Face Off Season 12 - Divide & Conquer

The format may contribute to your lack of attaching names to faces. They don’t stress Top Looks as much, and there’s so much thinking about the team results, it’s difficult to see the individuals, especially up until they start doing a character apiece.

I agree with you on the competitors trying to come up with stories. I cringe at a lot of their efforts. The next one is even more fun that way.

The horrific face wrinkle thing is because a wrinkled brow is one sign of anger, so a really angry ghost/demon should have a really wrinkled brow, right?

Yeah, there seems to be a new show coming out, “Game Face”. Know nothing else about it. Will probably give it a look.

It’s not often that I can spot a mistake-in-the-making as early as the sculpt phase, but I knew that Faina’s design was going to look like a starfish eyepatch from the get-go. Nelson’s could have been improved by having a tendril dip under the skin, or in and out of an orifice, like ears or eyes. I had said nostrils, but getting the prosthetic close enough to look realistic might have hampered the model’s ability to breathe.

Phil’s prodrome skin bumps didn’t read “burn” to me, but they didn’t read “fungal infection”, either. Armchair quarterbacking, but I wondered if he could have made fungus-shaped blenders, painted them, then laid over some sort of artificial skin to make them look like subcutaneous growths.

If he could have made blenders that had the right texture, he could have made the face piece have the right texture. It’s telling that it took two tries of him thinking he’s making the correct texture, and still didn’t get it right. He just doesn’t have a good eye.

That’s one thing I don’t like about the show, that the contestants always have to make up the story their character is in, and a lot of people suffer because they fail at the story part more than they fail at the makeup part. I’m assuming that in the real world, they’d be handed a script (or at least a comprehensive set of notes) that contains the relevant information.

Racing to the finals, it’s semi-final week. Five competitors left, so two to be eliminated this time.

Challenge: Take an actual recording of deep space “sounds” and use it to inspire a Fun, Friendly alien. I will note these are not actually sounds, as sound cannot propagate through space. Rather, they have taken vibrations in electromagnetic signals (i.e. radio waves) and converted the pulses into sounds that let us hear the variations in the patterns. Anyway, as far as the challenge, they pick one of five plastic cases, so it’s not so much picking a sound as randomly getting one. Shush. I notice they pick their models before they listen to their sounds. Great, you can’t even get inspired before you decide male of female?

Also, you have a show where a key part of the design comes from a sound, why the hell do you have to overlay some background music over the places you are listening to the sounds? We’re trying to see how well their inspiration fits the music, that’s hard to do when you cover up what they hear.

Nelson, a whistling jingle that sounds like a mix of crickets and jingle bells: He hears the whistling, so he thinks of a beak form like a bird, but doesn’t want to make a bird, so he’s going for a round headed alien with two antennae and big round eyes. A simple green alien, sounds like he’s going cartoony. The face he starts sculpting looks vaguely like the insectoid sculpt he tried and then threw out from a previous challenge. Kind of clunky and without form, but it’s just the early stage, I just notice a similarity. Mr. Westmore observes that the round head is pretty generic and common, so to broaden it out somewhere just to give it something different and new. His face is a big smiling pointy face that looks very cartoonish. He starts to worry his might be a bit more silly than the others, but he sticks with it. I do like that he is creating very different nostrils that are whistling tubes along the top of the beak. That’s creative. For his color, he chooses a very fluorescent green base color - very bright. He then uses some blue to add patterns and stenciling to break it up.

Faina, a staticy pop followed by a rising swoosh: She says it sounds like it is going fast, so somehow this makes her think of a squid that shoots out its ink and glides away, and also a travelling salesman who can smoothtalk everyone. Her show artist conception shows a squidguy in a business suit and dancing across the page waving a briefcase, a la Michigan J. Frog. She starts her cowl with a triangular squidlike shape and is having a bit more trouble with thinking about the face. She wants to spend time to get it right. Mr. Westmore observes that the top of the head has a layered look, so continue that to the shapes on the back of the head. She’s worried she’s making the face creepy and scary rather than friendly, so she takes overnight to think it over and comes back with a more clear direction of how to improve the face. She also decides to give him double nostrils, two on each side. I like it. She picks for her color scheme to work in lavender and teal, but the lavender doesn’t pop as much as she wants.

KC, sounds like waves on a beach to me: She says it sounds a bit like sonar, so she decides her character is from the Jovian moon Europa, which has a liquid water interior with icy shell. Meshi traveled to Earth to teach scientists about his species. She is using a snapping turtle for the face reference for a more amphibian look (except they are reptiles, but amphibious reptiles, so a muddled use of that term, but acceptable), and then going to build up the shoulders and neck and put a fin down the spine. Her reference sketch is interesting, but the show artist conception shown is bizarre. It’s really hard to make out what I’m seeing, but it looks like a blue shirtless torso with baggy red pants and platform boots for some reason. He appears to have a red Mohawk and red earphones? And he’s got an odd coffee pot in his hands for some reason. She starts working on the cowl as some big lumpy monstrosity with a complex fin across the head and down the back, and tiers of lumpy flesh around the neck. She wants to go big to show a lot of work, but it still needs to be good. She says she is taking inspiration from the turtle shell for the fin and dolphin skin for the skin’s smooth texture. But she has a lot of contours that don’t fit that idea. Mr. Westmore mentions that aquatic needs to be sleek, not busy. When she gets around to opening her cowl mold, she didn’t do a great job making the mold, making it too thin and weak. She gets help and they manage to use a dozen chisels to open the mold without breaking it or cracking it, so it works out. Watching her begin applying the face and cowl, I’m scared of where this is headed. It looks exactly as bizarre as the sketch implied. She has some bad edges on the cowl, and has to do some repair work on the chest to get it together, so she pulls a bunch of premade pieces to reconstruct something to give a better texture to the front. That ends up making it even more lumpy and odd. KC’s model sweats a lot and that makes the paint run a bit and makes some edges lift. She has to go for the best.

Kierstin, some sort of whooshing sounds: She says it reminds her of tree frogs chirping, but doesn’t want to replicate some recognizable Earth species, so she wants a large head plate that collects solar energy and serves as an ear, and for the face she is going to eliminate the bridge of the nose completely. Mr. Westmore recommends putting a ridge all the way up the front of the plate and down the back of the head to get rid of the “dinosaur plane” and the human shape of the neck. She takes that and starts on a really interesting texture for the back of the head. She works to make the face very inhuman, with six eyes running up the face, and a narrow thin mouth with no lips, and two nostril holes with no nose structure. She then tries to give some wrinkle lines around the mouth and eyes to convey friendly. Successful? The top plate of the cowl is intricate and fleshy like an ear. For paint scheme, she wants to use very vibrant colors for contrast. She also appears to be making flowers and painting them up. Maybe there were flower shapes already? Wild.
Andrew, some sort of staccato popping: He says it reminds him of drumming, so he conceives of a character that is a rock music enthusiast on her home planet, but they disapprove, so she is sending her rock demo tape to NASA. Cute idea, only hampered by the fact that the tapping isn’t rhythmic, so it doesn’t really sound like drum music. Shush. He wants her to have an oversized head but a thin face prosthetic to aid emoting, and he will give her funky dreadlocks to wave around while rocking out. Mr. Westmore likes his concept, but points out to fully cover the upper lip to help remove the human look. During application, while painting he notices the cowl begins to shift forward a bit and form a crease at the top of the forehead. He’s afraid it looks bad, but can’t do much to fix it at this point, so opts to work on the paint job and do his best to mask it. He goes for a yellow tone for the face and then a purple hue for the head for a contrast.
Judging Time:

For guest judge today, the legendary make up director Rick Baker.

