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Extra Terrestrial Control


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#1 Hellbeard

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Posted 30 May 2012 - 05:07 PM

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The setting is the near future - alien anthromorphs are raiding the planet earth, hitting targets of their own cryptic choosing. Their motives are unknown and their methods chill the blood. The world is all but imploding on itself by the pressure of inter group nationalistic conflict and the ever growing fun-house-mirror abominations of corporate greed made flesh. The stage is set- the Pre-Apocalypse. Some men of power, behind the curtains, have yet found faith inside of themselves and reached out to each other. Tentatively forming a black, inter national, para military organisation they have named E.T.C. Their motto is "Gladius Mundi"- sword of the world. Now the race is on. Will the invaders from space succeed in their alien plans, an untold fate of horror for the planet? Can the E.T.C. fight them back and foil their efforts?

I've elaborated on my plan on my blog; the idea is to make some interesting progress on several fronts. The first one you see above the text here. More fluff to ignite the imagination. An important aspect of making a game, or game pieces, is to give the player a foothold or a beach head from which to launch his fantastic journey. I'm pleased with the result, it took quite a while. I think I'll do more later as I progress. Some in a lesser scope, like individual concept art and the such.

I'll start first with props and accessories, I'd like to improve my efforts in machined items. The first bit is going to be an MTAR 21. My initial plan is to scale some measurement data and then, using a wire as both an armature and the barrel itself, sculpt "all around" in a layered fashion. We'll have to see how it goes.

The points I'd like to hit on as I go:

-More "fluff".
-"Mechanical" pieces.
-customization ability.
-interesting poses.

#2 Dr.Bedlam

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Posted 30 May 2012 - 07:03 PM

Um... precisely what are you trying to accomplish? A line of miniatures? Fluff for an RPG? Or a miniatures game? Or something related to Reaper? I mean, I'm as happy as anyone to jump in on a new idea, but it would help if I knew what I was trying to contribute to.
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#3 joshuaslater

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Posted 30 May 2012 - 08:10 PM

THIS...IS...BEDLAM!!

To bring you up to speed, Hellbeard has been busy sculpting and rockin' the forums in the sculpting section with mentoring advice from Gene Van Horne. Any budding sculptor should be following the action down there. The back and forth is yielding great results, and I would be pleased if you would join me Dr., in the peanut gallery. We can be like Stadtler and Waldorf!!

I don't know if Hellbeard will produce a game, but I bet he will produce some great sculpts, and who knows? Maybe they will be cast one day.

Stay tuned.
A miniature venture of mine: http://www.cauldronbornminiatures.com

#4 Hellbeard

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Posted 30 May 2012 - 09:08 PM

Um... precisely what are you trying to accomplish? A line of miniatures? Fluff for an RPG? Or a miniatures game? Or something related to Reaper? I mean, I'm as happy as anyone to jump in on a new idea, but it would help if I knew what I was trying to contribute to.

THIS...IS...BEDLAM!!

To bring you up to speed, Hellbeard has been busy sculpting and rockin' the forums in the sculpting section with mentoring advice from Gene Van Horne. Any budding sculptor should be following the action down there. The back and forth is yielding great results, and I would be pleased if you would join me Dr., in the peanut gallery. We can be like Stadtler and Waldorf!!

I don't know if Hellbeard will produce a game, but I bet he will produce some great sculpts, and who knows? Maybe they will be cast one day.

Stay tuned.


Thank you Josh, that's a good summary and thank you Doctor for a good question. I'm trying to bring to bear a variety of skills on a project. The main focus being enhancing my sculpting ability along with some vague notion of creating something commercial. The end result of this particular exercise should be a small set of miniatures along with some art that can go on a box or website or other associated material, and a "serving suggestion" if you will as far as what the miniatures represent in a game.

#5 Hellbeard

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Posted 31 May 2012 - 05:40 PM

Started out on the MTAR-21 otherwise known as the X-95. This is going to be the 5.56 version without the hand guard and no frills- only the red dot sight. I began by gathering reference material and then scaling the known measurements to 1:64. As it turns out, the scaled down version seems very small and frail. The actual rifle being 580mm long translates to 9mm in scale. It's a good explanation why usually we see exaggerated weapons and gear. Yet, I decided to carry on and try to be true to scale as much as I can.

I transferred the proportions using the old grid system:
This drawing is 1:6.4
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This is 1:64. The lines were made with an 0.3mm mechanical pencil.
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I used this template to compare my progress with.

