I'm still pretty new to diorama making so I was basically wondering how does one go about deciding what proportion of a diorama should be assigned to the model and to the scenery in terms of area?
I realize in a small dio with one central figure/model, the scenery become secondary (maybe a single plant or a rock) serving only to enhance the model and divert focus on the model. Ideally when there are mutiple models, the models tells the story and the scenery complements the models by supporting the story/theme. But, I've seen dioramas such as ones I've seen on this forum where the scenery was so realistic that having the models was just the icing on the cake.
I felt I had squeezed too many figures in my first dio so in my second I try to let the scenery take a more stronger emphasis in bringing out the theme. But after more or less finishing it, it did feel kind of empty as pointed out by some of the members.
So taking composition, theme, etc. into account is there a rough quantitative way of figuring % model and % scenery?
Any wisdom would be greatly appreciated.
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beachbum
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Posted: Monday, April 05, 2004 - 07:09 PM UTC
Teacher
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Posted: Monday, April 05, 2004 - 07:30 PM UTC
There are no rules of composition. If you look at dioramas in magazines etc. a lot of them follow the two thirds rule, but I'd be willing to bet that this is done with no concious thought, and elements placed until it 'felt right'. Besides, even if there are 'rules', as in art, it's the pieces that deliberately flout these rules that gain most admiration. I've only just begun to construct dioramas, yet the only advice I think even the most experienced should offer on composition is to play around with your elements until it feels right!
Vinnie
Vinnie
Posted: Monday, April 05, 2004 - 09:32 PM UTC
Ola people
Actually there is a very good reason for this
I will quote how Shep Paine describes it he does it way better then I can do it
The Purpose of Composition is to arrange the elements of the diorama so that theyu direct the viewers eye from one part of the design to the next, Ensuring that he sees everything and sees the important things first. A good way to begin thinking on how to accomplish this is to analyze how the average viewer looks at your diorama. Generally speaking viewing is a three stage process. First , As the Viewer walks walks over to look at your piece, he will glance quickly over the whole scene. If your Diorama is well designed this glance should be enought to tell him what`s going on . He will also see the arrangement of the larger parts (Buildings, Vehicles etc), but will not have time to notice individual figures or details.
In the second stage, the viewers eye travels systematically across your diorama, absorbing smaller items missed on the first pass. This second pass will not be very systematic because of the numerous distractions that will catch the viewers attention. It`s probable that his eyes move from left to right, Because we are all consitoned that way by reading. An interesting effect caused by this condition is that when a column of troops or vehicle is moving from right to left, against the grain, the eye is more likely to pause and notice small details than if the object were headed in the other direction. This also means that other things being equal, the right side of the diorama (where the eye stops) is visually stronger then the left.
The third stage, having had a chance to get his bearings and see what there is to see the viewer will return to details that caught his attention to examine them further. Awareness of of how this viewing process work will be helpful as you develop and arrange the parts of your dioramas.
The above is not really strange thinking me thinks.
What I usually do when I design a diorama is trying to get the scene I want. To be honourest I don`t always work with the thrids rule still sometimes I keep it in mind when I`m arranging and planning the diorama. I usually sit one evening with a piece of paper arranging the vehicles in such a way that they fit into the scene and that they are standing in the correct place. Then I`m going to make the size of the groundworks. For groundworks as teacher already said there is not a rule that says: "You have to built groundworks this big" I for myself always try to use as much groundwork as needed and nothing more. When the base is too big the scene gets more or less lost in the groundworks wich is a pitty if it is the scene and models and not the groundworks you want to show.
The Making and size of a groundwork for a dio is a bit if it feels right it must be right (although that`s the way I`m always thinking)
Hope it helped you a bit out
Quoted Text
a lot of them follow the two thirds rule, but I'd be willing to bet that this is done with no concious thought
Actually there is a very good reason for this
I will quote how Shep Paine describes it he does it way better then I can do it
The Purpose of Composition is to arrange the elements of the diorama so that theyu direct the viewers eye from one part of the design to the next, Ensuring that he sees everything and sees the important things first. A good way to begin thinking on how to accomplish this is to analyze how the average viewer looks at your diorama. Generally speaking viewing is a three stage process. First , As the Viewer walks walks over to look at your piece, he will glance quickly over the whole scene. If your Diorama is well designed this glance should be enought to tell him what`s going on . He will also see the arrangement of the larger parts (Buildings, Vehicles etc), but will not have time to notice individual figures or details.
In the second stage, the viewers eye travels systematically across your diorama, absorbing smaller items missed on the first pass. This second pass will not be very systematic because of the numerous distractions that will catch the viewers attention. It`s probable that his eyes move from left to right, Because we are all consitoned that way by reading. An interesting effect caused by this condition is that when a column of troops or vehicle is moving from right to left, against the grain, the eye is more likely to pause and notice small details than if the object were headed in the other direction. This also means that other things being equal, the right side of the diorama (where the eye stops) is visually stronger then the left.
The third stage, having had a chance to get his bearings and see what there is to see the viewer will return to details that caught his attention to examine them further. Awareness of of how this viewing process work will be helpful as you develop and arrange the parts of your dioramas.
The above is not really strange thinking me thinks.
What I usually do when I design a diorama is trying to get the scene I want. To be honourest I don`t always work with the thrids rule still sometimes I keep it in mind when I`m arranging and planning the diorama. I usually sit one evening with a piece of paper arranging the vehicles in such a way that they fit into the scene and that they are standing in the correct place. Then I`m going to make the size of the groundworks. For groundworks as teacher already said there is not a rule that says: "You have to built groundworks this big" I for myself always try to use as much groundwork as needed and nothing more. When the base is too big the scene gets more or less lost in the groundworks wich is a pitty if it is the scene and models and not the groundworks you want to show.