Once again, for the reveal stage, they play the standard reveal music over the audio samples that the competitors used. I guess it ultimately doesn’t matter as the judges never consider if the character matches the sound in any way, they just want to see how they were inspired. Still, it’s annoying as an audience member.

Faina: Immediate look - I hate the low-crotch hipster pants. The contours and curves she chose for the face do give her character a friendly look. Her color choice is a blue/teal tone with a bright yellow forehead and some reddish enhancements, and some more lavender shading. Her squid inspired shape has her give some fringes that stick out on the sides like big ears. They come from the rippling texture of the squid. This one looks pretty good. Glenn says it looks better up close, and the motion in the face isn’t bad. Rick Baker thinks the shapes don’t have much purpose, especially the things on the side. But Neville compliments the blending around the eyes. Glenn comments that the upper lip makes him look fun and comical without being ridiculous. Ve likes the paint up close, the distance read is a little weak, but the blending between the face and cowl is so clean she can’t perceive the line.

KC: It walks out on stage, and it looks just like the sketch, which isn’t impressive when you realize the artist probably worked from the completed makeup and not the competitor’s sketches. Anyway, the coffee pot thing is a dustbuster vacuum. Once again, the pants and shoes are befuddling, and the basic shapes from the front are lumpy and strange. Up close, I do have to say the blue colors and patterns are vibrant and the bright patches on the face work pretty well. The shape of the face itself is interesting, but the red domes on the sides of the head look weird, and the fins on top of the head are also odd, with the bright red stripe resembling a turkey crop. The neck build up is especially lumpy, due in no small part to her struggle to repair and mask the issues she had. This is a strange miss to me. Ve observes that she was busy, with the big complicated sculpt and paint job. Glenn calls it a space turkey, both for the red forehead and the shape of the nose. Neville does like her use of color on the face. Ve says there is some good sculpture work in the face, but she doesn’t care for the neck and chest and that he’s a little busy. But she does like the use of a hint of orange down the spine to tie in with other color enhancements. Neville likes it from the profile. Rick observes that it is hard to come up with something we haven’t seen a million times, and we haven’t seen this a million times. So original, not necessarily good.

Kierstin: First glance, the face is very bland with not much features, the mouth is pretty stiff. As far as being friendly, it isn’t actively hostile or scary, though I’m not sure it strikes “friendly” very well. But the beauty of this character has nothing to do with the face. The color scheme is very bold, with a bright yellow top and face with orange fading on the sides of the face. The sculpt on top and around the sides and back is exquisite. And she has enhanced the sculpt spectacularly by her use of color and shading to emphasize the contours and textures. And it has a lot of spotty breakup and organic variety. Once again, her detail in mottling shines through. I absolutely love this as an original and very non-human faced alien. My only quibble on that front is when looking straight on, the small center eyes align with the small wrinkle for the nose to the nostrils and thin mouth to read like a tiny monkey face, but that’s more the human tendency to see familiarity in shapes than anything actually there. It looks amazing to me, and she’s matched the flowers to the colors very nicely. Rick Baker loves it, but wonders if it meets the challenge. Neville observes the complexity and interestingness of the color on the back. He tells her he loves the demarcation in the paint line from the chin up the edge of the mouth to the cheekbone. Rick Baker absolutely loves it. Ve cannot believe how beautiful the paint is.

Nelson: Oh My God, it’s a muppet! The sculpt is very stiff, the huge smile is baked in, the color is very green. I do like the nostrils and the eyes are complex, derived from tree frogs and thus very non-human. This is a big stupid joke to me. I suppose he did hit friendly alien, but not movie realistic at all. Neville says “Fun, and Friendly.” Glenn says it looks cartoony, but that is right on for the challenge. Neville comments that even though it is fairly monochromatic, it has a lot of break up and is almost pointillistic, so that makes it successful.

Andrew: His Sticks character is a leather clad rock star with a yellow face and purple “hair”. He has done a very good job in sculpting detail in the nostrils and ears, the face has a lot of movement and emotion, and the breakup and placement of the paint is well done. I want the paint to pop a little more than it does, and the dreadlock tendrils are a little stiffer than I think he intended, not flowing much to her movements. But the wrinkle on the forehead looks almost intentional. I do notice a seamline on the side of the head. Still, this is a very successful result to meet the challenge. Ve observes that Andrew doesn’t know how to do a beauty makeup, because this would have been better. Neville observes a small color detail of blue dividing the yellow and purple. Glenn tells Andrew that he struck the balance between fun and realism extraordinarily well. He particularly likes the profile and the shapes of the curves on the face to the head. That is well done. Neville compliments the level of detail paid to designing even the nostrils.

Results:

Winner and first contestant for finale - Kierstin. YES! I absolutely love the sculpture and paint on this and even if it doesn’t quite read fun and friendly alien, it certainly reads alien in a beautiful way. It’s the best work on stage from the technical aspects.

Second competitor: Andrew. Not hard to guess. He’s been consistently good.

Third competitor: KC. I think if you were to pick purely on tonight’s results, it should have gone to Faina, but for season overall performance, KC has done just a bit better.

Eliminated: Faina and Nelson.

So, my picks from last week panned out.

One more episode this season!

I was surprised the judges gave Nelson as much praise as they did this week - a big green alien in a Hawaiian shirt was low-hanging fruit, I felt. His makeup looked like Greedo from Star Wars had a baby with one of the Spy Vs Spy guys.

I didn’t love KC’s alien, but I didn’t hate it, either. It did seem awfully blocky and bulky for a creature that’s supposed to be from an aquatic world. Especially the shoes. Why not flippers or webbed feet, or even just streamlined footwear?

I agree on Nelson. I think when they get to reviewing for semi-finals and picking finals, they try to be very charitable in their descriptions. I’ve seen similar before, can’t recall specifics but that’s my impression. Seems they were struggling to find something good to say. “Well, it is fun and friendly.” Cartoons and muppets tend to be so. “The color, though monochromatic, is almost pointillistic.” You did a good job with the stencil and the blue to break it up a bit, but it still looks very vibrant and one color. “The mouth moved when the actor opened his mouth, so there’s that.” Otherwise it was a backed-in huge smile that was stiff as a board and no ability for the actor to emote at all.

