Thursday 20 December 2012

[Animation] Guilty Crown - ギルティクラウン














这部动画可说是尽现人类丑恶的一面,故事背景是暴力血腥的,还好故事前因后果也交代明白,对我而言,这部动画非常成功,成功在于楪祈的歌能够感动人心,产生共鸣,与动画故事背景非常匹配,歌曲方面真是非一般的用心。动画里的人物感情都很丰富,各自有着明显的目标也不含糊。

故事背景的惨剧也许会发生在不久的未来,只是引发点不同吧,我常说现在是秩序的世界,维持秩序世界是法和自我约束。一旦发生严重的大灾难,政府倒台将是混沌交替的先兆,同时也意味着法和自我约束的崩溃。试想像杀人不再受任何刑罚,那个世界就回到弱肉强食的定律。想像任何人都可能背叛你,以致你不再相信人。当然我是不希望看见这一切。:3

 エウテルぺ」- EGOIST
这首歌给我第一个感觉就是有着复杂的情绪在内,非常伤感孤单但好像还存在一丝希望,同时也非常感动!歌的意境似绝望非绝望,似希望非希望,但就有着很莫名其妙的协调感,以这首歌作为此动画的代表曲我觉得是绝配!同时也跟女主角的内心很匹配。歌的感觉像是在已成定局的世界里渴望着改变,像在尽力维护着一盏快要熄灭的希望之火。从填词作曲到歌声是无可挑剔的,是非常罕有的神曲。但我不鼓励常听,这歌偏重于负面情感,引起心里伤感共鸣的话就不好了。这歌我觉得某段里加插了些看似不协调的东西,可能是为了动画也可能是为了缓和负面情感。对别人而言或许是首普通的歌,但这歌让我看见音乐的新意境,我真要感谢才华洋溢的ryo


片頭曲1My Dearest」- こゑだ(supercell
这首歌真的为楪祈量身定做的一首歌,也说出了她心里的话。若是有女伴侣肯为你唱这一首歌的话,你的今生是无悔了吧哈哈。

片頭曲2The Everlasting Guilty Crown」- EGOIST
快节奏的一首歌,也是非常符合动画内容背景的一首歌。但这首歌带来的希望比绝望更多,非常动听的一首片頭曲哦!!

片尾曲1Departures 〜あなたにおくるアイの歌〜」- こゑだ(supercell
悲伤别离的歌曲,或许这就是命吧,总是有些人无法得到一般人都能得到的东西。命运的作弄让他一定要牺牲他珍贵的东西来换取其他人的幸福。他只能带着笑容压抑着心中的悲愤忍痛的付出,能留下的就只有美好的记忆。

片尾曲2告白」- EGOIST
快节奏也很激情,歌词给人觉得Guilty Crown还没真正完结,像是带出I wanna right my wrongs!!的感觉。

Monday 19 November 2012

[Animation] Binbō-gami ga! - 貧乏神が!













穷神和女高中生的故事,明显两者是对立关系,虽然每天都活在修罗场,但也常看见两人埋藏在心里的关心。这部动画里的配角也相当耀眼,出场的份量拿捏得很好,各自的性格也很明显。虽说配角耀眼,但主角也是非常突出,也常恶搞龙珠和北斗神拳(恶搞手段也高明)为了环境卫生,请别边吃饭边看,因为喷饭的几率是很高的哈哈。虽说是部搞笑动画但感动场面也很多,而且也有些人生道理。我真心觉得这部动画在各方面都控制的非常微妙。非常推荐看看,这真是部佳作!!


片頭 Make My Day!」- Piko
我觉得是普通一般的片頭曲。 :3

片尾恋暴動」- HAPPY BIRTHDAY
这首片尾曲感觉很可爱,也清楚表达了两人内心的真实世界(其实是深深的关心着对方)。不错哦!

