The super-scales on the forearm guard might do the same kind of thing.

The line of the alien flesh is continually being broken up by lines and straps. Could these be 'kinetic greebles', marks across a moving flexing surface made to draw the eye to the nature of its movement so that is can be more explicitly registered?

(I would have maybe put a scroll on.)


SKULLS

Ah skulls. The old 40k classic.

Uses of skulls in minis:

- Demonstrates both martial potency of character and also savagery, savages keep skull trophies, civilised people just kill and leave the bodies.

- Illustrates scale of model even with no other model nearby. We know how big our skull is, when we see one on a mini perhaps we imagine it as ours and thereby contrast the size of the mini without own size in a subconscious way.

- Skull is a beautiful object in itself.

- Symbol of death or deadness perhaps increases liveliness or livingness of mini in a point/counterpoint way. Like, this piece of plastic simulating a living thing with frozen movement, seems more alive when there are tiny symbols of death included in it. Death being the shadow to life. A shadow cradles mass so the stillness of the skull highlights movement and expressiveness. 

- Brings symbols of enemy factions into mini in another point / counterpoint manner to highlight cultural 'selfness' of model. This is more true of helmets really, which are a kind of skull-shell, with more boldly expressed cultural information than a skull. Skulls symbolise humanity in general, the empty helmet expresses a particular culture. So a little piece of the 'enemy' culture on this model makes you feel its 'home' culture more fully.



AS A CHARACTER

The Whole model is a snake around a staff, a Caduceus, and versions of this symbol are repeated again and again on its armour. The Caduceus was the symbol of Hermes, Hermes may derive from, and has often been re-combined with, Thoth. The name of the character is Thoth. So there you go.

This is a monster, but also a person. Animalistic and human-culture aspects are arranged in a dissonant but interesting pattern. 

This is presented the opposite way to a standard futurist sci-fi/fantasy mini. In those the face and shape presents human-level information, story and character information, and the strange weaponry suggests inhuman or more physical information. Like, the space marine Sergent's face is a human face but his weapons are much more inhuman.

But with this guy, his (her?) face is deeply inhuman. The personality-based information is in the objects attached and the story they infer. And the most person-like part is the way she is holding the trident, the cluster of shapes around the hands and staff making another yin-yang sign right under the heads. That looks like something a person does.

The heads themselves are disturbing and monstrous with no capacity for human emotional information. So there is dissonance. The story information , the information that says 'this is a person in a  particular set of circumstances' is not where we would expect it to be so you 'read' the sculpture in an unexpected way, yet one that ultimately resolves as it should, with you knowing all the kinds of things you feel you should know.


WHY I LIKE THIS KIND OF THING

I think maybe I take pleasure in the extremely wide range of information drawn from, of so many different kinds. Shape. Detail. Character. Use. All meshing together in ways it never could in a naturalistic sculpture, because the range of information wold be limited, or in a more abstract sculpture, because the social and human-level stuff like the 'story' and the Greek helmets and the use wouldn't be the same. I like my art to bring its world with it into mine, sometimes at least.

The machismo perhaps. I'm generally an easier sell for a mini that's about to fuck something up and looks like it could kill me. Maybe I want to own things that could kill me in miniature form?


WHAT I'D LIKE TO KNOW MORE ABOUT

Details of the design process, right from the first idea all the way to creation. There are five people mentioned above and they all interacted to produce this.
 
All the stuff you will be familiar with from my previous posts about how design and an imagined race and faction and world combine. Stuff about how it matches or meshes with the rules. How the design brief was given. Did anything change during the creation process. How was it manufactured and how do the tolerances and requirements of the mass production process impact the aesthetic effect. All the usual stuff.


(* I looked it up.)


Thursday, 8 January 2015

Rawson on Indian Sculpture

So, this was written in 1966 and may or may not be full of mildly sketchy Orientalism. If anyone who actually knows anything about Indian history or Indian Art wants to offer a dissenting view about the facts then please do so in the comments.

(click the book)
Add caption


First some D&Dable description:


"As a consequence, his countryside is filled with places where divinity dwells. these places become his shrines, the terminals, as it were, of the transcendent power supply from which, by appropriate rituals, he can draw the strength he needs to carry on his life. Every village has its holy spot, or shrine. Among the fields or along the roadside there are others, all marked with dabs or stripes of red paint. A small village hallows may be : the stump of an ancient tree, with two contorted branching arms, cased in earth and painted with bands of red and white; an anthill from which a mysterious sound was once heard emanating, daubed with red dots; a raised plinth under a tree upon which are piled fragmentary stone statues of an earlier age, ploughed up from their fields by the peasants: a huge boulder cased closely in a wall on three sides, its fourth face wholly painted vermillion: five small stones on the bare earth at a hedge corner, crudely splashed with the same colour."

Alright, fuck it I'll Last Gasp it for the nerds that got this far.




"Chalukya pillars have fantastic sequences of turned transverse mouldings. Temples of the north may have a profusion of pinnacles punctuated by ribs, slots and flanges. The foliage undulates in endless profusion. All these multiplied motives have one thing in common - rhythm. They are like crystallized rhythm.

Indian music emphasises its rhythms, which are extraordinarily complex and subtle, by the use of inventive drum-beats. The rhythmic patterns embody sequences whose numerical relationships carefully avoid he simplified time-sequences of western music. From this subtlety of time comes much of the expressive power of Indian music. The crystallized rhythms of architecture are exactly the same. Their proportions are subtle: and one has to follow out their rhythmic sequences for them to have their full effect. They are not a matter of mere texture."

