(pic 1) This is where the arm joins
the body: The spring thing at the bottom of this pic was very satisfying
to add. I knew I had to do something about the not-quite-long-enough plastic
rods that were part of the Terminator arm and I'd seen a detail like this
in the leg assembly of one of the SF3D HAFS models. Cigarette lighter parts
come in handy-- the round gasket at the base of the spring is one of several
sizes of rubber O-rings in a lighter, and behind the arms I added small
rounded tanks with a spigot valve that's fitted on top of a lighter nozzle.
(pic 2) The hatch was my first attempt to scribe detail in the
plastic. It's a pretty nerve-wracking process since it's so easy to screw
up. Scribing straight lines isn't too difficult (as long as the tool doesn't
stray from the straight edge), but cutting those curves is a little dicey.
I learned that it's wise to go slow at first, with a light touch. Subsequent
scribing motions follow the track and once the groove is deep enough, the
tool stays in place so you can bear down harder (and risk an out-of-control
gouge). At some point, you can take over with a set of needle files.
(pic 3) In this pic, I took it one step further and made a (barely)
opening panel. This started out as a scribed hatch, but I continued and
cut through with an Exacto knife. The inside was fitted with some retaining
edges, an offset wire hinge, and a rubber friction pad to hold the panel
closed. I didn't get the curvature of the wire at the hinge quite right,
so the panel only opens 1/3rd of the way before the hatch binds. Good enough
though-- I was mainly concerned that the hatch should be able to close flush
with the body. I placed a compartment behind the hatch opening and fitted
it with a jack/aperture for some kind of nozzle thing. The whole thing looks
suspiciously like the hatch that I open to put gas in my car.
The backside could really use a large opening hatch since there's a huge
empty space behind the operator's enclosure filled with nothing but air!
(Dunno if I'll do anything about it though since filling up every square
centimeter of the body just makes it heavier.)
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12/09/01-- It seems like I worked
on this stuff ages ago, but here we are again-- back at the cockpit. Actually,
a lot of little stuff was done, but very little you can actually see. The
side wall panels were covered with plastic and foam "wallpaper". That took
a long time, mainly spent in figuring out what I was going to do and how
I was going to do it. The back wall got a little more detailing (but it's
well hidden). There's also a submachinegun strapped to the right side of
the frame which is hard or impossible to see. It's not very accessible,
which kinda makes sense because it's not meant to be used in the cockpit
anyway. Actually, there isn't much room to stash stuff in this cramped capsule.
I wanted to stash an oxygen mask, but it took up too much room.
Stuff you can see: The O2 tanks got a coat of glossy green paint,
copied from the one in the BBI cockpit. It was my first attempt to get into
"paint mode", and I did it in a roundabout way-- Instead of using
green spray paint, I painted it with blue spray paint (as a test), then
airbrushed the green with Golden brand paint, added decals and then hit
it with a clear gloss spray. Actually, it wasn't even that simple, but I
won't bore you with the trial & error stuff...
I added a little more detail to the control panels-- the ones in front
have little turnable knobs (why?), and they all received bolt-down detail.
The pilot's rubber helmet was laboriously sanded down to remove the parting
line and kill the glossy sheen. It looks a little more like a suede now.
(I still haven't fixed the other stuff yet.) Also, notice that the front
panel on the suit now opens wider. I replaced the hinge and made the new
one with the proper bend. It's trickier than you'd think: At first, it didn't
open because the door was binding at the hinge edge. After a minute and
subtle adjustment, it started working like it's supposed to.
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The "bristling with guns" war theme was
more interesting to make, so that's what I did. Conceptually, it's like
a general purpose hardsuit which has been converted to wartime use with
some funky add-ons. (And as add-ons, they're all easily reversible.)
(pic 1) The reversed Panzerfaust
payload rocket shown here fits in a stubby launcher positioned as shown
above, and gave me the opportunity to use my last two rocket nozzles. The
launcher's location and fit is a kludgey solution; it's placed in the only
place where I thought it would look good (and that's important), but that
didn't offer any mounting solutions which looked good or reasonable. So
it's just screwed onto the side of the laser/optic tower, with only elevation
articulation. As you might guess, that's not important since this is no
ordinary rocket-- it's got an onboard guidance computer named "Lucy"
and a tactical nuclear warhead! Yeah, riiiiiiight...
(pic 2) Another piece of improbable
weaponry: The stubby minigun. Again, aesthetics dictated that this couldn't
project too far out front, so the barrels... well, obviously they've got
some kind of super rifled bore, and the projectile velocity is so great
that beercans are reduced to aluminum flakes at 300 yards on a split-second
burst. It only looks like it uses standard MG-34 Dragon-brand amunition-
in reality, it's filled with some kind of miniature caseless cannon round.