Wednesday 31 October 2012

[Animation] Mushishi - 蟲師














虫师这部动画老实说我非常着迷,虽说是虫, 但此虫非一般虫。
-「」,既不是動物,也不是植物,亦不是細菌,而是一種最接近生命之源的物體,有各種不同的型態和生存方式。當人和蟲接觸的時候就會產生奇妙的現象,有時會引起各種問題,蟲師就是為解決這些問題而存在的職業。-
虫师银古和故事背景和当地人物有着不协调感,好像银古生存在不同的世界里,其实这是对的,除了衣着大不同以外,银古的确存在于另一个世界,比起人类的世界,他可能更适合介于虫与人类之间的世界吧。这部动画异常吸引我的原因是虫这种生物和不断强调大自然平衡,共存且互不干扰的重要性。现实世界也是一样的,如果人类持续增加,开辟森林以增加人类能居住的环境, 看来没什么不妥吧,错了。。。开发原始森林会令原本”封印“于密林的致命病毒细菌等微生物得以扩散。单是想都觉得恐怖了,但都无法避免,人类的科技是朝向破坏大自然的方向进发,能做的是暂缓而不能停止。或许虫师这部动画也在暗喻着这些吧。但别担心,动画并不是灰暗系列的,是光明系列的,所以看了后会觉得很舒服, 多了些疑问和对大自然的敬畏。


片頭The Sore Feet Song」- Ally Kerr
很清幽好听的一首英文歌,感觉就像在山顶看着日出或日落,期待着每一天的降临,路途还很远,别轻易放弃似的。不错的片頭曲哦!

Monday 29 October 2012

[Animation] Hyōka - 冰菓













冰菓,就是冰淇淋,英译Ice Cream (是很废,但这英文名词在动画里很重要哦,要记住且重读几遍。。。)。因为这本社刊,改变了一个原本没有干劲的高中生也让他迈入玫瑰色的高中生活。人往往会因为某些转擂点而改变了以后的人生。奉太郎因古籍研究社遇见了千反田愛瑠,也因她而有了更大的转变。千反田愛瑠在动画里非常可爱直率哦!虽是推理类但相比其他作品更显得温和,没有一贯的杀人事件(密室杀人看太多了)。人物描述也很好,也感人也搞笑。像集多优点于一身但我觉得很合适。是非常推荐看的一部动画。:)


片頭曲1 優しさの理由」- Choucho
开始有着清幽感觉,像凉风吹拂般舒服,歌声也好听。不错的片頭曲哦!

片頭曲2 未完成ストライド」- こだまさおり
节奏感很好且轻快的一首歌。感觉也不错哦!

片尾曲1まどろみの約束」- 千反田愛瑠(佐藤聰美)、伊原摩耶花(茅野愛衣
这首片尾曲我觉得像是夜里两个女生互相谈心,互相述说着自己心仪的人,淡淡的想念, 然后不知觉的入睡了。不错哦!


片尾曲2君にまつわるミステリー」- 千反田愛瑠(佐藤聰美)、伊原摩耶花(茅野愛衣
像是片尾曲1的思念化成想多了解心仪的人了(应该是追赶吧哈哈)。有种淡淡可爱的感觉哦。

[Animation] The Ambition of Oda Nobuna - 織田信奈の野望














以真实日本战国时代改编而成的动画。虽说与真史大不同,但如果想了解日本战国时代也可以尝试看哦。主要的日本战国名人都变成女孩了哈哈。可以说是部后宫系的动画。傲娇的信奈和众多的可爱女战国名人是卖点。虽说人物众多,但我是没感觉很混乱或难以辨别,最低限度每一位都还保有独特的个性,动画整体的感觉很不错,故事其实也很感人哦哈哈。说实话,除了我所知道的南北朝战争以外,最令我着迷的就是这战国时代,感觉有如中国的三国时代(当然三国时代是更为吸引人 ;3),人才辈出,实行统一的大理想。推荐看看哦。


片頭 Link 」- 愛美
摇滚和战争乱世是相当匹配的。但歌曲我觉得一般吧。

片尾 ヒカリ 」- みずたまきの
这首片尾曲我觉得不错,如果真史的信长是女儿身的话,可能就会有此感觉。心里渴望自由,但又介于天下和最爱的人之间。难以抉择。或许信奈在完成统一后和最爱的人去追寻自由吧。我是有这样的感觉。是不错的片尾曲, 非常值得听听哦。

Monday 1 October 2012

[Animation] Accel World - アクセル・ワールド














加速世界,这部动画真有股奇怪的魅力和魔力,深深吸引了我,甚至在还没看完这部动画就想写下这篇介绍。是共鸣吗还是什么的。这动画的抉择令我很赞叹!男主角的设定是很大胆哦。我觉得这部动画对友情和爱情有正面的启发性, 也很感人。故事背景设定说真的非常独特,看似现代但却是近未来,日常生活都离不开Neuro Linker。Brain Burst 这游戏也是一绝,从安装,Avatar 的创造,Avatar 的颜色属性,能力等等都很不错,并不是草草了事的。动画里我觉得说明了心之伤痕严重与否会直接影响Avatar 的创造和其特殊能力。正因为男主角所以他是真的与众不同。还有非常难得的是1-13集的片头曲和片尾曲是神曲啊(13集以后的片头曲和片尾曲可惜啊),100%符合这动画的要求, 就当被我骗了,尝试听听吧哈哈。有着加速感,美妙的节奏感,持续追求梦想,永不放弃!人生于世不都应该这样吗?许多年轻时的梦想都可能被现实毁了,但我们是该认命吗?答案不该由我给你,而是你要对自己负责,找出你认为对的答案。看看这部动画吧,你或许会找回你曾失去的东西。


