Impact! Elves

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Shteve0
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Re: Impact! Elves

Post by Shteve0 »

Awesome, Fass. I'm certainly in for a set.

The slightly demonic head doesn't really bother me as I was planning on swapping most if not all of them out anyway. I reckon that torso to be a bit long though, compared to arms and legs? Just something about the proportions...

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Re: Impact! Elves

Post by GalakStarscraper »

Shteve0 wrote:Awesome, Fass. I'm certainly in for a set.

The slightly demonic head doesn't really bother me as I was planning on swapping most if not all of them out anyway. I reckon that torso to be a bit long though, compared to arms and legs? Just something about the proportions...
Actually Shteve0 ... we put the Elf up against a human skeleton and made sure the torso was 1mm less than standard human (so longer legs and arms than standard). So definitely not long in the torso ... we made sure of it.

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Re: Impact! Elves

Post by Aino »

GalakStarscraper wrote:
Shteve0 wrote:Awesome, Fass. I'm certainly in for a set.

The slightly demonic head doesn't really bother me as I was planning on swapping most if not all of them out anyway. I reckon that torso to be a bit long though, compared to arms and legs? Just something about the proportions...
Actually Shteve0 ... we put the Elf up against a human skeleton and made sure the torso was 1mm less than standard human (so longer legs and arms than standard). So definitely not long in the torso ... we made sure of it.
Proportion look fine in general. I think it is the angle on the outmost right rendering that makes it look strange. That and possibly the big shoulder pads that detract from the rest of the body...

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Re: Impact! Elves

Post by Wifflebat »

I like that he's in a reasonable pose. I don't like the teams we've been seeing lately where so many of the figures are in outlandish poses. Headstands, backsprings, toe-touches, high kicks (?!) especially puzzle me. I appreciate the effort taken to give us sixteen unique models, but I prefer it when:

1) all of the players look like they might be prepared to collide with another player. They don't all have to look like Blitzers, but how about not looking like flamenco dancers?

2) Enough unity between poses so that I know quickly which players are which position--one of the strengths of the GW teams was that the positions were identifiable with similar poses (albeit sometimes a bit dull), and differentiated with different poses and uniform elements.

3) Poses that aren't too "specific"--a pose where a player looks like he's just done a kung-fu punch, or again, the high kick, make me want to leave that player off the field in favor of one who looks like he's "ready" for something.

I look at a team like MK1881's Dark Elves--great-looking minis! I ordered some for star players, but I'd prefer a team that didn't look like it was kind of "all over the place," sculpt-wise. I'd actually rather have duplicated sculpts than ones where I can't easily identify what position a player is by its silhouette.

I suspect I may be the only one that feels this way, though. Anyway, I like the sculpt and am excited to see more!

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Re: Impact! Elves

Post by axiom »

puzzlemonkey wrote:I'd actually rather have duplicated sculpts than ones where I can't easily identify what position a player it by its silhouette.
I'm 100% behind you on this. I believe similar silhouettes for each player type vastly improves playability, and something I struggle with for a lot of the more extreme figure offerings out there.

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Re: Impact! Elves

Post by Fassbinder75 »

puzzlemonkey wrote:I like that he's in a reasonable pose. I don't like the teams we've been seeing lately where so many of the figures are in outlandish poses. Headstands, backsprings, toe-touches, high kicks (?!) especially puzzle me. I appreciate the effort taken to give us sixteen unique models, but I prefer it when:

1) all of the players look like they might be prepared to collide with another player. They don't all have to look like Blitzers, but how about not looking like flamenco dancers?

2) Enough unity between poses so that I know quickly which players are which position--one of the strengths of the GW teams was that the positions were identifiable with similar poses (albeit sometimes a bit dull), and differentiated with different poses and uniform elements.

3) Poses that aren't too "specific"--a pose where a player looks like he's just done a kung-fu punch, or again, the high kick, make me want to leave that player off the field in favor of one who looks like he's "ready" for something.

I look at a team like MK1881's Dark Elves--great-looking minis! I ordered some for star players, but I'd prefer a team that didn't look like it was kind of "all over the place," sculpt-wise. I'd actually rather have duplicated sculpts than ones where I can't easily identify what position a player is by its silhouette.

