Hi folks, yes, the Fury Road reference in the title means that it is our fourth and final vehicle in the Post Apocalyptic car commission.
This one, with it's girt hench engine, I decided was the personal transport of some important gang member and thus has nicer paint and less damage than the others. It can outrun anything else on the road so sees less combat... or something.
I'll be honest, I think this one is the weakest construction of the four. I was trying to get a Zinge engine designed to replace ork trucks (approximate scale 1/35) into a 1/43 scale vehicle. It was just farcically vast and simply would not fit in any satisfying way. Eventually I broke out my post apocalyptic scrap mechanic head and figured a cut-and-shut job on the front would "work". I added an extra set of wheels mainly to hide gaps and did some welded on plates to stabilise the build. Unfortunately I just don't have the scratch building chops to do what I could see in my head so this had to do. Some Russian submachine guns in the headlamps and a random bit of stowage helped the overall effect.
The only classic car colour I hadn't really used is that lovely red that you see on Morse's car. Finding that shade can be tricky but thankfully there is a paint that fits the bill and is good for this one job. Vallejo Model Colour "Red". Just "Red". Nothing else. It's a horrible paint that dries very different to the colour in the bottle and is very, very shiny. I've found no other use for it (it came in a multipack)... but for this, it was perfect. So as usual I rusted the hell out of the car, put the red on and was feeling good.
I decided that the business end needed some fancification, plus, the steel plates down the side needed to be linked to the rest of the build. Black flames that lap over the plates seemed to fit the bill. The tarpaulin on the top gave me some pause. Initially, I thought to have one of those cheap blue jobs, but the blue would have looked horrible against the rest of the scheme. So a camo tarp like you see on survivalist webpages worked better.
And here they all are. I've enjoyed this project, been a lot of fun to flex my converting muscles and with Fury Road being one of my favourite films of the last ten years it's inspired me a bit. I'll almost certainly return to a post apocalyptic setting at some point. I think I want a gang of road warriors of my very own some day. But for now, that's that. Final few Shadows of Brimstone models up soon. Until then
TTFN.
Showing posts with label Weathering. Show all posts
Showing posts with label Weathering. Show all posts
Thursday, 15 December 2016
Friday, 25 November 2016
Die Historic on the Fury Road!
It's that time again! Spray yourself chrome and jam the pedal to the metal. It's more Mad Max-esque stuff:
This time we're going for something a little bit more ponderous in appearance. The "breacher", as I've been calling it, is built for all terrain grunt rather than top speed. I like the idea of it being a blocking vehicle or slamming through an enemy's fortifications while the turret gunner keeps them pinned down.
As with all the rest, this starts with an elderly 1:43 kit, a Peugeot this time I think, and some Zinge tracks. I made a frame of thick plasticard rods to replace the axles and attach the tracks to. I had to cut away some of the lower parts of the bodywork to allow the tracks to fit in, likewise, the bonnet needed a hole in it to make the engine fit. I chopped out the boot space and replaced it with a big ol' oil drum in order to make it seem like a fuel-hungry engine was involved in hauling the tracks along. A sort of turret-ey thing with a soviet machine gun and a bit of bent armour plating for an improvised dozer blade finished it off.
The Mad Max series of models has all started the same way, solid layer of rust to begin with, then layer on other colour where it needs it. Here, I decided that a bottle green would go well with the overall tone of the vehicle. I threw a few splashes of colour with the red of the fuel drum and the yellow dozer blade but for the most part? Rust. The interiors are all decked out in various shades of interior trim that seem to fit the era of vehicle.
Speaking of the dozer blade, I figured some sort of road sign-age would help the post-apoc looking cause. I believe these are going to be doing multi-duty across a range of culty type options, including in 40k. So I couldn't do - for example - a big ol' motorway signs for Leigh Delamere services or anything. A "Diversion" sign in a fairly straightforward yellow and black felt pretty universal. I scratched the hell out of it with sponge chipping and then drabbed it further with the dust and dirt so the yellow could be strong without dominating. Worked ok I think.
As usual, the weathering for these was layers and layers of Kursk Earth enamel weathering paint stippled and feathered out to make it seem realistically grimy. Of course, the camera lights eat most of the lovely subtle effect (these all look bang tidy in the flesh) but there's enough left to see how filthy the whole thing is.
Just one more of these to go and the quartet is complete. More Shadows of Brimstone next week though. Until then
TTFN
As with all the rest, this starts with an elderly 1:43 kit, a Peugeot this time I think, and some Zinge tracks. I made a frame of thick plasticard rods to replace the axles and attach the tracks to. I had to cut away some of the lower parts of the bodywork to allow the tracks to fit in, likewise, the bonnet needed a hole in it to make the engine fit. I chopped out the boot space and replaced it with a big ol' oil drum in order to make it seem like a fuel-hungry engine was involved in hauling the tracks along. A sort of turret-ey thing with a soviet machine gun and a bit of bent armour plating for an improvised dozer blade finished it off.
The Mad Max series of models has all started the same way, solid layer of rust to begin with, then layer on other colour where it needs it. Here, I decided that a bottle green would go well with the overall tone of the vehicle. I threw a few splashes of colour with the red of the fuel drum and the yellow dozer blade but for the most part? Rust. The interiors are all decked out in various shades of interior trim that seem to fit the era of vehicle.
