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Once the “rough” has taken
shape it is sent to me for review. I then make any notes I
deem necessary, before sending the images along to Microsoft/Bungie
for their review. Again, all we are looking for here is to
ensure that the proportions of the figure are correct. Usually,
at this stage, we would also focus on the posing of the figure,
but since these figures are articulated, that wasn’t
as much of a concern.
After receiving the feedback from myself
and the licensor, the Design Group goes back to work to make
any adjustments before moving on to...
4.3: Sculpting (The “Detail”)
This is where the figures really begin
to come together. Now that we have taken the time to ensure
the basic body structure is there, it’s time to go in
and add the detailing that makes each character unique —
from the battle damage on Master Chief’s chest to the
diamond patterns on the Brute Chieftain’s armor.
This is also the step in which the
articulation is added, so there is a bit of a delicate balance
that needs to be maintained between realism and playability.
As soon as we feel we
are at a certain point in the process, both the licensor and
I receive full photography of each figure, and changes are
made where needed.
STEP 5: PAINT
The figure has taken form
and we’re almost there, but not quite yet. The figures
don’t actually come to life until the paint has been
added. For the Spartans we attempted a number of different
techniques before choosing one that seemed to best capture
a balance between the in-game visuals and the real world grit
of war. You’ll notice in our first few series of action
figures that the Spartans actually seem a bit dirty. We tried
not to overdo it, but wanted to give somewhat of a “been
through hell” feeling – like these soldiers have
been at it for a while and aren’t fresh out of training.
As always, the painted
prototypes are snapped with a camera and all parties offer
their notes, and changes are made if needed.
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