片頭 Chase the world 」- May'n
难得的片头神曲,若是正处于低峰状态的话,这首歌是能够赐予力量,把人再次充电后勇往直前吧!!极力推荐!!!

片頭曲2 Burst The Gravity 」- ALTIMA,RAP詞:motsu
一般。

片尾 →unfinished→ 」- KOTOKO
也是很难得的片尾神曲,与片头神曲有着同等的力量,这首歌的感觉就像是激励着人应该持续奋斗,未来才有实现的一天!!极力推荐!!!

片尾曲2 ユナイト 」- 分島花音
一般。

Sunday 9 September 2012

[Animation] Atchi Kotchi - あっちこっち














是泉此方吗(看过Lucky Star的就知道她是谁)? 这是初次看这动画时的疑问。。。真的很难想像四格漫画能够有如此突破和认真制作(当然也有不少原四格漫画变成好看的动画哦)!人物设定方面是很好,人数也刚好且各有各的性格。看了后只觉得很可爱,很温馨,很搞笑,很想重看哈哈。女主角会适时长出猫耳和猫尾,这。。这好萌哦(不是萝莉控哦)。故事就很简单,所以想在众多同类动画突破真的不容易。我是很推荐看哦,娱乐性是很不错,人啊是要常笑日子才好过哦!


片頭歌 あっちでこっちで 」- 御庭摘希(大久保瑠美)
歌曲是伴随着欢乐和可爱气氛,我是觉得一般。 ;3

片尾歌 手をギュしてね 」- 御庭摘希(大久保瑠美)
歌曲很可爱哦!!还能感觉淡淡的恋爱在进行着,朋友以上,恋人以下就是这种暧昧关系吧。我是推荐哦。

Wednesday 5 September 2012

[Animation] Another - アナザー













“MISAKI就在那裡,MISAKI並沒有死。”就这句话,灾厄就从此开始了。
或许本来只是自私不舍的离别,强行在言语和思念上留下不该留下的人,谁知竟然造成后辈们的无妄之灾。这动画看似简单但却意外的复杂。这恐怖类的动画我觉得源自于诅咒,若是诅咒就该有解诅咒的方法,关键是过程。复杂方面是在于寻找“不存在的人”,其设定非常接近无迹可寻,虽是已死的人但却拥有活人的特征,甚至自己也不晓得自己已死亡,唯一可能确认他们的是他们可能有某段的记忆失去了(应该是他们死亡的那段记忆失去了吧。动画里诅咒的方法更是令人左右为难。在看完这部动画后觉得这诅咒的机制设定很棒!是可以延续很久同时也非常值得看哦。动画素质很高,营造出来的恐怖气氛也不错,眼尖的观众也许很早就发现谁是“不存在的人”了哦哈哈。强力推荐必看哦!!


片頭歌凶夢伝染」- ALI PROJECT
歌曲有着紧张感以及快节奏,像是在暗喻着尽快找出“不存在的人”以快速解决这一切

片尾歌anamnesis」- Annabel
歌曲有着安详宁静感,歌声也很优美,像是在安慰动画里枉死冤魂。闭上眼睛,用心体会这一首优美旋律的歌曲吧。必听神曲哦!!