Speaking of the dozer blade, I figured some sort of road sign-age would help the post-apoc looking cause. I believe these are going to be doing multi-duty across a range of culty type options, including in 40k. So I couldn't do - for example - a big ol' motorway signs for Leigh Delamere services or anything. A "Diversion" sign in a fairly straightforward yellow and black felt pretty universal. I scratched the hell out of it with sponge chipping and then drabbed it further with the dust and dirt so the yellow could be strong without dominating. Worked ok I think.
As usual, the weathering for these was layers and layers of Kursk Earth enamel weathering paint stippled and feathered out to make it seem realistically grimy. Of course, the camera lights eat most of the lovely subtle effect (these all look bang tidy in the flesh) but there's enough left to see how filthy the whole thing is.
Just one more of these to go and the quartet is complete. More Shadows of Brimstone next week though. Until then
TTFN
Thursday, 10 November 2016
Ride Eternal, Shiny and Chrome!
Oooorrr, Rusty and Spiked as the case may be...
The minute I knew I was doing a pseudo Mad Max project (I believe these are actually becoming some sort of cultist mobile in 40k) I had to make the hedgehog. I loved that thing and knew I could make a slightly less bonkers version of it.
Starting from a - I think - Citroen of some flavour, I carved away wheel arches (and even whole sections of the front) in order to make the Zinge wheels fit. To the top I added a tank hatch as a fighting platform. Then I started gluing dozens and dozens of plasticard spikes. To make it really like the movie vehicle would have been possible but it would have taken approximately forever and would have made it very delicate as a wargaming model. This is a compromise on the vision.
As with all these vehicles, I started with a solid coat of rust. I already knew that this one would be almost totally lacking in paint so I went a bit further with the rust texturing. More colours of rust for added depth of colour. Then I moved on to the interior. I've left all the body shells unglued initially in order to make it easier to get a rudimentary interior painted. In this case a pale fabric roof and door covering and tan leather seats. I started off getting everything nice and cleanly painted, then dotted spots of darn near every weathering paint I have in order to work some filth in. Once this was done I stippled and streaked with a brush dampened with odourless turps in order to soften the effect and spread the stains in a more naturalistic way.
The hatch, I decided, was scavenged from an armoured vehicle and so added some chipped green paint to the hatch. The end result actually descends into all the rust in a very complimentary way which pleased me no end. Finally I went to town with the dust again. I went a little further than the last one as I pictured this vehicle going off road to overtake and get into position for close assault more often. In my mind's eye there's a lancer standing in that hatch urging his driver closer to a wheel so he can attack.
That's all for today. More Shadows of Brimstone next week before the last two cars get the treatment.
TTFN
The minute I knew I was doing a pseudo Mad Max project (I believe these are actually becoming some sort of cultist mobile in 40k) I had to make the hedgehog. I loved that thing and knew I could make a slightly less bonkers version of it.
Starting from a - I think - Citroen of some flavour, I carved away wheel arches (and even whole sections of the front) in order to make the Zinge wheels fit. To the top I added a tank hatch as a fighting platform. Then I started gluing dozens and dozens of plasticard spikes. To make it really like the movie vehicle would have been possible but it would have taken approximately forever and would have made it very delicate as a wargaming model. This is a compromise on the vision.
As with all these vehicles, I started with a solid coat of rust. I already knew that this one would be almost totally lacking in paint so I went a bit further with the rust texturing. More colours of rust for added depth of colour. Then I moved on to the interior. I've left all the body shells unglued initially in order to make it easier to get a rudimentary interior painted. In this case a pale fabric roof and door covering and tan leather seats. I started off getting everything nice and cleanly painted, then dotted spots of darn near every weathering paint I have in order to work some filth in. Once this was done I stippled and streaked with a brush dampened with odourless turps in order to soften the effect and spread the stains in a more naturalistic way.
The hatch, I decided, was scavenged from an armoured vehicle and so added some chipped green paint to the hatch. The end result actually descends into all the rust in a very complimentary way which pleased me no end. Finally I went to town with the dust again. I went a little further than the last one as I pictured this vehicle going off road to overtake and get into position for close assault more often. In my mind's eye there's a lancer standing in that hatch urging his driver closer to a wheel so he can attack.
That's all for today. More Shadows of Brimstone next week before the last two cars get the treatment.
TTFN
Labels:
Cars,
Conversion,
Mad Max,
Weathering
Monday, 7 November 2016
Oh What a Day, What a Lovely Day!
Witness me! We're delving into the somewhat high octane world of Mad Max. If you've no idea what I'm talking about watch this, then get the film*, watch that, then come back. I don't mind. I'll wait...
My client had four venerable Hauler 1:43 car kits and wanted something a bit more grungy... To that end I did some cutting and chopping, fitted various resin wheels and engines and a few more plastic bits lying around to the four vehicles coming up:
This first one is, I believe, a Citroen Traction Avant of some kidney but do not quote me on that. I am bad at cars. I envisioned it as a recon vehicle of some kind, big ol' searchlight picking out intruders into territory or something. Tanks of something nitro-like plugged in to the engine to get it out of dodge fast.
Painting wise, I knew this one was going to be black. Almost all the cars of this type I've seen are black and I confess, the black plastic of the kit inspired me a bit too. First step was getting a very grey car - yes, I know, it still is grey, but that's grey with dust, not just grey... honest - by using a series of progressively lighter shades with German Grey mixed into the black. Then I used a glaze of black ink mixed with matt varnish and airbrush thinner to knock it back to black. The rest of the metalwork basically went rust coloured.
On top of the general rust and grime there was some battle damage to take care of. Bullet holes were taken care of in my usual way. The crumpled fender was achieved in a similar fashion, heat the plastic with a lighter then mangle it with needle nose pliers. Job done. These got chips, scratches and just bare metal painted on and then rust colours used to weather it down again. Finally, it was time for muck.
