Easy Non Metalic Metal Bronze!

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  • Опубликовано: 15 янв 2025

Комментарии • 14

  • @HazzR8
    @HazzR8 7 дней назад +1

    Fantastic work! A simple recipe and clearly explained.

  • @Wijkert
    @Wijkert 7 месяцев назад +1

    I particularly liked when you showed what consistency you were looking for on the wet pallet.

  • @speaktome4778
    @speaktome4778 11 месяцев назад +1

    Very cool. Rhinox hide seems to be the answer to all the NMM gold/brass/bronze problems, but I wouldn't have expected that result with an orange paint. Thanks for a great explanation!

  • @rickytantriad
    @rickytantriad 11 месяцев назад +1

    Awesome tutorial, thanks!

  • @roelandpellis3679
    @roelandpellis3679 9 месяцев назад +1

    Thnx for this, it looks so easy when you do it 😁. But it is a very comprehensible tutorial and I am going to try this.

  • @davidvisser4446
    @davidvisser4446 11 месяцев назад +1

    Wow! Very clear instructional video!

  • @Randytravis247
    @Randytravis247 11 месяцев назад +1

    Super clear guide awesome stuff.

  • @MrAttackfrommars
    @MrAttackfrommars 11 месяцев назад

    Wonderful tu
    torial, thank you!

  • @KujoPainting
    @KujoPainting 11 месяцев назад

    Looks super. Nice one.

  • @tassosmks
    @tassosmks 11 месяцев назад

    Fingers crossed you'll attend GD EU 24 and I will get another chance at looking at your pieces! So hyped haha

  • @jimphillips6532
    @jimphillips6532 11 месяцев назад +1

    That red is orange 🍊 😮😂

  • @SuperDominic4
    @SuperDominic4 11 месяцев назад

    How would you do OSL from a lantern or open medieval-style torch?

    • @juble7086
      @juble7086 11 месяцев назад +1

      The same way you'd paint any other light emitting source, although I'd tailor the intensity given the context. Brightest light coming from the light source (in this case the lantern/torch). If it's fire then I'd use saturated oranges and yellows. Obviously you can use whichever colours you want though. Think about where the light coming from the object would hit, and how powerful the bounce would be given variables such as distance and material (how reflective it is for example).