He went silly. He knew he was going silly. The judges let him get away with it. I was under the impression they were looking for “Men In Black”, not, as you said, “Spy vs. Spy”.

I agree on KC’s - Mr. Westmore tried to warn her by talking about how aquatic animals are very streamlined. Dolphins, for instance, don’t have contours from muscles visible. Nor do seals and sea lions - other aquatic mammals, so they have the most connection to humans. Some whales do have some bits that aren’t completely smooth - humpback whales come to mind, with their bumps across the top of the head. And sea turtles, for instance, have folds where the limbs protrude from the shell, and the snapping turtle she showed had a very rough textured skin. But to me, that didn’t read aquatic because of so much complexity of form, especially the neck. And I have no idea what was up with the shoes.

She had vibrant and detailed color, so that wasn’t bad, but I still don’t know about the red things on the sides of the head. Is he copying Princess Leia? Are those Beats?

Looks like two more episodes this season.

Closing in on the Season Finale, we have the first half of the Final Showdown.

Glenn is standing in the woods near a creepy house with MacKenzie. Apparently he wants to make a haunted house - excuse me, “Haunt Experience”. He says he wants to bring a more story-driven and interactive, immersive experience.

I haven’t been to a lot of haunted houses, especially the big ones that are all the rage, so it’s hard for me to judge, but aren’t all haunted houses immersive and interactive? Don’t you walk through them and have people lunging at you, and things rubbing you in the dark and whatnot?

Anyway, Glenn says he wants his to be like walking through a horror movie, and each room progresses back in time. OK. “Journey Into Fear”.

Finale Challenge: Create two horrific characters for a specific room in Glenn’s concept house.

Teams are selected with the returning contestants. They are Faina, Phil, Joseph, Suzanne, Jill, and Nelson. I’m a little challenged this season picking who I would want on my team. Faina is great with color and she’s probably the best of that lot. Nelson outperformed all the others, but he never had any stand out good work. He was either Safe or on Bottom. Phil had some highs and some lows, and so did Joseph. Suzanne is lauded for her fabrication, which she did pretty good at, but she was also a Safe or Bottom, with no Top looks. Jill had one good one (with Phil of all people) and then 3 bad ones in a row. One of those was because the foreman micromanaged her and trashed her work, so that’s not technically on her. He overrode every decision she tried to make, and undid her work both with the sculpture and paint. Still, she didn’t have any stand out good work. Oh well, not my decision, so let’s move on.

Andrew: Nelson and Joseph. I don’t really know how to rate those choices for him.

Kierstin: Phil and Suzanne. Kierstin has shown some great ability with color and paint, so it wasn’t critical she get Faina. Suzanne has shown some ability with fabrication, so she was probably a good pick. I was a little thrown by her selecting Phil as her first choice, but reviewing their records I can see it.

KC: Faina and Jill. Faina was probably a great choice for her. And since she went third, she ended up with Jill. She will have to make it work.

Room selection:

Kierstin: She picks the second room, which shows a Temple inspired by Egyptian themes, with two big statues of Anubis in the background. This room has a conjurer casting a spell and bringing forth from a pit in the floor an evil demon named Ahmet.

KC: She picks the third room, which is Hell. An imp character guides the visitors to see Ozmodius, the King of Hell.

Andrew: He’s left with the first room, which is the one he wanted anyway. It shows a laboratory where an evil German doctor is experimenting on a creature.

They have three days to get ready for a test viewing with a live audience, and then will get a revamp before the big reveal for the finale. Also, special help will be provided by Roy Wooley, the fabrication genius from the show. He will help each team.

Design time:

Andrew: His script states the evil doctor has fused surgical tools into his own anatomy. His experiment has been mutated with insect and reptile DNA. Suddenly the creature’s wing twitches, and then the creature surges forward. Andrew starts with the cliché of having the tools fused on his fingers. However, Glenn hates that idea because it destroys the ability to use the hand as a hand. So better to have them attached to the arm or something. But his direction for the doctor is spot on with the big old domed head. Glenn mentions that the insect and reptile motif is what ties the rooms together, so it is very important. He also stresses that the wing has to move because that is the first element of the monster coming off the table and lunging at the people.

Andrew has Nelson start sculpting the creature’s face, which is half insect and half reptile. He has Joseph start working on an oversized arm to help sell the scare when the monster lunges. I note that the sketch shows the right arm as extra large, but Andrew is working with the left arm. Hmmm. There’s also going to be a wing element over the left shoulder. Andrew starts sculpting the scientist. Mr. Westmore suggests to give a hint of scull structure under the skin on the head. His face is showing the same kind of anatomical correctness and attention to detail he has previously demonstrated.

On day 2, Roy showed up to help. They state he works at one of the biggest, best haunted attractions in the world. Interesting. Andrew’s creature has to have a wing that twitches before he rises and attacks. Roy suggests a board attached to the table. He uses a reach tool gripper that he modifies and puts an L200 cutout for the wing shape. He appears to use two slices that he heat guns together to make a curved shape. He uses some plastic wrap and forms a shiny bug wing and glues it to the apparatus. The mechanism has a simple paddle handle that the actor can hide behind his arm, and he just pushes it backwards to make the wing twitch. Simple and effective.

Andrew runs the Doctor’s face and head in silicone, which tends to stretch and tear when being pulled, so opening the mold is a bit stressful to get the prosthetic out in one piece. He gets a few small tears, but nothing that can’t be covered and fixed in application. It looks pretty creepy already, and that’s without paint. On application day, he starts work on the Doctor’s mask, which he plans to prepaint and then apply to the actor in last looks. Ok. He has Nelson and Joshua work on the monster’s wing. Roy’s idea was to attach the mechanism to the table, but they decide it will look better attached to the actor, so they rig it through the shoulder of the cowl and will use the arm and clothes to hide the mechanism parts. During last looks, Andrew has problems with the Doctor’s chin not sticking to the lower lip. I think I see why. In an earlier shot, they showed the prosthetic on a prop head before application, and you can see that the piece has an overly large mouth opening and the lower lip of the appliance has a significant gap from the stand. Thus, the neutral position of the appliance has a large gap from the lip, giving a pulling force away. He fights it a while before giving up to move on with it sticking but being very rough.

Kierstin: Her script describes the room as Egyptian themed, and states the conjurer has stabbed his own eyes out to rid himself of distraction. He has an elaborate head piece that covers his sockets. The conjurer brings forth Ahmet, a creature that is part scarab and part crocodile - two popular Egyptian animals. Kierstin wants to extend Ahmet’s fingers really long so he can creep over the wall and be really scary. Glenn shows up to discuss his ideas with them, and Kierstin shows a sketch of an Egyptian headdress. We are shown the professional sketch of the final product, which is disappointing because it shows the idea before Glenn mentions that it should have bone elements and looks fused to his face or growing out of it. Kierstin describes the demon coming out with long scaraby fingers, and then lead into more crocodile elements. Glenn is happy with their concept.