I used Ammo's enamel weathering paints for this, they're just the best way to get dust and grime on models. I've not found anything better for the task. It's the way you can muck around with them using odourless turps or white spirit without affecting the acrylic coat beneath. Kursk Earth got liberally splodged on and then feathered out with stipples of odourless turpentine. Jobs a good un.
That's all for today, but obviously there are three more of these Mad Max vehicles to come so watch this space.
TTFN
*Yes, I know, there are other Mad Max films. But hey, Fury Road is my favourite and doesn't give Mel Gibson more money...
My client had four venerable Hauler 1:43 car kits and wanted something a bit more grungy... To that end I did some cutting and chopping, fitted various resin wheels and engines and a few more plastic bits lying around to the four vehicles coming up:
| Seen here in very much work in progress mode. Final results will vary. |
Painting wise, I knew this one was going to be black. Almost all the cars of this type I've seen are black and I confess, the black plastic of the kit inspired me a bit too. First step was getting a very grey car - yes, I know, it still is grey, but that's grey with dust, not just grey... honest - by using a series of progressively lighter shades with German Grey mixed into the black. Then I used a glaze of black ink mixed with matt varnish and airbrush thinner to knock it back to black. The rest of the metalwork basically went rust coloured.
On top of the general rust and grime there was some battle damage to take care of. Bullet holes were taken care of in my usual way. The crumpled fender was achieved in a similar fashion, heat the plastic with a lighter then mangle it with needle nose pliers. Job done. These got chips, scratches and just bare metal painted on and then rust colours used to weather it down again. Finally, it was time for muck.
I used Ammo's enamel weathering paints for this, they're just the best way to get dust and grime on models. I've not found anything better for the task. It's the way you can muck around with them using odourless turps or white spirit without affecting the acrylic coat beneath. Kursk Earth got liberally splodged on and then feathered out with stipples of odourless turpentine. Jobs a good un.
That's all for today, but obviously there are three more of these Mad Max vehicles to come so watch this space.
TTFN
*Yes, I know, there are other Mad Max films. But hey, Fury Road is my favourite and doesn't give Mel Gibson more money...
Friday, 22 July 2016
Grubby, grubby mechanics
You may remember "Tank Spanner Girl", well, these three are companion pieces to her. Marginally less grubby, but well used all the same. I quite liked the sculpts, proportions are a bit off here and there but the design accents are really nice. I especially like the crenellated edges on the garments. Gave them a real "medieval sci-fi" look and fit in nicely with the mechanicus cog wheel imagery.
Painting wise they're not much to talk about. As part of the Khaki crowd they're just, well, shades of brown. I did my usual trick of adding a little German Camo Black-Brown to the metalwork basecoat when I want metal to look well used and rugged. The grime is just black soot weathering powder worked in to enamel Engine Oil weathering paint. The whole effect is then softened by "stumping" with odourless turps to make the stains "sink in" to the fabric rather than visually sitting on the top. Like I say, not much to say on the painting front. But fun!
More shinies soon
TTFN
Sunday, 17 January 2016
Vostroya Today Cover Shoot
Greetings people (never have figured out a satisfactory clever collective noun for readers of PVP), today we have a rather more glamorous guardsman than usual:
I'm fairly sure that she is one of Raging Heroes sculpts and one of the better ones in my opinion. Less obviously sexualised (note "less", as opposed to "not"), more a soldier. However the pose did strike me from the get go as, well, a pose, she looked like she was striking a suitable heroic pose for a cameraman somewhere behind the fourth wall. So in my head, that's what she became, a trooper pulled out for the commissariat's civilian propaganda and recruitment wing, more on that later.
The sculpt is nice enough, technically very nice, lots of crisply cast details and equipment, nice. There are two minor quibbles I have, one is her hair which is filling a big undercut for the one piece casting of the body and head and thus only looks good from one angle. Fair enough, it's a technical rather than an aesthetic one but I might have tried to find a less obvious place to sacrifice. Hey ho, I am neither a sculptor, nor a caster soI know nothing, no-thing . The second is more of a subjective thing, it's the face. There is a tendency for female faces to be impassive masks devoid of expression. I know the problem stems from trying to get an attractive sculpt at 28mm scale where the slightest twitch of the sculpting tool radically alters the end result but I believe these were digitally sculpted so... Ah, I guess it's a personal thing, I think character comes from expression, displaying an emotion - determination, trepardation, fury, concentration... something. Anyway, on with the painting!
The brief was a delightfully Inception-like thing. I was to paint a Vostroyan-esque figure in the beige Death Korps scheme that was itself based on an old Vostroyan figure! Thus the scheme will be a familiar one to long term readers. Most of the choices thus made for me by Past Jeff I was able to just relax and enjoy the process. Really, the only choices I had to agonise over were the hair - I ended up going for platinum blonde to make the face pop from all the beige and to reinforce the already catwalk model physique - and things like the fur trim on the coat and hat. One big section that had me scratching my head was the flag. She's holding a large piece of fabric in her right hand, clearly a flag of some sort but not held with any respect, more a trophy. I figured I wanted a little bit of red and gold on the flag as, well, I'm painting a Vostroyan and I have something of a Soviet bent to my Bolt Action collection. Trouble was, that was going to be a very, very bright spot and would draw attention away from the face. Not ideal.