The Making and size of a groundwork for a dio is a bit if it feels right it must be right (although that`s the way I`m always thinking)
Hope it helped you a bit out
slodder
North Carolina, United States
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Posted: Monday, April 05, 2004 - 10:18 PM UTC
In composition you're trying to please the eye and let the viewers eye naturally pan over the scene and move from on e point to another.
Teacher and Faust have given a great Text Book concpet so I won't repeat what they said. I'll toss in more of a personal thought.
I too moch up a diorama first drawing elements on a piece of paper, then I do simple cut outs of the elements pretty close to scale, as I am building I repeat the process with the actual kit elements. Always tweaking position, and elements if necessary.
Sometime a conventional rectangle or square base forces you to 'break the thirds rule'. You may just end up with more space to fill than your story has. This is where you get into simple filler, trees, walls, diorama placement on the shelf (with filler in back). You can also work on a custom shaped base as you see Verlinden do a lot.
You can always look to natual elements in your diorama to fill in things, in an urban setting you can fill with rubble, civilian vehicles, civilians, park bench, fountains, etc, in a rural setting you have farm equipment, animals, etc, in a jungle you have various foliage, dead trees, old camp site, moss covered rocks, etc
Teacher and Faust have given a great Text Book concpet so I won't repeat what they said. I'll toss in more of a personal thought.
I too moch up a diorama first drawing elements on a piece of paper, then I do simple cut outs of the elements pretty close to scale, as I am building I repeat the process with the actual kit elements. Always tweaking position, and elements if necessary.
Sometime a conventional rectangle or square base forces you to 'break the thirds rule'. You may just end up with more space to fill than your story has. This is where you get into simple filler, trees, walls, diorama placement on the shelf (with filler in back). You can also work on a custom shaped base as you see Verlinden do a lot.
You can always look to natual elements in your diorama to fill in things, in an urban setting you can fill with rubble, civilian vehicles, civilians, park bench, fountains, etc, in a rural setting you have farm equipment, animals, etc, in a jungle you have various foliage, dead trees, old camp site, moss covered rocks, etc
Sealhead
Kansas, United States
Joined: May 18, 2003
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Posted: Monday, April 05, 2004 - 11:55 PM UTC
It's your world and your diorama. Do what you like.
I love scenery, so I think of a story that can justify plenty of scenery. If the armor is your thing and scenery is just a necessary evil, then plan accordingly.
You're telling a story. What is it?
Sealhead
I love scenery, so I think of a story that can justify plenty of scenery. If the armor is your thing and scenery is just a necessary evil, then plan accordingly.
You're telling a story. What is it?
Sealhead
Lashed
New South Wales, Australia
Joined: April 05, 2004
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Posted: Tuesday, April 06, 2004 - 12:04 AM UTC
I think it all depends on what your trying to show. Is it a wide open sniper scene? A close combat city fight? I focus on models as baing the iceing and the scene just setting a "mood" to the dio. Think about realism. Would the fight or scene be an open feild or crowded area. Look for insipration, movies, games, pics what ever tickes your fancy. I always start with an idea, somethins thats not commonly shown or something with a moral.
I wish you all the best with dio work. and the only way to get good at them is mistake..
I wish you all the best with dio work. and the only way to get good at them is mistake..
Art
Michigan, United States
Joined: March 20, 2004
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Posted: Tuesday, April 06, 2004 - 01:58 AM UTC
Modeling is an art form, therefore the only person who can determine with certainty when everything looks "right" is you, the creator. You will get constructive (or not) criticism almost every time no matter what you do, so don't let that drive you into a creative rut just to please the critics. Also, check the member's gallery. I've seen results there that rival the so-called "pros". One thing to remember, too, is that this hobby is supposed to be fun!
Art
Art
D-Cycle
Västerbotten, Sweden
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Posted: Tuesday, April 06, 2004 - 03:28 AM UTC
I'm basically a newbee in dio-building (making my first ones, since ten years ago), but here comes my opinions about planning:
- I often tend to plan my dios a bit to much in squares and straight lines. Yes, in urban dios, it might be realistic, but not always. Try different "tricks" to break up these straight lines that may occur. (It may depend on the shape of the base also)...
- Think of your scene as a photo of a real situation. How much can be cropped (cut away), from the photo, without losing to much detail? How much of the photo can be left, without important details dissapear? What focus has the picture? The persons? The setting? The envoriment? A situation?
Since starting bulding dios, I've begun looking around in my every day envoirment how things occur. How does these trees look from this distance? In what way has this old building decayed? I get, almost daily some new "wow"-facts... It's very stimulating!
/D
- I often tend to plan my dios a bit to much in squares and straight lines. Yes, in urban dios, it might be realistic, but not always. Try different "tricks" to break up these straight lines that may occur. (It may depend on the shape of the base also)...
- Think of your scene as a photo of a real situation. How much can be cropped (cut away), from the photo, without losing to much detail? How much of the photo can be left, without important details dissapear? What focus has the picture? The persons? The setting? The envoriment? A situation?
Since starting bulding dios, I've begun looking around in my every day envoirment how things occur. How does these trees look from this distance? In what way has this old building decayed? I get, almost daily some new "wow"-facts... It's very stimulating!
/D
beachbum
Kuala Lumpur, Malaysia
Joined: March 05, 2004
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Posted: Tuesday, April 06, 2004 - 08:13 PM UTC
Thank you gentlemen for your practical pointers and as always I remain in your debt. A special thanks to Art and Sealhead, for setting me straight because while technicalities are important, a large part of satisfaction of diorama making is really in the making and not the final product and as long as the creator is satisfied well its on to the next one.
Thanks again all.
Thanks again all.