I suspect I may be the only one that feels this way, though. Anyway, I like the sculpt and am excited to see more!
Great post puzzlemonkey. I'm a blood bowl hobbyist while also being a reasonably competitive player (I'll take plane flights to tournaments). I couldn't say what percentage of the community is like me, but it does make me aware that blood bowlers have different and often competing priorities when it comes to miniatures.
I'll generalise a bit, but I feel like hobbyists tend towards "unique and beautiful snowflakes" where as those concerned with the game over painting/converting want their minis to be consistent and easily identifiable by position - like chess pieces. Not being able to identify a player's position and having to ask your opponent "what's this guy" is a major source of irritation for many.

The challenge for me is to create a team that's original, beautiful and yet functional at the same time, I'll comment point by point on your post:

1) This is pretty tough, if you look at NFL players (the closest comparison to Blood Bowl players) who play on the lines most of their poses look strange in isolation. As you've noted its important that Blitzers are posed more aggressively than the other positions. The Impact! team will have four linemen, you've seen one so far, I want them to have poses that are relevant to Blood Bowl without having them prancing all over the place. Pointing, reading the play, standing tough etc are 'vanilla' poses that clearly identify as linemen.

2} Covered this above, but I'd add that the players are equipped in the same manner. All positions wear identical gear, only the pose and the head will differ.
The Catcher position on Elf or High Elf teams is a dual offensive and defensive role, so one of the sculpts will be in a traditional "catching the ball" pose where as the other will adopt a "running shoulder charge". The Catchers have quite a different and distinctive(assymetrical) uniform to Blitzers, so they'll be easily distinguishable on the pitch.

3) We're on the same page here. You want players that are not too static, but don't look like cirque du soleil either.

Great feedback from everyone so far, thanks.

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Re: Impact! Elves

Post by mightyg »

This team looks very interesting. Will most likely by this at first opportunity. Keep us posted please!

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Re: Impact! Elves

Post by Fassbinder75 »

Here's a work in progress shot of the second lineman, I was worried the pose might be a bit 'toilet' but Juan has nailed "reacting and about to backpedal" that I was hoping for. I think the coloured render helps show off the detail also.

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Re: Impact! Elves

Post by Steam Ball »

I am worried I keep seeing problems in the tights, ass & waist area. Something is odd there, somewhere. And yes, I like dwarfs with with legs instead of feet connected to the belly, so maybe that explains why I see issues and others don't.

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Is there any unposed (& unclothed best) render?

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Re: Impact! Elves

Post by Fassbinder75 »

You're inferring that they don't have big enough asses? I think they look fine, I 'm 6' 7" and when I was 20 my back kind of ran out and turned into legs.

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Re: Impact! Elves

Post by Steam Ball »

No, lack of pelvis, or short thighs, something. Not small ass, but weird shape ass area. Their arms are thin but muscular, their middle zone is ... . And not the first time I see it, the other time I remember was from an epoxy sculpted miniature.

Check the pictures, they are young, and I see the legs connect to the torso correctly, no the "something is wrong" feeling, uncanny valley in the renders.

That's why asked for more pictures, specially unposed unclothed, to check proportions.

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Re: Impact! Elves

Post by Fassbinder75 »

I think it is something you're going to have reconcile - or not, Steam Ball. As much as I appreciate the feedback and take it on board if we did design by committee no figure would ever get made :)

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Re: Impact! Elves

Post by Steam Ball »

Well, I can tell you one thing: I dont' know what kind of pants give you more folds in the outter part (ass) than the inner (crotch) when the bending. Logic and photos say outter should stretch, and folds flow and grow towards the front.

It's not design by committee, it's design by reference. Get sweatpants and take photos of yourself (or someone thin).

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Re: Impact! Elves

Post by Wifflebat »

Not to pile on, but the wrinkles do appear to suffer from the common computer modeler's pitfall of not referencing reality. "I'll just take my pull tool and make wrinkles now!" The ones on the calves in particular are strange enough that I did find them sort of distracting.

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Re: Impact! Elves

Post by Chris »

Maybe he is wearing elvenite? :) Or was a moment ago adjusting his costume...

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