Kierstin gets Phil sculpting Ahmet’s face while she takes on both cowls. She gets Suzanne sculpting the conjurer’s face. Mr. Westmore discusses the look of her cowl sculpt and the shapes she is using. He observes to Phil that the mask is looking like a rhinoceros, so to work on the shape of the nose horn to make sure it looks scarab. He comments to Suzanne a detail about the nose. Kierstin makes sure her cowl blends well to Phil’s face. Phil has a pretty good face going. The mouth is elongated up the jaw, but doesn’t protrude too far out forward. It would look a little clowny to have a big long jaw stick forward. He also curves the nose horn to look better. He’s got some great detail going in the scale work for the crocodile bits. On day 2, Kierstin takes over the detail work on the conjurer’s face, which is smart given Suzanne’s previous efforts at old age makeup.

Kierstin’s concept for Roy is to make long creepy bug-fingers and have them able to do a gripping motion. Roy suggests forming shapes out of L200 rather than molding them from clay, then vacu-forming the shapes to make shells to use for finger bits. He molds and cuts out the shapes and then shows Suzanne how the go together. Unfortunately, he has a limited amount of time with each shop and he runs out of time before he can complete the work, but he leaves detailed instructions that allow Suzanne to complete one set and then copy it to make the other hand. I’m a little worried when I see the vacu-formed shells. A previous challenge did something with vacu-formed shells to look like bug exoskeleton, and it did not go well. It was Al’s mandibles on his wasp. Anyway, I see a similar issue in the shape of the shell only having one side, and then an open underside. He makes the shells where they overlap for operation, but that’s going to be tricky to pull of well. Then she has a shell for the hand that is very wide and round and has the same half-shell problem. Roy’s puppetry apparatus does make the fingers operate and open and close a bit, so that part is good. No telling how they will blend the shell at the arm.

For application, Suzanne starts painting the conjurer, and Phil starts painting the demon Ahmets face and cowl. Kierstin feels Glenn wants the cowl to have insect legs growing out of it, so she fabs some clear plastic pieces and attaches them to the top of the cowl. She’s not thrilled with them, but they will give the silhouette she thinks Glenn wants. When trying to apply the silicone face to the conjurer, the weight of the prosthetic keeps pulling it down so it won’t glue on. Phil decides to cut the rim off - the rim is used to allow the piece to taper to a really thin edge and then have an edge they can handle. It is typically removed after application of the bulk of the part, but they start cutting it off early, and that removes much of the excess weight and allows the application to glue on.

KC: Their script calls out an imp character who leads the audience to see Ozmodius, a massive demon. Suddenly his throne lunges forward. They are excited about doing horns because that is KC’s specialty. Glenn emphasizes the insect and reptile aesthetic that ties the three rooms into a common “world”. He also emphasized that the demon is superhuman in size, so they need to design the head and hands with that scale in mind. For the imp, KC mentions using a Harpy as their base, and give her old woman and bat-like features.

KC takes on Ozmodius’s face and a chest piece. She assigns Faina to work on the Imp character, and Jill will make the hands for both characters. She begins by making the demon’s hands oversized. Mr. Westmore says the way they are shaping the lower lip for the teeth needs work. He says they need to put a wire in the fingers to give a bit of a bend/curl so they look more real. On day 2, KC feels they are behind and she has a lot to do.

KC assigns Roy the really big obsidian horns for Ozmodius. She’s got too much on her plate to do the horns herself, so she feels like that’s something he can fabricate for her. He describes forming an overly large set of horns out of L-200, which she gets him doing. He also runs out of time for her, but has the crown of the helmet, a large headpiece, and two curved horns wrapping forward that he tapered into round horns. We don’t get a good look at it from the front, so it’s hard to tell how the cutout presents. The horns don’t look too bad themselves, but the design has more before it will be complete. She plans to finish them in the morning.

For some reason, Jill doesn’t get the hands finished on day 2 to get molded, so she starts slush-casting the hands with slip latex. This apparently involves painting the latex into the mold and then sealing it to dry. I assume it is supposed to be faster than normal foam latex molding, and latex is way better than hard foam. Faina begins applying both model’s faces while KC starts to work on the horns. In order to make the horns more rounded than flat she starts wrapping small pieces of L200 around them and gluing them on. Jill gets ready to open the hands, but they haven’t completely cured, so they tear up and aren’t useable. She doesn’t have time to make a second set, so she has to tell KC it didn’t work, and they have to proceed without the hands. When KC gets to the point she is going to put the horns on Ozmodius, she observes that they flop and jiggle and look terrible, so she makes the call to ditch the horns. She finds some sort of bone to stick on his head so it is addressed, but it won’t be nearly as cool as the horns.

Screen test with Glenn and Mr. Westmore:

The three teams are taken to a soundstage with some props and partial sets. What jumps out to me is the sets are all rigged with colored lights - I guess that was visible in the images they were given with the scripts, but I didn’t read it that way from the computer animations. Anyway, the colored lights do a lot to overwhelm the paint jobs and make them look monochrome. Also, they are watching the set on camera. I’m a bit puzzled, since haunted houses are typically live action.

KC, 3rd Room - Hell: The imp character is supposed to be a harpy with and old woman’s face and bat-like features. I don’t remember harpies being bats, but still that’s what the concept claimed. The shape of the head is oddly lumpy. The lower lip of the character is supposed to be protruding and have big lower teeth and an underbite, but the actress’s lip is clearly visible behind the teeth. The “bat-like” ears make her look more like a goblin than a harpy. There are no bird elements. Nor particularly any bug and reptile elements. Plus, the sculpt on the face has a few too many flat planes and doesn’t have a lot of mobility. It doesn’t read real. For Ozmodius, Glenn says that the face feels a little simian. Mr. Westmore points out the area just under the eyes and that it needs something to break up the flat space. The deep red light washes out the paint job. She explains the difficulty with the horns and having to scrap it, but both Glenn and Mr. Westmore really feel it needs horns to make the head fit the right scale. They also don’t have the hands, so Glenn tells them to be careful to get the hands to the right scale. They’re bigger than human, but don’t go too big for the legs. Glenn doesn’t feel the Imp fits the aesthetic. Essentially, this character needs a full redesign. Get back to bird and old lady and reptile and insect. That seems a hard fit of elements.

Something else bugs me, but it isn’t KC and her team’s fault. The way Ozmodius is sitting on his throne has his knees up high and then cloth draping down and covering the rest of his legs. It makes it appear his lower legs at 5 feet tall. It’s an element that doesn’t read right - his feet need to be visible, or at least the platform for his feet.

