SoH Painting Tutorial

Sons of Horus Paint­ing Tuto­r­ial

This is a tuto­r­ial on how to paint epic scale (6mm) Sons of Horus.

We’ll be using some basic paint­ing tech­niques like washes and dry brush­ing for most of the steps in this tuto­r­ial. There are a cou­ple of optional steps that include more advanced blend­ing that you are free to try or skip. We’ll also be using a mix of Games Work­shop paints and Vallejo paints through­out the tuto­r­ial. Lets get started!

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Why you shouldn’t rush design

Every­one wants their project done yesterday.

Sure we can hit tight dead­lines and some­times they are unavoid­able, but that doesn’t make for great results or good ideas, espe­cially when it comes to design. What design­ers need is time. This need really has very lit­tle to do with design at all. It’s all about how we per­ceive the world around us. More specif­i­cally, it’s how our brains process visual stimulus.

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Who’s the designer now?

All design is intended to ful­fill a pur­pose even if the design itself even­tu­ally fills a dif­fer­ent role than what the designer intended.

Con­sumers, users, and all the other vague con­trivances we use to seg­ment and reduce humans to data point based ghosts can help inform our deci­sions and direct the result of design toward our intended pur­pose. How­ever, because our designs are cre­ated for oth­ers to use and con­sume, at some point we have to ask our­selves whether we should be design­ing for oth­ers or if we should relin­quish con­trol and allow our users to have a go at the whole thing. After all, who knows bet­ter what they need than the user himself?

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2014: Year in Review

It’s hard to believe that 2015 is almost here.

It almost seems that just yes­ter­day we were start­ing 2014. This has been a very busy year here at Two Lands Cre­ative and it’s time to look back over things because… well… year-​end reviews are cool.

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Thoughts on UX Design

User expe­ri­ence design is big, espe­cially as it relates to web inter­faces and interactions.

It’s rare that the prophets pro­claim­ing the man­i­fold ben­e­fits of “good” UX design are silent, but I think we might be miss­ing the point. True, there is some ben­e­fit to the claims: good design requires a good under­stand­ing of the prob­lem we are try­ing to solve and data can be use­ful as we for­mu­late a solu­tion. After all, who doesn’t want to cre­ate things that are easy for peo­ple to use and the fear of lost con­ver­sions if we don’t do it “right” silences most dissent.

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