The solution came to me by first painting the flag as a captured arch-enemy banner. I would drag the flag through the dirt of the battlefield, thus dulling the colours and keeping the focus where it ought to be. My normal dirt weathering sequence wasn't going to work too well with my client's preferred urban basing. Mud doesn't work well with rubble. Thus I started by stippling a drybrush of Val German Camo Black-Brown - it's got to be a very dry brush - building up layers of dirt. Then Stormvermin Fur and finally a little light grey (can't remember which) mixed with the Stormvermin fur. I used a clean wet brush to do a little blending of the final layers that hadn't fully cured and finished the whole thing off with some spots of black for soot. Perfect. A point of interest but not a distraction from the rest of the model.
With the shoot finished (the camera and I are gradually reaching an accord) I couldn't resist a five minute photoshop job and create a trashy supermarket tabloid cover for her. I think Vostroya Today works ;)
TTFN
The sculpt is nice enough, technically very nice, lots of crisply cast details and equipment, nice. There are two minor quibbles I have, one is her hair which is filling a big undercut for the one piece casting of the body and head and thus only looks good from one angle. Fair enough, it's a technical rather than an aesthetic one but I might have tried to find a less obvious place to sacrifice. Hey ho, I am neither a sculptor, nor a caster so
The brief was a delightfully Inception-like thing. I was to paint a Vostroyan-esque figure in the beige Death Korps scheme that was itself based on an old Vostroyan figure! Thus the scheme will be a familiar one to long term readers. Most of the choices thus made for me by Past Jeff I was able to just relax and enjoy the process. Really, the only choices I had to agonise over were the hair - I ended up going for platinum blonde to make the face pop from all the beige and to reinforce the already catwalk model physique - and things like the fur trim on the coat and hat. One big section that had me scratching my head was the flag. She's holding a large piece of fabric in her right hand, clearly a flag of some sort but not held with any respect, more a trophy. I figured I wanted a little bit of red and gold on the flag as, well, I'm painting a Vostroyan and I have something of a Soviet bent to my Bolt Action collection. Trouble was, that was going to be a very, very bright spot and would draw attention away from the face. Not ideal.
The solution came to me by first painting the flag as a captured arch-enemy banner. I would drag the flag through the dirt of the battlefield, thus dulling the colours and keeping the focus where it ought to be. My normal dirt weathering sequence wasn't going to work too well with my client's preferred urban basing. Mud doesn't work well with rubble. Thus I started by stippling a drybrush of Val German Camo Black-Brown - it's got to be a very dry brush - building up layers of dirt. Then Stormvermin Fur and finally a little light grey (can't remember which) mixed with the Stormvermin fur. I used a clean wet brush to do a little blending of the final layers that hadn't fully cured and finished the whole thing off with some spots of black for soot. Perfect. A point of interest but not a distraction from the rest of the model.
With the shoot finished (the camera and I are gradually reaching an accord) I couldn't resist a five minute photoshop job and create a trashy supermarket tabloid cover for her. I think Vostroya Today works ;)
TTFN
Labels:
Imperial Guard,
Weathering
Friday, 18 September 2015
On the Workbench: Bullet Holes and Broadsides
Greetings one and all, today we get to riddle things with holes and set stuff on fire, ooooh yeah!
Y'see, I've been asked to do a trio of Broadside suits for a client and mercifully, he wanted them modelling distinctly "mid-battle". Dirt, grime, fired missiles and that can also mean, battle damage. Now this makes me very happy as grimy Tau are best Tau in my opinion. But it also made me realise that this was a perfect opportunity to show you my method for making bullet hits. You'll need a source of heat (I used a candle, yeah, that's what we're setting fire to, sorry to lead you on but heck, you're reading now...) a couple of thicknesses of wire and some pliers or other wire-holding, hand-protecting gubbins. You'll notice there isn't that perennial go-to of bullet holes, the pin vice. That's because sadly, they don't work for this job. Bullets are not neat hole-generating devices, unless they go clean through thin materials, instead a survived hit on metal tends to look like this:
So how do we create these? Well, in the bad old days of metal you had to drill out a bigger hole, fill it with green stuff and then shove something in to distend the "metal" out from the impact. When plastic is the material?
Just heat a wire and stab the model. No really, it is that simple. You will need to play at getting the right temperature and practice the timings and such (sprue is great for that) but it isn't much more complex than that.
A good trick is to go in fast with the hot wire and then pause, wait for the wire to cool enough for the plastic to solidify again and then wiggle it out. You will leave streamers of plastic every now and again but they can be trimmed later, the upshot though is you are left with:
Gorgeous, damn near perfect bullet impacts for practically zero effort. You can push all the way through a plate and leave a crater in a surface behind it. You can push through across a corner or along a plate to leave a ricochet scar or a through-and-through. You can even use a hot knife to create claw marks where some metal-chomping Tyranid beasty has got at it. It's very versatile and will really reward some experimentation and practice.
The finished squad, all battle damaged and mid-combat. I've tried to change up the poses as much as I can but those legs are limited by the pins holding the ankle and the solid posed knee (would a two part leg have killed you GW?) make it tricky. After two variants of the pose I knew I had to do some modelling jiggery pokery on the third or look like a line dancing set. I removed the ankle pins and turned the - admittedly nice - braced pose into a stride. It's not easy though, and I suspect with the locked legs GW were trying to avoid this:
Being necessary while the glue dries. I get the impulse, but seriously, a deeper ankle joint and a hex shaped connector in the knee would have allowed for some more freedom in pose. Ah well, minor grumbles. But while we are talking modelling and modifying the GW kits, all of you should click on the picture below and check out what fellow Beard Bunker dweller Charlie has done with a Leman Russ:
I love it, gives the Russ a much, much more satisfying set of dimensions. Really inspired to retrofit all my company of Russes with the better true-scale battlecannons. Even found a company in Poland who make 1:48 scale Firefly barrels which will hopefully make nice Vanquisher cannons.