Andrew, 1st Room - Laboratory: The wing broke on the way over, so it doesn’t have the moving part or the clear part. That’s not good. The reptile elements in the face and shoulder read really well. The rest of the head is lumpy and undefined. One eye is supposed to be a bug eye, but it is just a green orb. The scientist’s head is awesome - the forms and paint really fit what Glenn wants. The hair needs a blend line to make it less crisp. Glenn also wants another element embedded into the scientist’s head to break up the large dome and give some bruising and mottling. The scientist has some sort of mechanism strapped to his shoulder and running to his forearm. That gives a different take than having Edward Medical-Instrument-hands. Once again, Andrew’s sculpt and paint look realistic and are amazing. Glenn complains that the head on the monster is amorphous. He suggests adding a lot of different color and contrast to the skin tone to add dimension. Mr. Westmore points out the eye looks like a big tennis ball. Do something to fix that. Glenn asks about the wing, and they know they have to fix it.

Kierstin, 2nd Room - Temple: “We’ve got to make sure we make Glenn happy, which is like an oxymoron.” Hee-hee. Glenn is really happy with the shapes on the conjurer, but the paint job is too monochrome and the lighting makes it worse. He wants the helmet to stand out as an artificial element, the bone structure to read as a different growth, and then the skin of the face - 3 separate elements. Mr. Westmore suggests an opalescent white. The Demon has a really good look to the head and the jaw, but the nose looks like a dinosaur. Very Triceratops. Glenn asks what happened to the hands? They have all the troubles I feared. The shells look fake, with rims along the bottom edges. The strings for the mechanism are actually visible. The hands are a globby mess, and the wrists are huge. Glenn says they need to make really cool hands, and then see if you can make the fingers move. Concentrate on the hands looking super cool.

Audience group reactions: Several different groups of visitors are brought through, lead by a creepy ghost girl. She leads them through the three rooms. The audience reactions to all three rooms were positive - a lot of fear and flinching. They really seemed to like it all.

Final element of the night - the twist ending we totally knew was coming from prior seasons. Each team has to create a third character, a floater that wanders around outside the haunt to entertain and scare the guests to get them in the mood. He says he has decided to add a themed entrance area. Uh huh, he just came up with that. Okay, he decided (when he came up with the Haunted House plan weeks ago) to add a themed entrance.

Workload for the big Finale Grand Opening:

Andrew’s scientist character is just about complete - he needs a tweak to the hair and one additional element to the head to give some variation and creepy paint. The Monster character needs to fix the bug eye, fix the wing and make sure it moves, and do a lot with the paint on the monster. I don’t know that he was told to change much in the sculpt. His seems to need less rework overall.

Kierstin’s conjurer needs the paint scheme changed to make the different elements of the head read better. It looked decent in the shop, but under these lights it all washed out. But the design is solid. Her issues are on the demon character, where she has a small challenge to change the nose to read less like a dinosaur, and a large challenge to completely redesign the hands to make them look good. She has a bit more work than Andrew’s team, but not excessively so.

KC has the most to work on. Her Ozmodius character is very close, just needs a tweak to the face, and fabrication on some horns of some sort. However, the imp character basically needs a complete redesign, so she has two characters to create from scratch. That and a big head piece with horns that needs to read a lot better than floppy L-200.

Okay, that’s the status after this episode. They all still have a good chance to win it. Especially after Season 10, with the horror movies and Rob won even though his makeups were the worst in the films. He had an overwhelmingly better record for the full season, but he choked on his last couple of challenges. Yet he was declared the winner. Whatever, this season is still a running competition.

I not only disagreed with the judging this week, but apparently the rest of you as well.

I thought Nelson nailed the fun and friendly, pulling off a decent Men in Black cameo character. You could see that thing walking around in the background in the concourse of the MIB base.

I thought Kierstin’s character was well crafted, but was too alien for the challenge. With no eyes or mouth, the character can’t emote. So it wasn’t particularly fun nor friendly. I’m not fond of the “missed the spirit of the competition but it’s really well done so let it slide” win.

KC’s weird turkey gorilla thing was just incomprehensible to me. Again, not sure how it fit the challenge, and it had some technical issues as well. Did the judges reward her for going big?

Between Andrew’s drummer and Faina’s salessquid, I don’t think there was much to choose. For me, the drummer looked washed out (and rock&roll alien is kind of cliched as well). The salessquid was also sort of “meh” visually, but the concept was reasonably sound and the model acted it up well.

So…I dunno. I didn’t get a good sense of why the judges made the decisions that they did – it felt really random and maybe more based on the judge’s perceptions of the artists’ skills than this particular week’s results. But the result is that I just have no investment in the finals. I just don’t care who wins.

I want to disagree with you. While MIB had some cheesy aliens, they tried for a level of reality that is just lacking in Nelson’s creature.

I can certainly accept this opinion. Not having a face makes it really hard to read friendly. I would have accepted the win going to Andrew and then Kierstin making it in as 2 or 3.

I think so. As I said, on this challenge I think Faina beat her, but season overall she just gets the edge. Nelson may or may not rate higher for this episode, but he’s not in my running for making the finale.

Okay, time for Finale Part 2 - Glenn’s Haunted [del]House[/del] Experience, “Journey Into Fear”

I forgot to mention that out of the three devices that Roy fabricated, he went 0 for 3 - the first patient’s wing broke on the way over to the soundstage, the demon Ahmet’s hands looked like crap, and Ozmodius’s crown was a floppy cheesy thing that KC had to pitch. I suppose this might be a problem with the very limited time he had for each team as much as anything, but it doesn’t reflect well on a guy who’s reputation for fab is so incredible.

At the close of the last episode, everyone had notes on how their makeups looked via camera and how the audiences reacted, and Glenn and Mr. Westmore’s recommendations for change. Additionally, they just had a “surprise” sprung on them to create a third character makeup, a “floater” to hang out before the tour itself and create the right atmosphere and mood.

Tonight we start with a bit more on that detail. The theme for the entrance area will be an old mental ward that houses the evil doctor’s failed experiments that have all been spliced by some reptile or insect DNA. Because the mutants will be interacting and mingling with the guests before they enter, they will be up close and personal, so the make ups will need to be flawless. Each team has been randomly assigned a character, and Glenn will be by to discuss ideas with each team. 2 days to prep for the Grand Opening.

Because they got a new character, they get a new team member as well. Out come Nick, Laura, and Al. Whee!

KC picks first, and goes for the all-woman shop and picks Laura. I’d probably have picked her, too, just to skip any drama with the other two. Andrew pics second, and he grabs Nick. That leaves Al for Kierstin’s team.