I had a 9mm piece of wire and not much of an idea on how to work. I thought, since this is highly technical, to work in structured layers.
I decided to try and build as far as I can in one go so you can see the stump for the hand hold and the body is almost fully formed. The main problem, though, with working only against the wire is the shapes come out lumpy and the details don't hold well. Upon looking at the final result in macro photography I became somewhat despondent that it doesn't look good. However, thinking about it as a basic shape to start from it's actually very good for me. It's just not going to be as fast going. I intend to sand the sides down quite a bit and then work from there.

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Edit : style

#6 joshuaslater

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Posted 31 May 2012 - 08:03 PM

Have you tried Brown Stuff? I understand it's good for sharp details and sanding and filing.
A miniature venture of mine: http://www.cauldronbornminiatures.com

#7 Hellbeard

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Posted 31 May 2012 - 10:01 PM

Have you tried Brown Stuff? I understand it's good for sharp details and sanding and filing.


This is made from Brown Stuff mixed with Green Stuff (for it's stickiness).

#8 joshuaslater

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Posted 01 June 2012 - 06:48 AM

Thanks for not posting, "Duh Josh! Way ahead of you!"

I forgot who I was talking to. :;):
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#9 Hellbeard

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Posted 01 June 2012 - 07:48 AM

Thanks for not posting, "Duh Josh! Way ahead of you!"

I forgot who I was talking to. :;):


I don't really know what I'm doing that much.


Here is the second layer on the x-95. Still to add are the magazine and the sight as well as some odds and ends.

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It's not as lumpy as before but still, I'd like to get crisper details. Maybe I should try again with all brown stuff. Though, I've seen examples with green stuff that looked as hard an edge as any so maybe chalk it up to inexperience.

#10 TaleSpinner

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Posted 01 June 2012 - 08:01 AM

Yeah, hard edges take time, experience, and tenancity. This is something I'm definately still working on as well. The gun is looking good though. I've gotta start doing people too, just so I can develop better skills like this.Thanks for sharing.

Andy

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#11 DixonGrfx

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Posted 01 June 2012 - 08:06 AM

Could it be a function of the mix ratio? On my ProCreate it recommends more resin and less hardener for sharper details (60:40), It does not list any recommendations on how long you should wait after mixing to cut in the details though. It seems to me that I have seen several greens that incorporate other materials for weapon shafts, blades, ect.... It looks pretty damn impressive as is though.

#12 Hellbeard

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Posted 01 June 2012 - 04:31 PM

Yeah, hard edges take time, experience, and tenancity. This is something I'm definately still working on as well. The gun is looking good though. I've gotta start doing people too, just so I can develop better skills like this.Thanks for sharing.

Andy


Thanks for reading and commenting! :D
Go ahead and start but make sure to post your progress as you go.

Could it be a function of the mix ratio? On my ProCreate it recommends more resin and less hardener for sharper details (60:40), It does not list any recommendations on how long you should wait after mixing to cut in the details though. It seems to me that I have seen several greens that incorporate other materials for weapon shafts, blades, ect.... It looks pretty damn impressive as is though.


Might be all of those factors. I'm constantly experimenting with mix ratios and work times. In time I should have a better concept on how to go about making particular elements.



Here is the next bit, still some things to do. There was a whole fiasco with the magazine. I inserted a thin copper wire to serve as an armature and had only noticed that it poked through the side when I mixed some green stuff to add the charging handle and casing deflector. In the end I'm going to have to cover the whole thing up with a layer of flat surface and detail so it's not too bad. There are a few other touch ups necessary like flattening the bottom of the stock.

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#13 Hellbeard

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Posted 02 June 2012 - 04:07 AM

Almost done with X95.V.01. Added first layer to the experimental X95.V.02 and began the base mass for X95.V.03
V.02 and V.03 are going to be exclusively brown stuff.

V.01
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V.02
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V.03
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#14 Hellbeard

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Posted 03 June 2012 - 05:36 PM

Couldn't fix V.02 in place for working on it after removing from paper. Scrapped.
V.03 split down the middle after sanding and the magazine and grip broke off. Brown stuff is brittle. Scrapped.

V.04 makes his debut appearance:
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On the left is V.03's corpse.


The main body has a wire through it and thinner copper wires for the magazine and grip. It's composed of green stuff. The plan is to have the flat surfaces and angular details in brown stuff and all the round stuff in green.

Might take a while so I started on some figures:

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The skulls will serve me as a structure for making the heads.

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#15 Hellbeard

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Posted 04 June 2012 - 04:23 PM

V.04 in progress.

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A solid start. I'm sure I can much improve with more experience but one must be patient in that regard.




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