Well, that's all for today folks, happy modelling and
TTFN
Y'see, I've been asked to do a trio of Broadside suits for a client and mercifully, he wanted them modelling distinctly "mid-battle". Dirt, grime, fired missiles and that can also mean, battle damage. Now this makes me very happy as grimy Tau are best Tau in my opinion. But it also made me realise that this was a perfect opportunity to show you my method for making bullet hits. You'll need a source of heat (I used a candle, yeah, that's what we're setting fire to, sorry to lead you on but heck, you're reading now...) a couple of thicknesses of wire and some pliers or other wire-holding, hand-protecting gubbins. You'll notice there isn't that perennial go-to of bullet holes, the pin vice. That's because sadly, they don't work for this job. Bullets are not neat hole-generating devices, unless they go clean through thin materials, instead a survived hit on metal tends to look like this:
| image source |
| some of this will not be the best photography as I'm shooting one handed |
Just heat a wire and stab the model. No really, it is that simple. You will need to play at getting the right temperature and practice the timings and such (sprue is great for that) but it isn't much more complex than that.
A good trick is to go in fast with the hot wire and then pause, wait for the wire to cool enough for the plastic to solidify again and then wiggle it out. You will leave streamers of plastic every now and again but they can be trimmed later, the upshot though is you are left with:
Gorgeous, damn near perfect bullet impacts for practically zero effort. You can push all the way through a plate and leave a crater in a surface behind it. You can push through across a corner or along a plate to leave a ricochet scar or a through-and-through. You can even use a hot knife to create claw marks where some metal-chomping Tyranid beasty has got at it. It's very versatile and will really reward some experimentation and practice.
The finished squad, all battle damaged and mid-combat. I've tried to change up the poses as much as I can but those legs are limited by the pins holding the ankle and the solid posed knee (would a two part leg have killed you GW?) make it tricky. After two variants of the pose I knew I had to do some modelling jiggery pokery on the third or look like a line dancing set. I removed the ankle pins and turned the - admittedly nice - braced pose into a stride. It's not easy though, and I suspect with the locked legs GW were trying to avoid this:
Being necessary while the glue dries. I get the impulse, but seriously, a deeper ankle joint and a hex shaped connector in the knee would have allowed for some more freedom in pose. Ah well, minor grumbles. But while we are talking modelling and modifying the GW kits, all of you should click on the picture below and check out what fellow Beard Bunker dweller Charlie has done with a Leman Russ:
I love it, gives the Russ a much, much more satisfying set of dimensions. Really inspired to retrofit all my company of Russes with the better true-scale battlecannons. Even found a company in Poland who make 1:48 scale Firefly barrels which will hopefully make nice Vanquisher cannons.
Well, that's all for today folks, happy modelling and
TTFN
Wednesday, 1 July 2015
Tutorial: Heat Staining Engines
Tagline: Project Thunderbolt - build log part six and a half.
Yeah, I know, it's no "in space no-one can hear you scream" is it? Today, I present a mini-update because I realised that I had something that I could easily step-by-step and would take up a ton of room in another update. So a tutorial is born!
This is a surprisingly nippy technique, took about 15 minutes to do both engines including stopping to take photos. However you really do need a hairdryer to achieve this time. Leaving ink layers to dry naturally will take approximately forever. Start by lightening the metalwork on the area you need to heat stain. You'll need the brighter steel to show through.
A thin glaze of chestnut ink (all ink layers are mixed with acrylic thinner, in this case Vallejo Airbrush Thinner) over the nozzle is followed by a thicker band. Feather these out a bit - stippling can be helpful too. Check to avoid pools of ink forming. You want a nice clean layer... of grime... you know what I mean.
Next a red and chestnut ink mix was applied to the bottom edge of the "brown band" (seriously, look at reference materials for this.
Then a mix of red and blue inks to create the right purple tone, feather this over the red-chestnut to keep the gradually shading tones.
Next, blue ink is used to stain the very ends of the nozzles (nozzles? Who knows), again feather the blue into the purple.
Finally we get some soot staining with drybrushing first German Camo Black-Brown...
...And finally black. Done!
Now if you are doing this on the polished chrome of a motorbike exhaust, for example, you will want it shinier than this, don't add the soot and put a thin layer of gloss varnish over the staining. It'll pick up the reflective quality of the metalwork beneath. These are old, 40k-ish engines so grime is better.
There y'go, quick tutorial, and just because "why not?" here is a picture of a nifty torpedo:
I think I'm a little obsessed with that torpedo...
Anyway, all for now
TTFN
Wednesday, 1 April 2015
Tank (Spanner) Girl
Hi folks, today we have some of the wo(men) behind the armoured might of the Imperial Guard. A mechanic to keep them running and a commander to aim the gunning (I'll stop that now). First off, the mechanic, or Tank Spanner Girl as I'd named her:
I wound up painting this model twice. The first time I was just not happy with the result, so I thought "what the heck, I'll have another crack at her". Stripped, repainted. Still not happy. I figured I couldn't possibly have cocked up such a simple figure twice in a row. The commission brief was simple enough (to fit the brown Krieg I've painted before) and the colour scheme was sound. So what was wrong? Then it hit me. She didn't look like a mechanic. She looked like a pin up from a car mag "'Ere luv, 'old that big spanner and we'll take some shots...". Clearly she needed more mechanic cred. Nothing I could do about the sculpt (she must have been warm in the workshop or something) so I gave it more thought. Grime! Was the result of that thought. Proper mechanics are dirty. Initially I tried just using the Ammo Oil Stains paint. This was way too shiny (model is much, much more matt than the photo indicates) and too brown. It's designed to indicate spilled fresh oil. So I mixed some black dry pigments (forgeworld ones) into the oil stains and tried again. This time it was entirely made of win. The right consistency, the right colour everything. I softened each stippled layer with odourless turps and overall applied 3-4 layers. I now realise that the reflectiveness in the pictures is the microscopically thin layer of the turps that still hadn't cooked off reflecting light. Doh!