Design Time Redux:

Andrew: Patient 1 has pieces of chitin (bug exoskeleton) emerging from the skin on the face and head, looking like a cockroach. Andrew sketches out an ambitious full head sculpt to make from silicone, including mandibles and fake teeth to hide the actor’s real mouth. Glenn is a bit concerned he has the time to do it and make it look super real, but says he can go for it. Andrew puts Nick to work sculpting the cockroach hybrid, and he’s off to a great start. He assigns Nelson the task to improve the doctor’s mechanical arm attachment, adding a big syringe and tube for liquid. Joseph gets to work fixing the creature’s wing to make it sturdier. Andrew runs a new silicone mask for the Doctor’s head so he can rework it with a new wound in the head. So he runs it and begins painting it over. He then makes a wound to the side of the head - did he sculpt an additional piece and glue it on? Nelson and Joseph start pre-painting the creature to make it have much better contrast.

On application day, Andrew has Nelson and Joseph work on the creature, while Nick and Andrew pre-paint their patient. Once the creature’s appliances are on, Joseph gets to work on details - nails on the creature, the new gizmo from the Doctor’s new head wound, etc.

Kierstin: Patient 3 has fingers fused into a single claw like a scorpion, his face and jaw show the beginning of mandibles taking form. They aim for a slightly less dramatic approach, a facial appliance for half the face and jaw, and an appliance for one hand. She sketches an asymmetric face with a full mandible on one side and a small one forming on the other side. Glenn says that looks like the right amount of work for the 2 day challenge. Kierstin puts Al to work on the scorpion hybrid’s face, she says because he has the eye for detail. She runs a quick liquid latex mold of Phil’s arm to use as the base for a sculpt. She also decides that although the demon Ahmet was pretty good and really just needs the hands redesigned, she wants to up the game so she puts Suzanne to work constructing a set of insect wings to add to Ahmet’s profile as well as start from scratch to make new hands. I don’t know where she comes up with those cool beetle wing shells, but she makes a backpack that has the wings and some more foam for the back. She apparently rolls and folds some foam to make the back, which is quicker than sculpting and lightweight. For the hands, she sculpts and vacu-forms some plastic shapes and attaches them to some gauntlets to allow the actor’s hands to do the manipulation and make the forms more streamlined and scary. The vacu-form will be trimmed better so the edges convey the exoskeleton better. The resulting fingers are smaller than the previous design, but are sufficiently long to be scary and allow the fingers wrapping over the ledge look she wants. Kierstin also decides to make some modifications to her conjurer cowl, as well as start working on the paint job. Color contrast is the most important take away for her.

On application day, Phil is painting the demon cowl and face, Suzanne is working on the wing harness, and Al is molding the nose pieces. Kierstin takes point on the conjurer, making sure the paint is much more distinctive. Somewhere along the way, someone modified the demon face sculpt as well, because the nose has removed the horn thingy altogether. Al is applying the patient, but finds the edges on the facial appliance aren’t quite as good as he hoped. But he claims to have a lot of experience doing this and making the edge lines disappear. We will see.

KC: Patient 2 has thick black feelers protruding from his body like a fly, and a proboscis forming from the face. Jill suggests making the nose skeletal and then the proboscis coming down below, and KC likes that. Glenn likes the idea, and stresses the importance of scaling the work and making it super real. KC assigns Laura the task of fabricating the crown and collar for Ozmodius. She sculpts some forms to vacu-form with black plastic, which will make them stiffer than the L-200 and yet lighter as well. Jill has the task of rerunning the hands - let’s see if she can get it right. She should, given she has more time to run the molds. The Imp character needs major work, but KC doesn’t want to start from scratch, so she has Faina run a mold on the existing mask and then use that to sculpt harpy features to it. I don’t know if that will be enough of a change to save that character. But this work breakdown allows KC to focus on the new fly-hybrid character.

For application day, KC has a lot of work left. She gets Faina started doing applying and painting the prosthetics with Jill - Faina excels at both of those. She has to work fast but still give flawless work. KC works with Laura to continue working on Ozmodius’s crown and collar. KC puts Jill to work sewing the crown into the wig while she sets out to monitor everything else. She begins adding some vibrant paint patterns to the Imp character’s head, ears, and neck, to improve the look and give it some more contrast. During installation of Ozmodius’s collar, wig, and crown, the whole apparatus has to be secured better, so the team works to safety pin the crap out of it all.

Results:

Andrew, room 1, laboratory: The complete set is even better than the glipse we had from the first episode. There is an old blinking light computer panel on one wall, jars of things in formaldehyde at the back, an old light microscope, some other apparatuses, and the centerpiece is a table that folds up to allow the “patient” (aka creature) step off it. The light is once again green, but now the paint jobs read much better in the lighting. The creature has much higher contrast coloring to break up the countours of the head, which makes the weird lumpiness read a lot better, like misshapen growths. The scales on the neck, face, and shoulder pop out much better, and they were already pretty good. The wing is intact and painted with shades of green to give the crocodile element. And the dome eye has been painted with a lot more detail patterning so at least it isn’t a tennis ball. I guess it could be lizard instead of insectoid. The new wound on the doctor’s head is creepy and cool, with a great paint job to read like injured skin. There’s a small magnifier lens attachment to help the doctor see better. The arm attachment is good, and the hairline has been fixed. In fact, the only complaint I have with the doctor is the mouth - for some reason it is actually stiffer than the test run.

Kierstin, room 2, Temple: Kierstin’s set is also much better, with columns and two enormous statues of Anubis, plus the giant well from which the demon arises, and a portal that the guests run down to leave the area, which has some funky light work and a laser working to really look like an energy portal and not just a hallway. The contrast on the conjurer is much better, with the face skin a very pale white, and the head dress a deep green. Looking here, she for some reason changed the top of the piece, adding black beetle shells that cover the top and a ring of stringy flesh? around the tips of the spikes. I don’t like that as much as before. She has the underlying sculpt of the head piece still there - I saw it during prep, where she was painting it - so I don’t know why she also changed it. I think the gooey stuff ruins the silhouette of the spikes on the head, which were more unique. Overall it is much better of a read because of the paint contrast, but I prefer the old top. The demon Ahmet read is also better. The wings and back and spines across the top of the head are black and shiny like bug chitin, while the face is more crocodile skin. The dark paint contrasts with the lighter face, which has stronger contrasts within its paint job. The nose is better without the horn. For the face, the sculpt on this one is interesting - it has a wide face with a narrow muzzle protruding, but not very far. I get the protruding muzzle is supposed to be croc-like, but against this facial shape it reads a bit more dragony. The teeth also jut out a bit too much. Still, it has a very strong read and it’s not a strong complaint. The hands are also a huge improvement, getting rid of the clunky shapes and visible lines. The fingers don’t reach over the well wall quite as much, but they work well enough to give a creepy feel, and combined with the enhanced silhouette with the wings, it is a great result.
KC, room 3, Hell: The light is just as harsh a red as before, but now KC and her team have made the paint jobs much better. Ozmodius has a pale face to stand out better, and the contours and shadow lines have been strengthened to pop. She somehow adjusted the face piece to include some small spikes under the eyes, and the break up greatly helps the “simian” complaint. Even more importantly, both the hands and the crown/horns turn out great and really fit the scale desired by Glenn. The crown and horns have a huge collar around behind them, which helps enhance the look. The chest appliance has had the paint contrast strengthened and had red gemstones added. The chest reads much better and is creepier. The hands are sufficiently large and well molded. As for the Imp character, I’m not as impressed. The hook nose looks more birdlike, which is an improvement, but she didn’t change the sculpt on the ears or the head, so that is still not great. She did add some vibrant paint on the sides of the neck and ears, and also the back of the head. And to help the head, she’s added some type of hat that covers the dome but has a slit to expose the paint in back, though I didn’t notice that the first time through. The paint is an improvement, but the overall character still kinda sucks.