Monday 3 September 2012

[Animation] Ano Natsu de Matteru - あの夏で待ってる














科幻+青春爱情的校园动画。刚看的时候觉得有些像Anohana,人物,绿色小镇等等的美好感觉。很着重于描述爱情,感情事都围绕在五个人身上,感情事描述我觉得拿捏的很好,不多也不少,就刚刚好。情绪表达也很好,给人感觉温馨又苦涩。想得到些感情上一二事的参考不妨看看哦。或许会有感同身受的感觉。本人觉得爱情能让人不知觉的成长,感情路上成败不须太过在意,人总该抱着希望在人生路上前进,或许也应该自私些,至少一定要为自己而活,当然如能找到愿意一同走人生路的人就必须珍惜。是沉重但未必不是好事哦。我是很推荐看哦。

片頭歌 sign 」-Ray
歌曲有着轻松节奏,像看着翠绿美景被凉爽微风吹拂般舒服,不错。

片尾歌 ビードロ模様 」-やなぎなぎ
歌曲同样有着轻松节奏,歌声优美更增添其感觉。像是一对情侣在夏天夜里看着天上繁星,表面上如四周一般乌黑寂静,但内心是温暖舒服的,认真听后觉得有此意境,必听神曲。

Monday 6 August 2012

[Animation] K-On! - けいおん!














刚开始看这动画时,说实在是没多大的期待(因为类似的动画很多。。嘻嘻)。谁知这也是一匹深藏不露的千里马!以轻松,快乐的校园生活描素这五位各有特色的乐队成员。天真贪吃且有天然呆的平沢唯,外表成熟但内向怕羞的秋山澪,阳光型女孩且有点男子气的田井中律,温柔大方且善于照顾人的大小姐琴吹紬,最后就是个子小小但态度认真的中野梓。这部动画的漫画版是四格暴笑漫画,实在难以想像它能变得如此好看。除了能带来娱乐欢笑以外,还能看出成员之间的感情深厚,说真的是很感人的哦。加上放学後TEA TIME”演奏的歌曲也非常动听。所以不自觉的看了又看。真期待Season 3的K-On!。必看哦哈哈。

片頭曲Cagayake!GIRLS」- 樱高轻音部- 平沢唯(主唱)
轻快活泼的摇滚片頭曲 , 整体来说是不错的哦!

片頭曲GO! GO! MANIAC」- 放学後TEA TIME- 平沢唯(主唱)  - 第1話 - 第13話
轻快活泼的摇滚第二季片頭曲1 , 整体来说觉得一般

片頭曲Utauyo!!MIRACLE」- 放学後TEA TIME- 平沢唯(主唱)  - 第14話 -第27話
轻快活泼的摇滚第二季片頭曲2  整体来说还是感觉一般。

片尾曲Don't say "lazy"」- 樱高轻音部- 秋山澪(主唱)
Mio-Chan的这首歌真的非常动听哦!虽有厚重的摇滚背景音乐,但整体节奏感很好。Mio的歌声是成熟型,相比Yui可爱型歌声我是较欣赏Mio的歌声。必听哦此歌!!! 

片尾曲Listen!!」- 放学後TEA TIME- 秋山澪(主唱)第1話 - 第13話
Mio-Chan的第二季曲1曲风有些搞怪活泼,有放学後TEA TIME的感觉哦哈哈。不错!

片尾曲NO,Thank You!」-  放学後TEA TIME- 秋山澪(主唱)  - 第14話 -第27話
除了Don't say "lazy"以外,这首也是K-On!里最爱歌曲之一!!由轻音乐带入接着摇滚这感觉我觉得很好,像是告诉我们放学後TEA TIME的实力大大加强了。让人不由自主的跟着唱!!此歌也是必听哦!

Friday 20 July 2012

[Animation] Fate/Zero - フェイト/ゼロ














命运系列动画的设定我是觉得非常棒的。由7名召唤师和他们所召唤的7名英灵战斗。最后剩下的就能向圣杯许下任何愿望。每位英灵都有所属的职业级别,分别是剑士(Saber),枪兵(Lancer),弓手(Archer),魔术师(Caster),暗杀者(Assassin),骑士(Rider)和狂战士(Berserker)。所谓英灵像是英雄人物,可以是正派也可以是反派。或许我很喜欢历史英雄人物,我对命运系列里的英灵非常着迷,且让我看见了Gilgamesh,这半人半神英雄王的英姿。Fate/Zero的动画质量等各方面都很好。只恨Saber战斗少了些,Fate Stay Night里的Saber战斗比较多,但故事发展我觉得有些拖泥带水,且不大喜欢Saber的召唤师(但是剧场版就非常好看哦,而他也变得很强,强烈推荐必看)。动画里的“圣杯”虽有着神圣的名字但我觉得并非神圣之物。许下的愿望是有代价的。所以动画里也劝告着不可能不劳而获,必先劳其筋骨才能实现。