Uh-huh. One might think that the frontal mount was an impractical and moronic
idea since it appears to have only elevation articulation. Wrong, buckwheat!
See, the targeting is coordinated with the hardsuit main computer (named
"Fred") via the coiled control cable on the other side, so the
waist rotation can track a moving target until the operator cries like a
baby.
(pics 3 & 4) My first attempts
to test The Texture. I spent many hours researching and testing how I might
paint the thing. I tried a number of painting options on scrap styrene:
Krylon's UF Camo paints, airbrush, brush painting-- Straight painting on
smooth styrene looked too plain, with little textural interest (although
the camo paints, when they sputtered, put out some really interesting texture).
I really wanted to try to create a cast-turret texture.
One of the materials I tried was Sophisticated
Finish's Iron Metal Surfacer-- this is real iron flakes in an acrylic medium
(and damned heavy paint too). It gave an interesting sandy texture (barely
visible in the minigun housing in pic 2), but was too granular. It seems
like it might make a decent helmet texture though, if not slightly exaggerated.
I tried toning it down with overcoats of brushed acrylic, but that seemed
like an awful lot of extra work and still didn't look quite right.
Internet research produced two possibilities
for testing, from techniques used by model tank builders. The first approach
suggested using liquid cement to attack the plastic and using one's fingertips
to create the random deformations. I tried this and discovered that my fingerprints
didn't look very random and the amount of post finishing work to remove
them made this a hassle.
The second approach suggested mixing
epoxy putty with a solvent to a paint-like consistency and dabbing it on.
That seemed to work-- I used denatured alcohol as the solvent and applied
it with Q-tips, making many passes over the areas to achieve the stippled
rippling texture shown in the pics. As the alcohol evaporates, the consistency
changes from smooth flowing to a state where stippling motions bring up
the finer texture. Keep at it for too long and it starts bringing up little
spikes.
It seems kind of antithetical to modeler's
doctrine to go through all these gyrations to make the texture funky: Modelers
usually spend an inordinate amount of time sanding to smooth things out,
not make them rougher!
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12/14/01-- I can see that this
is going to be an exciting phase of the the project for y'all... not!
This represents my first bold step in committing to a base coat and
color scheme. Looks just like it did before, huh? You wouldn't believe
all the indecisive flip-flopping I've gone through to arrive at this "where
I started from" spot! I've considered painting this in olive drab, desert
sand, gray, and black. I've made painted texture samples out the wazoo
of all sorts of earth tones and grays. I've conceptualized it as a submersible/frogman
or ground unit and checked out submarine camouflage websites. And space/sci-fi
websites. And WWII references. Why would a space unit be painted white
anyway, except for high visibility? I went through days of this. Awwww,
hell... Y'know what? It doesn't matter. Shit or get off the pot. White
just looks cool; I'll have an opportunity to try the other colors on other
projects, and it gives me an opportunity to try my hand at weathering
like the sample shown earlier.
Of course, nothing is easy when you're blindly bumbling along.
Even though real world weathering would take care of this, the flat pure
white primer looked too sterile, so it was airbrushed with Duck Egg Blue;
and then light Gull Gray. I really wanted to use the airbrush for
this, but decided that the effect looked too shaded-- all it really needed
was a simple, no-nonsense durable spray painted uniform coating. So this
is what I ended up with. It's Krylon Gloss Ivory spray paint with Dullcote.
In other words, an off-white spray paint; the gloss is because I couldn't
find it in flat. All the "character" would have to come from weathering.
Easier said than done. Before you start weathering, the uniform and clean
basecoat looks so nice. It's a little hard to get over that aversion to
screwing it up. But agonizing over it just delays putting that first ugly
bit of weathering wash down. It's like a new car; when you get your first
ding, you're pissed, but at the same time, relieved. Fortunately for me,
opening the "gas panel" chipped the paint (no wonder, since it was so thick), and gave me an incentive to dive right in.
For that first wash, I used a grayish acrylic mix thinned with water.
This was brushed into the corners and edges, working it so that it didn't
leave any obvious lines as it dried. Next, I used a black/rust palette
mix to create rust spots and streaks from rust and grime. Actually, everything's
mixed on the palette-- this lets you vary the density and the color mix
as needed. The thinning medium really isn't water-- it's dirty water! Cleaning brushes in it creates a kind of neutral sludge in the bottom and you can pull some interesting natural grime shades and textures from it. Anyway, the rust is created in certain areas using the black and reddish rust color at high density, and thinned streaks are trailed from it according to the rules of gravity. For the streaks, you have to watch the edges-- they're okay to an extent, but the trick is to make them subtle and natural-looking.
This is just the first phase of the weathering. After going through
all the parts and applying their initial weathering patterns, I'll return
to this piece and maybe add a little more rust, then pastel dirt, and
maybe a light airbrush coat to blend things. It's a gradual thing that
you develop as you go along.
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