Audience Reactions:

Anteroom - Mental Hospital Ward with patients:

The room is decorated with old institutional beds and such. Some guard characters come out and mingle with the audience. They are wearing large steel helmets with tubes and hoses, glowing eyes, etc and have speakers pumping out creepy breathing noises. They act imposing to get the audience started. Then the floaters emerge. All three characters are scary and creepy and gross. They all get a great reaction as they mingle around and interact with the crowded room. They have guests flinching and screaming and running around, jumping on the beds to get away.

Andrew, patient 1, the roach-man: This one is the stuff of nightmares. The head is shaped with tiered layers like a bug shell, and the skin has been given a bit of a shine to help sell that. Then there are two large antennae from the forehead, the blend around the eyes are once again steller, and the mouth has two huge mandibles jutting out from the edges inside the lips, with big teeth and gums to give the rest of the mouth form. The mouth might be a little static, but the details in the sculpt and paint are spot on, and then he covered the thing in slime, which the actor casts about as me moves. Utterly disgusting.

Kierstin, patient 2, scorpion-man: Al has surprised me and done a spectacular job with this one. The face sculpt is great, it really reads creepy buglike, and the application is stellar. He really did make the edge lines disappear. The character design as a whole works well because, by being somewhat human, you have that empathy for him more, and Ve mentions he could be verbal if you wanted.

KC, patient 3, fly-man: This guy is absolutely disgusting. The nasal openings like a skull are creepy, and the bumps and pus-y nodules are gross. The actor starts snuffling his proboscis in a bedpan, and that is just awesome. He’s got some black feeler hairs from his head like fly. The paint job is great.

Next, the “ghost girl guide” makes her appearance. She comes waddling in on two crutches, with a bowlegged and hunchbacked shamble. The make up on her is also amazing, and a huge step up from the sample make up on the test day. This face really has shapes that suggest insect, being smooth and shiny with stretched lips. And then there are reptilian elements in the feel, too, especially in the thin arms and long pointy finger claws. I guess Glenn didn’t want to drop this to the contestants before they were done designing. The actress delivers her lines in just the right creepy tone of voice, too. She leads the guests through the rooms in groups.

Andrew, room 1: The doctor is thin and his head is slim-faced and bulbous. The sculpt and paint really read like an old man. Like I said, my one complaint is the mouth is just a little too rigid, which the previous mask did better. But everything else is spectacular. Then the table tilts up and the monster is unleashed to chase the guests. He lurches into motion and chases them really well. I do observe that Glenn was very adamant that he wanted the wing to twitch before the creature was animated, but I don’t see that happening. I guess they couldn’t get the mechanism working right? But everything else is so great and the delivery is so good that it isn’t missed except I was specifically looking for it. Glenn and Ve feel the head proportion works great, it isn’t too big for the small body.

Kierstin, room 2: The conjurer looks great under the lighting, and the room lighting helps by flashing like a storm. He gestures, and the well is full of fog. Then he calls forth the demon, who starts by having 1 large hand rise up and grab at the rim of the well. That pulls off the creepiness that Kierstin was seeking in that profile. And the pop of the vacu-form plastic on the rocks sounds like an insect scrambling forth. The wings cut up through the fog and become visible next, before you can see the full outline, so once again the tension of the reveal builds. And then the demon lunges up into sight, and then starts reaching out over the wall towards the guests. He has a guttural growl and looks fierce. Ve thinks the proportions of the head are off, being wide on the sides and then having the narrow muzzle. And she doesn’t like the teeth. I kinda see what she says, but I think it works pretty well for the description given, which is to have reptilian features. Neville compliments the artistic detail that Kierstin placed on the bridge of the conjurer’s nose, saying she has a real feel for beauty. Neville loves the silhouette and reveal of the creature, with the anticipation. Glenn agrees, and he is pleased with the new hands and the look of the fingers. Glenn comments that it has improved dramatically.

KC, room 3: The imp’s movements and voice are good. The nose is an improvement, but still not spectacular. The ears haven’t changed, which doesn’t eliminate the goblin/elf element. The hat hides the paint added to the head without really breaking up the shape. The collar of the costume hides the paint applied to the neck, so the only part of the paint really visible is on the ears. The mouth still is troublesome, although they did replace the teeth with a taller set that hides the lips behind it better. Also, a harpy is a bird lady, with bird legs and wings. Making a harpy without wings and no feathers feels wrong. It shows that the result looked more goblin or evil elf because it didn’t have bird features - the bat elements overcame any harpy concept. Adding a beak nose did not do nearly enough to fix that. Then Ozmodius is revealed by a bright spotlight focusing on him, and his face really pops out with the color scheme and the paint contrast. The contours on the cheeks read great and solve the large empty flat spot problem. The chest stands out so much better, the waving hands add to the imposing feel, plus the giant horns. And then the throne surges forward and Ozmodius screams - it is really terrifying. I do still have a problem with the drape from the knees going so far to the floor that it makes the legs not read right. I see now how they built up the knees to look bigger, so the hands and knees fit the same scale. The huge head is so much better than the small head from the test audience. The helmet and collar just sell it so much more.

The audience reactions are uniformly fear and terror, from the hospital room through to Hell. People are jumping and screaming and flinching and running. It is everything they wanted in a Haunted Experience. Glenn says they exceeded all expectations.

Judge Reviews:

Kierstin: Glenn says every single thing got better in every way. He loves the new hands for Ahmet. He loved the new back and wings and how that created a cool shape. He thinks the conjurer got even better. Ve loves the paint on the conjurer, and she says the best result was the patient, where the remaining humanity in the face made it more tragic, and the fused hand was the creepiest element. I just finally saw the close up of the hand, and the ring finger is actually a nub between the fused thumb and two fore fingers and the pinky claw. And you can see the fingernails on the fused fingers. They eye to detail and form is superb. Neville says she has so many beautiful moments, like the nosepiece on the conjurer’s helmet. Her personal style has moments of works of art throughout, and the downside is everyone is so scared they don’t have time to experience them. Neville says Kierstin found her footing at the most important time of the season, and she didn’t let up the gas in the finale.