Thursday 12 July 2012

雪糕公民 - Citizens of Ice-Cream


迟来的评价及介绍,迟了多少年都已不重要,重要的是我仍然记得你们! ;)
雪糕公民来自马来西亚,成员外表可能平庸(别扁我哦)但对音乐怀有独特的热诚(赞美哦) , 因而创造出独一无二的音乐。独特的音乐和对音乐的热诚是能从音乐中感受出来。
音乐如同拥有灵魂,在为创造者说出心里渴望的梦想及自由。

众多曲子里独喜欢"THE END","Leave it to the Ants"也是非常动听,就交给蚂蚁吧!
对曲子的评价我可不多说了,雪糕公民的音乐是要靠自己去感受,用心来感受。
尝试听听吧,或许你心灵能找回曾遗忘的梦想及自由。

感谢雪糕公民创造出一系列触动灵魂的音乐 。

14 July 2012, 9:00pm, The Actors Studio @ Lot 10. - 与他们见见面吧 ;) 。

Thursday 28 June 2012

(转载) How Millhiore F. Biscotti was Made Using 3DCG Sculpting!


以下将转载一篇有关3DCG做PVC Figure的文章
Author: Mikatan (All credit goes to Mikatan)
Original Page Link -


From DOG DAYS:

Millhiore F. Biscotti!
As I mentioned in the last post, today we’ll be looking at how the 3DCG data for the figure was made!
We’ll be taking a look from the very start of things! I’ll also be going into a bit of detail, so I think it’ll make for quite an interesting read!

Of course the one who told me all about it was Oda-P, who was in charge of Millhi’s sculpting!

Alright, let’s get into it!!













(1) Deciding on a Character (Planner)
Today’s model is of course DOG DAYS’ Millhiore F. Biscotti.
Nowadays you’ll hardly ever find an anime series, movie or game that doesn’t make use of 3DCG, but the data used for those is specially created to focus on movement. On the other hand, the 3DCG data for figures just needs be sculpted from clay into a fixed, non-moving model . That’s the main difference between common 3DCG and the 3DCG used for figure sculpting. Someone who can work with standard CG, knows the physique and build of the human body and also understands just what makes things ‘moe’ could easily work with a figure making team. We’ll go through the whole process that the director of the project goes through to reach the final product.

Ooh! As expected of Princess Millhi! That face at the bottom left is adorable!
So… we’ll use this illustration to make some 3DCG data?










































(2) Modeling (3DCG Developer)
At first, the figure’s pose is not set in stone, so many ‘bones’ and joints are placed into the data based off the original illustrations of the characters, so that the pose can be easily changed at a later stage.
This 3DCG is made to be movable!





















(3) Deciding on a Pose (Planner)
This time around, the pose was based on a scene from the ending!
Now we move back onto the modeling, using the pose we decided on.
Yes! A wonderful pose that really brings out the cute side of the Princess!!










































(4) 3DCG Sculpting Stage #1 (3DCG Developer)
The original illustration didn’t feature the lower half of her body, so that part is simply done without a basis illustration. Eventually a first run of the 3DCG data is created, which will look something like the above.
Ah! She moved into her pose!
Although she still seems a little stiff…?
Ooh! Lemme see!!





















(5) Adjustments to the Pose in #4 (Director)
The most common changes are adding in extra bends and twists.
It needs to be a smooth pose, but also one that brings out a dynamic feeling.
First the most obvious changes from the original illustration are brought up. In this case it was the way the hips were twisting – but changing that means changing all sorts of other things as well.

Checking poses using a figma!! ((((゚Д゚)))
I-I must admit, it does make it much easier to see the problems now!! (By the way, yhis Ayanami-san is Oda-P’s own personal figure.)





















The pose features the right shoulder in front of the left, which means the right leg needs to further forward than the left one.

→ Which means, the left leg will have the most weight on it, so the left side of the pelvis should be placed higher than the right side.
→ Which means, the left shoulder should be lowered and the right shoulder should be higher so that the stomach area is bent horizontally.
→ This allows for the left and right sides to balance out with bends in the right place, creating a smooth, dynamic feeling.





















The overall feel of the figure is also taken a look at here, and sometimes has some changes made on a larger basis too.
Getting all the changes right is the toughest part for the figure director. Here are the actual instructions that came with these images ↓

The twisting of the hips is definitely one of the most noticeable points of the illustration, and we’ve got a feeling for how the legs should look because of that now.
The left leg will be put out forward, putting most of the weight on it, meaning the left side of the pelvis should be raised, which in turn will require her left shoulder to be lower so the body looks like it is bending correctly. Even if you look at the illustration, I think the right shoulder does look higher than the left. I also think the angle of the hip should be tilted a little further, so that the right side of the hips is lower – if that causes the right foot’s toes to touch the ground, you’ll need tilt the foot back a bit more. The body as a whole also looks a bit long – perhaps it’s just a problem of perspective?


