Podcast / Molding / Trivia

DnD, Podcast Add comments

I’m going to be trying some different processing techniques on the current podcast in production.  For one thing I’ve tried to remove silence gaps that are longer than a 5′ish seconds.  This cuts down on the time you have to listen to ‘nothing’ and file size etc.  Although I don’t have any bandwidth restrictions on my hosting I do have a finite amount of drive space. Â  At some point I’ll probably have to whack older podcasts but that shouldn’t be for awhile.

I’ve also run volume equalization on the sound files such that everyone should be the same volume regardless of where they are in relation to the mic.  This may have a detrimental effect of enhancing background chatter in some locations but we’ll see how it goes.

The podcast files are ready, I just need to schedule some time with my announcer to do the recap and lead in for me and then put some public domain back beat under her.

My molding efforts are steadily showing fruition.  I’ve run easily 20-30 moldings, with Laura’s help, of the ones I own and the bags of pieces are growing at a steady rate.  Since I really want all the pieces to be color matching I’m not going to even consider painting until I have way more than I need for what I want to do with them.

I may start considering my basing options though in the near future.  I am going to be going with low walls for viewing purposes which will also help with the obvious (to me) seaming issues with the fieldstone.  I may try to come up with a technique to help minimize that as well using some kind of filler materials here and there to break up the horizontal seams.  I’m also going with a more modular approach than the one posted on Hirst’s web site for flexibility’s sake at the cost of set up time.

In regards to the painting, I’ve been perusing various other people’s efforts in painting and IMO too many of them are following Hirst’s color schemes to the letter and as a result they all look identical.  And, again my opinion only, those colors are hard to get realistic especially if they’re the only coloring you apply.  The color values are too separated and garish and too bright.  Part of the problem is I believe that the molds overly emphasize the texture. I do though realize that roughness to scale would be invisible at standard viewing ranges much like it is now if you stand and look at a brick wall from 100 feet away but I think a more subtle color scheme would work better and then use washes to highlight the texture could look better.

I aspire to this kind of coloring/shading (images pulled from this thread where you should go look if you have any artistic appreciation.  Absolutely gorgeous game board in the making for HeroQuest):

Floor Tile Coloring
Floor Tile Coloring
Wall Shading
Wall Shading

Not this (Image from Hirst Arts) :

Speckled
Speckled

In other news I see I’ve surpassed a quarter million unique visitors since this site initially went live with this inaugural post on April 21st, 2007.

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