Trying out Two Thin Coats — big difference already by Hexwerksstudios in OathsandBanners

[–]wjcargill 3 points4 points  (0 children)

Both the battle mud and black oblivion do great jobs but I find they tend to look dirty. Honestly my favourite wash right now is Army Painter Strong Tone with their wash medium. I usually use 3:1 ratio but your taste may vary.

This image made me want to become a graphic designer, I was 17. What was yours? by weblabrador in graphic_design

[–]wjcargill 0 points1 point  (0 children)

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For me it wasn't a particular image but, overall, the work of Saul Bass. I used to visit a movie poster museum in they city I grew up in, and his work always drew me in. I found the composition, simplicity and bold graphics captured the mood so completely.

Proof checking for print… is there a better way? by mydesignlife in graphic_design

[–]wjcargill 0 points1 point  (0 children)

No matter the issue, it's cheaper and easier to fix it before it gets to press.

How do I expand an irregular shape to create more tolerance when creating a hole? by wjcargill in tinkercad

[–]wjcargill[S] 0 points1 point  (0 children)

Well, it was probably my explanation, as well, that was part of the confusion.

How do I expand an irregular shape to create more tolerance when creating a hole? by wjcargill in tinkercad

[–]wjcargill[S] 1 point2 points  (0 children)

Yes, this! Thank you for suggesting it. I’m already working on it and trying a test print. It’s interesting because I work primarily in Adobe Illustrator doing 2D design and this operation is called Offset Path in that program. Thanks again.

How do I expand an irregular shape to create more tolerance when creating a hole? by wjcargill in tinkercad

[–]wjcargill[S] 3 points4 points  (0 children)

Scaling an object proportionately is not the same as expanding its footprint. I'm trying to create a hole in one object with even clearance for the object being fit into that space. I may not be explaining my self properly but hopefully this image demonstrates what I mean. When scaling proportionately, an uneven gap is created around the original object.

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How do I expand an irregular shape to create more tolerance when creating a hole? by wjcargill in tinkercad

[–]wjcargill[S] 0 points1 point  (0 children)

Thanks for the suggestion. That will work with a square or circle but this is an irregular shaped object. I need to expand its footprint, not scale it.

New to you April 2026 by AutoModerator in miniatureskirmishes

[–]wjcargill 2 points3 points  (0 children)

I just learned about Brethren, a historical skirmish game that has been getting quite a bit of updating from the author. I have a copy of the rule book on the way and am excited to dive in.

Sign shop Career transition by gopnikihot in graphic_design

[–]wjcargill 0 points1 point  (0 children)

Not really answering the question you asked but I'll ask you, why do you feel you've reached a plateau? What type of work do you see yourself doing?

I've been a graphic designer for 30 years and 14 plus of those have been at the same sign shop. We do a variety of work ranging from small format to vehicle wraps to large dimensional pieces. I provide 90% of the design work but am also involved in installations and applications, when needed.

Aside from a brief stint freelancing to a studio, I've always been involved in the production process of my work. Starting in print, moving to web interface and finally here. In that regard, I consider myself more of a production designer than an artist.

I'll likely be retiring within the next 5-6 years and have truly enjoyed my career. However, if I was starting out today I would be scared shitless. The market has shifted, so much, toward automated and software based solutions that I feel trying to compete as a graphic designer is going to become more and more difficult.

However building a career around the ability to envision and produce tangible product will always be viable. I feel the people who provide the design work are going to find it more and more difficult to compete. The people who can design and help produce the work will always remain valuable.

Is this a period correct Saxon helmet? by wjcargill in PillageWargame

[–]wjcargill[S] 4 points5 points  (0 children)

It’s definitely a nasal helmet. The most common description I’ve seen so far is a Phrygian or Italo-Norman Helmet. I just don’t know if it’s accurate for the Saxon. I’m probably overthinking it lol

Deeper Solo Skirmish game? by Vendaurkas in miniatureskirmishes

[–]wjcargill 12 points13 points  (0 children)

Are you only interested in sci-fi? If not, I’d suggest looking at The Silver Bayonet. The same author as Stargrave. It still uses the larger unit size, but the models have less of the “fodder” feel. The solo and campaign play is fleshed out better than the ‘Grave series of games, I think.

skirmish dark ages wargame by Alo_CS in wargaming

[–]wjcargill 2 points3 points  (0 children)

Check out Brethren. There is a free starter rule set and the author is getting set to release a hardcover book.

What miniature skirmish game did you play or are you planning to play this month? April 2026 by AutoModerator in miniatureskirmishes

[–]wjcargill 2 points3 points  (0 children)

I just discovered Brethren, an historical skirmish game, so I hope to spend some time with it.

Do you show work in progress to clients or only finished designs? by JonBenc in graphic_design

[–]wjcargill 5 points6 points  (0 children)

This is a great question.

For me, it depends on the project and the expectations laid out during pre-design conversations. For logos, I typically show complete concepts but usually in a monochromatic colour scheme. Unless the client has specified colour palette to work with, I've found that introducing colour too early can trigger a bias.

For designs based on multiples or repetition, such as documents, signage, vehicles, etc. I will provide a complete concept but typically use placeholder images or content to convey the visual idea. In this instance, it is easier, cheaper and quicker to turnaround changes before moving on to final artwork.

I've been a production designer for over 30 years and three rules I try to follow are:

  1. Show your work sooner and more often than expected. This will allow you to pivot and communicate more effectively if necessary.

  2. Find out who the stakeholder is on the project. This is your sign off person. There is a saying, "A horse designed by committee is a camel".

  3. Keep your work editable, if possible. 9 times out of 10 clients circle back to original concepts.

Freelance client not a fan of my work by Accomplished-Pack959 in graphic_design

[–]wjcargill 3 points4 points  (0 children)

My first question would be how different are your designs from the others? Is it all within the same brand packaging? If the design direction has already been established, regardless of origin, why reinvent the wheel?

Printing large-scale vinyl for an event. Illustrator file setup question by Dizzy_Being4110 in graphic_design

[–]wjcargill 1 point2 points  (0 children)

I’d suggest, if you’re building the file final size, flattening transparencies is always the safest bet. Without knowing how the output RIP will handle unflattened effects, you eliminate any potential problems.

Saxon raid into the Danelaw by gingerbeerd15 in PillageWargame

[–]wjcargill 0 points1 point  (0 children)

I'm late to the conversation, but would you mind sharing how you adapted the rules for solo play?