W-Wow…!!

It certainly shows that you need some feeling as to how the human body moves when doing this direction!





















(6) Sculpting Adjustments (Director)
While the previous changes were more looking at physical errors, these are changes that need to be done as they differ from the original work.
So even areas like the inside of her skirt are all carefully directed to match up how they should – there really is no room to miss anything while doing this!










































(7) 3DCG Sculpting Stage #2 (3DCG Developer)
After this point, you’ll start feeling the dynamic feeling that we are aiming for.
The pose really starts pulling together, and the 3D data is checked on once again. The whole model is spun around, so that it can be seen from any possible angle – to make sure there is nothing strange happening at certain angles.
The skirt is definitely a noticeable change – it’s much bigger now and looks a lot closer to the final figure I showed on the blog on Wednesday! You can also see the changes in the way the hips are turning now!

























































(8) Sculpting Adjustments (Director)
This is the final note of any more adjustments that need to be made. The biggest problem at this point was where exactly the legs should be inside of the skirt. Most of the instructions were to try and make it noticeable that the legs really are beneath the skirt.
We’re really moving into the finer details now! This is where the smallest of changes can really turn a good figure into a great one!















(9) Printing Out the Face
Obviously the whole figure will be printed out eventually, but the most important part to check for early problems is the face. Often after this print-out, small changes such as the bevel of the cheeks are changed – they are very small changes, but they all come together in the end.
It goes without saying that we all want a perfect figure, but of course the face is always the first thing you notice on a figure!!

The photo makes the face look quite big, but the changes that are done really are incredibly tiny – this goes for the prototype of course, but also for every single one of the figures made in mass production to get to you!





















(10) 3DCG Sculpting Stage #3 (3DCG Developer)
The 3DCG Data is complete!
The creases in the skirt, and the line of the legs is now much more noticeable.





















(11) Parts Partitioning (3DCG Developer)
Separating the different parts for production would be very difficult by hand, but with 3D data it’s a simple task!
At least, that’s what you’d think… but actually, it can be rather troublesome.

I’m sure a lot of you know, but the figures are all made up of various parts that are put together at a later stage! These separate parts are the ones that are made at the factories in China – and by using 3D data, it’s considerably faster to separate the different parts and save some much needed time!

Millhi ended up with 47 actual parts, 2 metal rods to be placed inside the figure and 2 parts for her base!





















- Summary -
You often hear people say that as more 3DCG sculptors come into the world, many actual hand working figure sculptors will fall away – and to a degree, I think that is correct.

3DCG is considerably faster to work with as you don’t need to worry about the putty drying, surface finishing or any other problems caused by hand-done work. This obviously means you can get a lot more work done in a specific amount of time.

However, those who have been making hand sculpted figure for years have the experience and the theory behind the final products which can really help in the development of the 3DCG works. A lot of sculptors starting straight with 3DCG modeling will often have a hard time getting the representation of the body right at first.

Based on that, I believe that the experienced figure sculptors should work with the 3DCG modelling specialists, in order to create figures that have the charms that come from both sides of the table, and I believe that will bring us into the new age of figure sculpting!

- Oda

So the 3DCG modelers and the the original sculptors can put their strengths together to create great figures and save time all at once!

I must say that the one thing that really stands out after hearing all this, is that…

The voice of the director is very important!
For example, I’m fairly certain that if I had been directing the changes after seeing the scarecrow Millhi instead of Oda-P… something rather different would have come out at the end… I think the ability to do that direction is one of those skills you obtain after doing hand sculpting for a very long amount of time. I’ve tried doing it myself before as well… and I can say that while it’s fun… it’s very hard, and quite intriguing!

Another thing I wanted to get through to everyone though this article:
In the end, a professional is always going to be needed!

Someone who can take the 3D print-out and clean it up, or even improve the way it looks with some hand-made adjustments. Another very important part that we didn’t really touch is that of the painting, which is a very strong point of the figure as well – all these things have to be done by hand!

There are also all sorts of parts to the making of this figure that I didn’t include in this – I was just focusing on the sculpting – but there is a lot of work put in by a lot of people for every single figure that is released. Next time I have the chance, perhaps I’ll take a look at some other points in the production process as well.