Anyway, this fixed her. Win! On to a friend, a dismounted tank commander (possibly destined for the leviathan, possibly just a disembarked chap for when tanks become sad and explode mid game:
The model is a cut and shunt conversion of a tank commander body and a cadian set of legs. The sword he came with had such a bad miscast (hollow) that it just disintegrated on assembly. Fortunately I had a perfect alternative in the form of a cutlass from the Free Company box. I figured that like sailors, tank crewmen would appreciate the easy-to-draw-in-confined-spaces curved blade over the normal straight guard sword. Maybe he's friends with a navy armsmen. Who knows. Painting wise he's nothing special. Dark grey and gloss black to fit with the previous tank crew I painted for the Krieg. The pink flashes on the cuffs and epaulettes are to finish the WW2 German tank crew vibe (yep, pink, it actually works quite well).
And that is all! Short one but at least there were shinies!
TTFN
I wound up painting this model twice. The first time I was just not happy with the result, so I thought "what the heck, I'll have another crack at her". Stripped, repainted. Still not happy. I figured I couldn't possibly have cocked up such a simple figure twice in a row. The commission brief was simple enough (to fit the brown Krieg I've painted before) and the colour scheme was sound. So what was wrong? Then it hit me. She didn't look like a mechanic. She looked like a pin up from a car mag "'Ere luv, 'old that big spanner and we'll take some shots...". Clearly she needed more mechanic cred. Nothing I could do about the sculpt (she must have been warm in the workshop or something) so I gave it more thought. Grime! Was the result of that thought. Proper mechanics are dirty. Initially I tried just using the Ammo Oil Stains paint. This was way too shiny (model is much, much more matt than the photo indicates) and too brown. It's designed to indicate spilled fresh oil. So I mixed some black dry pigments (forgeworld ones) into the oil stains and tried again. This time it was entirely made of win. The right consistency, the right colour everything. I softened each stippled layer with odourless turps and overall applied 3-4 layers. I now realise that the reflectiveness in the pictures is the microscopically thin layer of the turps that still hadn't cooked off reflecting light. Doh!
Anyway, this fixed her. Win! On to a friend, a dismounted tank commander (possibly destined for the leviathan, possibly just a disembarked chap for when tanks become sad and explode mid game:
The model is a cut and shunt conversion of a tank commander body and a cadian set of legs. The sword he came with had such a bad miscast (hollow) that it just disintegrated on assembly. Fortunately I had a perfect alternative in the form of a cutlass from the Free Company box. I figured that like sailors, tank crewmen would appreciate the easy-to-draw-in-confined-spaces curved blade over the normal straight guard sword. Maybe he's friends with a navy armsmen. Who knows. Painting wise he's nothing special. Dark grey and gloss black to fit with the previous tank crew I painted for the Krieg. The pink flashes on the cuffs and epaulettes are to finish the WW2 German tank crew vibe (yep, pink, it actually works quite well).
And that is all! Short one but at least there were shinies!
TTFN
Tuesday, 20 January 2015
Windmills on my Mind Part 2 - Painting and Glee
Hi folks, remember this: Windmills... Part 1? Don't blame you, it was back in October, granted, the very last day of October but still, that was a long time back. To be honest, it's been a dry spell for hobby for me. It's actually been two full months since a painted model rocked up on this blog. Just one of those things. But now, I have a biggie to start 2015 with:
Bring on Quixote! The windmill is complete. I waxed rhapsodic about this last time so I'll try to keep my hyperbole to a safe minimum but whoa. The quality of the work Tabletop World put into their sculpting just leaps out when you spend hours painting the thing. Best of all, like all the best models, it started to tell me a story through the little details. It's starting to look tatty, the shingles are starting to break (bad when you want nice dry flour). It clearly isn't being well maintained. The story that rolls in my mind is that the miller is currently in military service (there's a war on after all) and his wife and - what the heck, lets add a child - daughter are keeping the mill working in his absence. The ladies are going to have to get brave and fix that roof and sails soon or there won't be much of a mill left.
I tried to take some step by step shots of the stonework as I went but ohdeargod did the camera hate me. It just looked grey in every step. So I'll just talk you through it. Skavenblight Dinge covers the entire thing in a nice stoney basecoat. Technically you could just start highlighting there and then but to make it look better we need to force some tonal variation into the grey. Tonal variation is totally going to be the words of the day for this post, if it was a video I'd keep a little counter on screen with a "ping" every time I said it. So anyway, tonal variation (ping): I got out of my paint boxes every single vaguely grey, beige, grey-brown, greyish green, greyish blue, all of them. Each got mixed with Skavenblight Dinge and then painted over a stone. I'd wager each colour only appears on about a dozen stones on the whole windmill. Tiny variations but enough to give that natural variety. Then a pair of highlights, first with Administratum Grey then Longbeard Grey put a common theme all the way through the stonework while defining the texture. Stonework is fairly easy but time consuming.