1. Now this *sounds* very correct indeed. Looking at Indian temple sculpture does feel a bit like listening to Indian music and looking at western religious spaces does feel like listening to choral music. But is it true? Or is is a convenience of thought?



"One icon particularly reveals the omnipresent power of Vishnu, Narasimha, the man-lion. one of Vishnu's young saints had a controversy with an odious king, his father. The king denied the omnipresence of Vishnu, striking a stone pillar, which he declared inert and non-divine. From the being of the pillar the form of Vishnu materialized and, with the hideous mask of a lion, tore out the entrails of the king, and vanished."

Oh Vishnu.

(The flaw of our history being learnt through stone is the opposite flaw of the modern filmed biography.)

"The purely physical aspects of the technique of Indian sculpture can be dealt with fairly briefly, since most of them are rooted in methods common to the arts of the world. the first consideration is that Indian sculptures nearly always carve images that are related to a ground, i.e.. their works are strictly speaking reliefs. even though the figures in them may stand quite free from that ground.

The second is that the Indian carver only used points and flat chisels. Claws, bull-noses and gouges seem never to have been used. This is particularly important in connexion with the emphasis on convexity I discuss later. Because of course these three last chisel-types are generally speaking intended for articulating hollows into a sculptural surface.

The third consideration is that the Indians favoured the method of strip-cutting to reach their final surfaces. This involves cutting off the stone in a series of facets, each of which runs like a continuous band from top to bottom of the figure and corresponds to one outline of the silhouette.

Finally we must always remember that Indian stone sculptures were nearly always intended to be finished off with a finely modelled layer of lime-plaster, which was itself painted. This plaster skin was particularly important in the cave sculptures, hewn from a relatively coarse stone."

2. If there is one point on which I already disagree strongly with Rawson, it’s his disposal of the very methods and tools used to sculpt within a few paragraphs.

Does anyone reading have any direct experience with claws, bull-noses and gouges and the different way you would use them to interact with stone? I mean, the physical differences, the way you stand, the pressures applied, how it makes you transmit force into the stone. And also how it makes you think about and regard the stone.

My own suspicion is that it would be unwise to separate tools and aesthetics in such a way. Especially since one of Rawsons themes is the 'fullness' of Indian sculpture. If using a particular tool makes it feel like you are 'revealing' a figure inside the stone then could using another one, to gouge and scrape away 'inside' the figure, make it feel less like a whole being and more like a complex space to be worked?


"Long tradition and the synthesizing habit of the Indian mind have combined to set up a system of conventions which allied visual art and poetry very closely. in fact, Indian sculptors never developed units of form - basic indivisible forms - covering less ground than the terms of poetic speech.

The classing Amarakosha Sanskrit dictionary, for example, gives separate terms for the upper arm the forearm, the hand and the elbow: but the wrist is merely 'karabandha' the hand 'attachment'. Triceps, biceps, vastus exturnus, ridge of the ulna and so on were not named in the poetic consciousness, so they were never developed as units of form in visual art."

3. Again, this is interesting and *seems* correct, but is it true?


"I have mentioned the most striking characteristic of the forms employed by Indian sculptors - the fact that *all* the units of form into which the surfaces of Indian sculptures are divided are *convex* and the only true concavities in the whole of Indian art are special cases   ...... skeletal or demonic figures ..... the free-hanging parts of draperies."


"From all this it will be clear that a unit-surface in sculpture is determined by the continuity of a single linear development. In Indian art the appears as a continuous, unbroken contour as the form is revolved about the vertical axis: or as a continuous unbroken light-line in the highlight. Indeed, it is for their property of bringing out a clear form by means of such a light-line, combined with the darkening effect of a transparent weave where the form turns away from the eye, that ladies wear sheer nylon stockings. A classic example of emotional emphasis my plastic means!"

4. Throwing this one in partially for the lively metaphor but also because of light. Rawson talks later about the effect of strong sunlight on sculpture. The stronger and more direct the light, the more fully you 'lose' anything thrown into shadow. So, in India you need to compose a form with a strong light line and any details places where shadow falls will probably be lost.

When I compare this to northern European sacred architecture it seems correct. Cathedrals, and the whole Gothic style are pretty much about painting with layered gloom. We have a lot of gloom up here and we learnt to use it. The closer you get to the equator, the less gloom you have to work with and the sharper the line between light and dark so your sculpture has to work with that.

Is that stupid?

I could go on but it would mean quoting the whole book. There is stuff on time, more on the intersection of theory and sculpture, stuff about theatre and dancing. Really there is something interesting on every page. I would strongly recommend it.





5. Biggest differences sticking out so far

Europe
Gloom
Depth of shadows means sculpture maybe doesn’t need to be as deep as you can have the shadow infer that.
Intersecting smooth harmonies and tones.
TAKE THE SKIN OFF, then draw the muscle, then put the skin back on.
Women - IF SHE IS THE MOTHER OF GOD
No smiles.
No dancing unless a deamon is poking you.
THAT particular named person with thier personal history becasue YOU WILL BE SEEING THEM AGAIN WHEN GOD ENDS THE WORLD.
Clothes to the max, more drapery = better.
Control sexual desire for religious ends.

India
Bright as fuck
Sharp shadows
Deep deep sculptures
Smooth unbroken lines.
Dense interlocking rhythms.
Fullness, unbroken bodies.
Women - loads.
SMILING - people seem to be having a great time.
Dance it up baby.
Perfect and therefore, rather general people
Clothes, why bother, fuck drapes, put some jewellery on.
Use sexual desire for religious ends.