KC: She says the imp was described as goblin-like and she wanted to play with personal fears of harpy. Except the description in the first episode says nothing about goblin - that was Glenn’s critique of how it looked, when she was aiming for a batlike harpy. She also says Glenn told her to look to arachnids for Ozmodius. I don’t recall that. Ve starts with “bedpan man”. She says when he started eating from the bed pan, she thought she was going to barf. KC says he’s been calling himself “Snotty Pippen”. The demon guy big head and collar, everything about him was fantastic. Neville compliments how brave she was to do such a big head and then also the chest and do it so well. Glenn says she did amazing at synthesizing the changes. The proportion was correct. He says the nose worked far better, and the “frog pattern” she put on the skin made it much more sophisticated. I don’t know about that - so much of the paint was hidden.

Andrew: Neville said the patient was so beautiful, he got the cockroach immediately. He says the choice to go with the almost cartoonlike and cliché bulbous head for brainiac was risky, but it communicated instantly to the audience and was a huge success. Glenn says the doctor was his favorite character. It was so realistic, you might think it was just an old man with some attachments. The doctor lures them in and then the creature lurches at them and scares them more because they were focused on the doctor. Ve loves the integration of insect and reptile in the creature, with the elements intertwined instead of separated on different halves. Glenn says the doctor couldn’t get better. As I mentioned, I think the mouth was just a tad stiff. Neville says he doesn’t think the creature was terribly inventive. Well, that wasn’t really his sculpt, either, - it was Phil, who we know struggles with that. But Andrew still bears responsibility for the design. But it was well-done. Then the patient which was another full head silicone mask that was flawless as well. Neville points out that Andrew’s quality has been a constant.
Winner: Andrew. He had three awesome make ups. In the test run I wasn’t thrilled with the creature’s shapes, but with the new paint job it conveyed so much better. And he did a lot of work fast to deliver the new patient character with a full head silicone mask. And his overall season quality was more consistent than KC or Kierstin.

Kierstin had all three of her make ups being great overall, with a few small elements that were off primarily on the demon. She had less work on the patient, but it was still excellent, and she made bigger changes to both her other characters. She had a large workload for that. But she struggled at points in the season and had to find her confidence.

KC had two amazing make ups and one that was passable, improved but not a lot over the test run. Her biggest workload was crafting that headdress and horns. Her new character was a full face and a bald cap with some attached blenders. She had a big mold, though, with the long proboscis. Her all-season quality wasn’t quite matching Andrew’s, but she did very well overall. I think she needed to fix the Imp better to have a shot at the win.
MacKenzie’s blue sequined dress is also superb.

Thanks, Irishman, for a great review of the finale, part 2!

Unfortunately, for some reason, our TiVo didn’t get this but did get the new show, which started after this one, and so we got the reveal. Really annoyed by that and I could tell when watching it because . . .

I didn’t like Andrew’s, final old man. The mouth thing really bothered me. My eyes went to it every time and it threw me out of the character. I didn’t like the monster, either, but can’t say why. The patient was good.

I didn’t understand KC’s designs. The imp/goblin/harpy just didn’t work for me, nor did the demon but her patient was awesome. I thought the demon on the throne and then pushed forward quickly was cheesy and so that also pulled KC down in my eyes even though that wasn’t her decision.

I also didn’t understand Kierstin’s new conjurer but it looked decent. I did like the fog to help with the creature coming out of it. Her patient was good.

While I can’t fault Andrew’s win, as he has the overall best record, I think Kierstin edged him out in this episode. But, again, the mouth on the doctor really annoyed me.

I agree with Roy’s fabrications not doing well, when he is known for it, and wanted some explanation of that. Was this editing or time? Or was it mis applied?

On another note, I have always known KC’s demon character to be spelled Asmodeus. We have started watching TV with CC on and at one point, it had Esmodius and Esmodeus, as well as Ozmodius for spelling, so that was an interest side note for me.

I think it’s down to time. He had maybe 2 hours with each team to conceptualize and fabricate whatever he was doing for them, and no time to experiment to see if his ideas were panning out or not. The wing gizmo for Andrew worked, but got broken in transport because they changed the design and integrated it into his suit rather than having it be attached to the table. Better for the character to move, but it made transport a more complicated issue. For Kierstin’s demon, the shapes for the hand were bad, and the fingers read as empty shells, and the strings might have been visible. That seems to be a time issue. For KC, the helmet needed a lot more time to make the horns look better - trying to shape L-200 to make intricate horns. And then there was the lack of rigidity factor, which was amplified by the lack of good attachment. I think he was just using the wrong material, and with a bit more time would have realized it. No time to test it.

Never known that demon name, so I guessed, and apparently the people doing the captioning did as well.

And I wasn’t trying to correct you or anything! I just found it interesting.

Is anyone watching Face Off Game Face?

No worries.

Yes, I have a thread here.

I’m still waiting for the avalanche of commentary. Or should I say deluge?

Well, since you asked …

I picked Andrew as the series winner five or six episodes ago, and he didn’t disappoint tonight. I thought his scientist character was, as Glen said, one of the best things ever on Face Off — I didn’t notice whatever the lip problem was that bugged you guys. His floater character was also amazing, and only prevented from being the best of the three by KC’s character’s wonderfully disgusting, slimy, proboscis. His monster was good, but I didn’t think it was stellar. And I didn’t see the damned wing at all.

(I’m thinking my TV had problems with the weird colored lighting in this episode — I thought Andrew’s monster’s wing was simply not there; I couldn’t make out the shapes of Ozmodius’s horns, they just seemed large and blobby; and I never got a good feel for the conjurer’s final look, either.)

The thing that struck me the most, as it does every time I see the stuff used, is that silicone looks so wonderfully, incredibly real. Why does everyone on this show use latex 98% of the time? There must be a reason, but I don’t know what it is.

Old fashioned haunted houses - the ones I went to when I, and probably you, too - went to when was a kid, had people walk a path through a series of scenes or tableaux, where the actors would lunge or scream at you, but were separated by a physical barrier.

Modern haunts do away with the physical barriers - the characters mingle among and interact with the guests. I assume guests must sign a waiver at the beginning, because in the really hardcore ones I’ve read about, the characters touch and, frankly, assault the guests - pushing, shoving, stealing their shoes. Glenn’s haunt was actually rather old fashioned; modern ones are more like the lobby, where the floater characters were moving among the audience.

Funny. Our closed captioning was spelling it “Ozmodius” on the first finale episode, but corrected it to “Asmodeus” on the last. But it kept spelling Kiersten’s demon as “Ahmet” - it’s actually Ammit, the Egyptian goddess of destruction, who devoured the hearts of those whose hearts were judged impure by Anubis.