Woodwork went a slightly different path. I then sloshed Badab Black over the German Camo Black-Brown basecoat to define the shadows. Three highlights followed, all drybrushed, first German Camo Black-Brown again, then two highlights of German Camo Black-Brown mixed with Administratum Grey (2:1 then 1:2). Old wood isn't very brown, it's more grey-ish. Tonal variation (ping) was added by using thin glazes of other browns to make the planks individual. Into the recesses of the shingles (deliberately left the planks underneath the shingles free of green) I added several layers of green enamel weathering paints in order to make a mossy vibe to the recesses. Unfortunately as they are beautifully translucent the camera ignores them. Grrr. The metalwork is just AP Gunmetal mixed with black, washed black and a thin glaze of Ammo Rust Streaks.
The windows are Val Dark Sea Blue, washed with black and gloss varnished. The window leads are then painted the same dark metal as the roof but without the rust streaks as lead doesn't rust like that. A nice by product of washing the leading was matt areas around the leading looking like muck building up.
Around the base of the tower I needed to get some muck and dirt that the wind, rain, passing cows etc have stained the stonework with. For this, I again turned to enamel weathering paints. Streaking Grime, Winter Streaking Grime and Dark Streaking for Green Vehicles (essentially, muddy brown, muddy green and a stronger slime green) were variously heavily stippled around the base of the tower. Odourless thinner was used to soften the intensity and fade out the colours before a second round of green was applied to the lowest stones. It looks good in the photos but so much better in person. Superb stuff. Technically the colours I was using were AK Interactive bought a while ago, these days I prefer to buy from Ammo of Mig Jimenez because reasons. Now I've rabbited on about these paints a lot over the last few years. They've completely replaced pigments in my work because they don't rub off, can be removed if you make a mistake and do almost everything pigments can do. Heck, if you add some plaster of paris they can do everything pigments can do. Pigments are great for dioramas and display models. They can't be beaten for conveying the physical presence of dust and rust etc. But dioramas are not touched. Wargaming models are, a lot. So for that reason, enamels is now my go-to weathering product. For as long as I've rabbited on about these things I've said "I must get a tutorial or something worked out". Well here it is, sorta:
The sails are another of those jaw-dropping Tabletop World creations, it would have been easier and more cost efficient to produce one sail and cast four for each windmill. Tabletop World instead made each one unique. It really helps the overall look of the mill and I applaud craftsmen taking decisions to make a quality product rather than just to increase the profitability of a product. After doing the woodwork and attendant metal banding (so, so many bands, twitch), it was time to look at the sails. A mixture of Val Stone Grey and Deck Tan makes a lovely canvas tone but isn't terribly good at coverage so three thin basecoats later I had the main colour. Highlighting simply careful drybrushing of a lighter (more Deck Tan) version of the same mix and then pure deck tan focussing on where the gorgeously thin sails tent over the wooden frame. The ropes were picked out in a more yellowish tone (sorry, didn't write down which) and then shaded with enamel Streaking Grime. I used the enamels as I knew what was coming next.
Lining up nigh on all the enamel weathering paints I had (except for rust and slimy green) I started putting dots and streaks along the length of the sail (leftmost picture above). This will look awful but trust the pirate viking. Give it a few minutes or so to dry off a little (enamel paints can take anything up to a day to cure, it's one of many reasons why they're useless for painting the main body of the model) and then we start "stumping". Stumping is when we take a clean brush, damped down with odourless turpentine or the more aggressive white spirit, and smear and fade the marks we made in stage one. Think about the direction the rain and other factors will move the muck in. The result was the middle photo, more subtle, but still a bit too "painted" for my tastes. A second stumping resulted in beautiful, subtle, washed-out, difficult to photograph muck. Brilliant. Mig has a bunch of tutorials on his site that explain it much, much, much better but there you have it!
After fitting the sails (made much, much easier by the prep work done in part one) I couldn't resist throwing a realm of battle tile and some trees down and seeing how it looks. Pretty damn good I think! One day I might make a base for it to give a bit more story (sacks of grain, worn path leading to the door etc) but that does limit where I can place the mill during terrain deployment. We shall see. Tabletop world assure me that they are making more cottagey type buildings to go with the grand urban structures so the village will grow. Speaking of story, in game I was thinking of some rules to reflect the mill's more unique features. Usual rules for occupying buildings but the building gains flammable despite being stone as flour dust? That stuff is explosive:
Doesn't seem like there'd be enough dry dust to take out the building but having flaming weapons deal double wounds... that seems enough. All in all, a really fun project and I can't wait to get my hands on another building so the village can grow. Tabletop World, I applaud you.
Feel free to throw questions and comments at me below, until next time folks.
TTFN
Bring on Quixote! The windmill is complete. I waxed rhapsodic about this last time so I'll try to keep my hyperbole to a safe minimum but whoa. The quality of the work Tabletop World put into their sculpting just leaps out when you spend hours painting the thing. Best of all, like all the best models, it started to tell me a story through the little details. It's starting to look tatty, the shingles are starting to break (bad when you want nice dry flour). It clearly isn't being well maintained. The story that rolls in my mind is that the miller is currently in military service (there's a war on after all) and his wife and - what the heck, lets add a child - daughter are keeping the mill working in his absence. The ladies are going to have to get brave and fix that roof and sails soon or there won't be much of a mill left.
I tried to take some step by step shots of the stonework as I went but ohdeargod did the camera hate me. It just looked grey in every step. So I'll just talk you through it. Skavenblight Dinge covers the entire thing in a nice stoney basecoat. Technically you could just start highlighting there and then but to make it look better we need to force some tonal variation into the grey. Tonal variation is totally going to be the words of the day for this post, if it was a video I'd keep a little counter on screen with a "ping" every time I said it. So anyway, tonal variation (ping): I got out of my paint boxes every single vaguely grey, beige, grey-brown, greyish green, greyish blue, all of them. Each got mixed with Skavenblight Dinge and then painted over a stone. I'd wager each colour only appears on about a dozen stones on the whole windmill. Tiny variations but enough to give that natural variety. Then a pair of highlights, first with Administratum Grey then Longbeard Grey put a common theme all the way through the stonework while defining the texture. Stonework is fairly easy but time consuming.
Woodwork went a slightly different path. I then sloshed Badab Black over the German Camo Black-Brown basecoat to define the shadows. Three highlights followed, all drybrushed, first German Camo Black-Brown again, then two highlights of German Camo Black-Brown mixed with Administratum Grey (2:1 then 1:2). Old wood isn't very brown, it's more grey-ish. Tonal variation (ping) was added by using thin glazes of other browns to make the planks individual. Into the recesses of the shingles (deliberately left the planks underneath the shingles free of green) I added several layers of green enamel weathering paints in order to make a mossy vibe to the recesses. Unfortunately as they are beautifully translucent the camera ignores them. Grrr. The metalwork is just AP Gunmetal mixed with black, washed black and a thin glaze of Ammo Rust Streaks.
The windows are Val Dark Sea Blue, washed with black and gloss varnished. The window leads are then painted the same dark metal as the roof but without the rust streaks as lead doesn't rust like that. A nice by product of washing the leading was matt areas around the leading looking like muck building up.
Around the base of the tower I needed to get some muck and dirt that the wind, rain, passing cows etc have stained the stonework with. For this, I again turned to enamel weathering paints. Streaking Grime, Winter Streaking Grime and Dark Streaking for Green Vehicles (essentially, muddy brown, muddy green and a stronger slime green) were variously heavily stippled around the base of the tower. Odourless thinner was used to soften the intensity and fade out the colours before a second round of green was applied to the lowest stones. It looks good in the photos but so much better in person. Superb stuff. Technically the colours I was using were AK Interactive bought a while ago, these days I prefer to buy from Ammo of Mig Jimenez because reasons. Now I've rabbited on about these paints a lot over the last few years. They've completely replaced pigments in my work because they don't rub off, can be removed if you make a mistake and do almost everything pigments can do. Heck, if you add some plaster of paris they can do everything pigments can do. Pigments are great for dioramas and display models. They can't be beaten for conveying the physical presence of dust and rust etc. But dioramas are not touched. Wargaming models are, a lot. So for that reason, enamels is now my go-to weathering product. For as long as I've rabbited on about these things I've said "I must get a tutorial or something worked out". Well here it is, sorta:
| Left to right: Dots and streaks applied, first "stumping", second "stumping" see below |
The sails are another of those jaw-dropping Tabletop World creations, it would have been easier and more cost efficient to produce one sail and cast four for each windmill. Tabletop World instead made each one unique. It really helps the overall look of the mill and I applaud craftsmen taking decisions to make a quality product rather than just to increase the profitability of a product. After doing the woodwork and attendant metal banding (so, so many bands, twitch), it was time to look at the sails. A mixture of Val Stone Grey and Deck Tan makes a lovely canvas tone but isn't terribly good at coverage so three thin basecoats later I had the main colour. Highlighting simply careful drybrushing of a lighter (more Deck Tan) version of the same mix and then pure deck tan focussing on where the gorgeously thin sails tent over the wooden frame. The ropes were picked out in a more yellowish tone (sorry, didn't write down which) and then shaded with enamel Streaking Grime. I used the enamels as I knew what was coming next.
Lining up nigh on all the enamel weathering paints I had (except for rust and slimy green) I started putting dots and streaks along the length of the sail (leftmost picture above). This will look awful but trust the pirate viking. Give it a few minutes or so to dry off a little (enamel paints can take anything up to a day to cure, it's one of many reasons why they're useless for painting the main body of the model) and then we start "stumping". Stumping is when we take a clean brush, damped down with odourless turpentine or the more aggressive white spirit, and smear and fade the marks we made in stage one. Think about the direction the rain and other factors will move the muck in. The result was the middle photo, more subtle, but still a bit too "painted" for my tastes. A second stumping resulted in beautiful, subtle, washed-out, difficult to photograph muck. Brilliant. Mig has a bunch of tutorials on his site that explain it much, much, much better but there you have it!
After fitting the sails (made much, much easier by the prep work done in part one) I couldn't resist throwing a realm of battle tile and some trees down and seeing how it looks. Pretty damn good I think! One day I might make a base for it to give a bit more story (sacks of grain, worn path leading to the door etc) but that does limit where I can place the mill during terrain deployment. We shall see. Tabletop world assure me that they are making more cottagey type buildings to go with the grand urban structures so the village will grow. Speaking of story, in game I was thinking of some rules to reflect the mill's more unique features. Usual rules for occupying buildings but the building gains flammable despite being stone as flour dust? That stuff is explosive:
Doesn't seem like there'd be enough dry dust to take out the building but having flaming weapons deal double wounds... that seems enough. All in all, a really fun project and I can't wait to get my hands on another building so the village can grow. Tabletop World, I applaud you.
Feel free to throw questions and comments at me below, until next time folks.
TTFN
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