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Wickerman Imperial Navy Commando Build


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Got word a fortnight ago that the LMO wanted some extra shots of the undersuit on it's own (which I sent in 2 days later). UK Garrison have cleared the suit for trooping but still waiting for official 501st clearance....drums fingers!!!!

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On the plus side, a UKG buddy helped me to make a mould of the helmet so if anyone is interested I may just have some for sale in January.

 

By then it will hopefully have cleared and have a CRL, so consider this an interest thread ;-)

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  • 3 weeks later...

Hey Jim.

Hey Everybody.

 

"New to the legion".... Analyzing in progress...

http://www.501st.com...aracterApproval

 

This was a tough one to work on, and because of that, this analysis is going to be a bit long.

 

 

First, it must be said that Jim has joined the list of those members who are (in a great way), pushing the legion costume boundaries.

 

As those here can guess, "new to the legion" costumes are the hardest characters to evaluate.

Because this character is breaking new ground, it has caused the LMO team to put in a good amount of time researching the Navy Commando.

 

After analyzing quite a bit of references, there are a couple kinks to work out, not only for this particular character, but because it pushes the boundaries, it will influence other characters as well.

 

Below is what we have found, and want to bring it back here for opinions and ideas.

 

- The first is character variations within the CRL's.

 

The development of this "Force Unleashed specific" character is very similar to the "SW Galaxies Specific" Swamptrooper.

 

In that instance...

http://forum.501stsp...needed-for-crl/

 

It was decided, by the detachment, that the Swamp Trooper CRL will consists of a base text which describes a "realistic Biker Scout" style armor. But, it will soon contain "optional pieces", that when worn in conjunction with each other, will create the "SW Galaxies Specific" Swamp Trooper. Rather than choose one version over the other, or create a mixture of both variations, there will be two distinct options (but not a combination of both).

This decision is supported by the efforts of detachment member "Sniper" to go in that very direction.

 

A "Galaxies Specific" Swamp Trooper:

http://forum.501stsp...mp-trooper-wip/

 

The same circumstances would apply for the Navy Commando, which is also video game specific character.

 

- That would be number one.

Because there are identifiable differences from inside to outside the game, and to remain consistent across multiple characters, this armor (like the Swamp) has two distinguished paths.

 

The idea of allowing two distinct versions of the Swamp Trooper already spans to other characters. That decision, and the decision to allow two versions of the "ARC Heavy Gunner", currently support each other.

The same would hold true with the Navy Commando.

 

 

- That brings the second issue.

Inconsistencies in the reference material itself.

There are differences between the game concept art, the final in-game character, and what one would consider (like the current Swamp CRL), "realistic armor".

 

Because Jim has forged a new costumed character, it would appear that he has pulled prominent features of the NT .... but from different sources. Realistic interpretations of some pieces, and animated versions of others.

 

Not that it is "incorrect", but it combines two conflicting paths.

 

A few examples...

 

- Helmet design.

Two piece construction, interlocking "Vader chamber" style.

(no bottoms to the trapezoids) as shown in game and on the character art.

Or... recessed traps, like shown on the action figure ?

 

 

- Rear helmet shroud.

The rear of the helmet resembles the character art, rather than the action figure, or the in game example.

*Character art = short

Game and action figure = long

(can not see front of helmet when looking at the back).

 

- Pouches.

All references show that the shoulder pouch should be a black MP40 ammo pouch.

 

All references show another MP40 on the left side belt.

The references also show that only the white, right side pouch, is an animated style "flip-Top box".

 

This aspect alone will affect the clarification for yet other characters. For example, the Alpha ARC.

The Alpha has recently been determined as "realistic" movie style armor, yet currently some costumes are using the animated "flip-top box" as a shoulder pouch. (The reference for that character also appears to be an MP40).

These conflicts should come in line with each other, as either animated and/or realistic... but not a combination of the two.

 

- Detonator shape.

Realistic and Action Figure calls for a round detonator.

The actual "in game" character calls for a square detonator.

 

- The concept art for the holster appears animated clone like, but in the game, more realistic TK.

 

- Knees. (Rounded soft, versus angled edges)

- Front ankle shin cut-outs.

- Flight suit differences.

- soft pouch differences.

 

It goes on...

 

 

Because of the differences in the reference sources, combined with the decision made for other characters, this

is what we feel should happen:

 

1. The various details need to be discussed and mapped out, to distinguish the differences between the "Realistic" and the "In-Game/ Animated Art " Commando.

 

( Just the act of writing these differences down should simultaneously result in the creation of a base CRL)

 

2. Slight alterations and consistencies made to the costume, following one of the two chosen paths.

 

3. A resubmission of the costume in line with the base CRL.

 

Again,

Jim you have expanded the limits of legion costuming, and as such, caused the LMO team to work overtime analyzing the

character and the costume.

 

But as the "Character Approval" page mentions, "New to the legion" costumes undergo "additional scrutiny" which means the details need to be clarified, before final acceptance.

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Just in time before I order too many animated amo boxes :)

 

I would say that the detonators must be rounded as all star wars trooper det' are. They're angular only because of the Wii resolution.

I had the same kind of problems with my ICN (Incinerator trooper) and on the FISD, we decided to go in a way that the armor made do not follow the animation requirements in order to make it consistant near the other armors.

 

I don't get the points about the helmet :$ for me it's more like a scout/snow/storm than a vader like (may be I misundertand something) ^^"

 

Here's my WIP if something is really wrong, please, let me know ;) : http://www.whitearmor.net/forum/topic/19247-navy-commando-wip/

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Hi Damian, thanks for the info on the behind the scenes processes

 

The costume was based entirely on the screen grabs from the PSP & Wii versions. The PSP has a lower resolution (hence the square TD) but the Wii has a higher resolution and correctly shows the round TD. I also discounted the figure as it deviates from the ref pics in many areas (Backpack on the grunt, clone forearms/blaster etc), all my research was on the PSO & Wii versions.

 

The helmet is not a Vader base as it does not have the compound curves, it is more like a Snowtrooper cowl but cut differently as it's shorter at the front and more steeply angled. The MP40 ammo pouch is massively oversized on the chestplate and does not match the proportions of the reference pics, whereby the animated ARC style does. I have both so it's no problem switching it over but it doesn't look right. see here

BuildStatus1.jpg

 

Let me know what you think after this post mate, keen to get this cleared (I've already written up the CRL- with refrences noted to save time)

 

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I absolutely agree that video game images/ various artists/ and graphics resolution all make it difficult to determine a correct path.

That was the main concern when discussing the Swamptrooper.

Because a determination was made to follow two distinct paths, with that game character, it set a precedence as how to approach other EU game characters.

 

What details should or should not be included in the write-up for the INT, I will leave to the members here.

But, the costume submission should follow one path or the other and have corresponding references to show the details that

are / were chosen.

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Thanks Damian, in that case can you clearly state what changes are needed for the resubmission as I'm a bit lost as to what you are suggesting.

The armour is all based on the 'in game' PSP/Wii screengrabs (therefore the 'Movie Canon' so the animated style pouches are correct. Rather than allusions to the swamptrooper (I understand that your approach is the same but it's muddying the message somewhat),can you clarify what specifically you feel needs to be amended to complete the 'In game' version.

 

I have supplied my GML with my reference book, which consists of screengrabs with annotations & side by side comparisons with the armour as I have built and he feels it accurately captures the source.

 

As an aside, your comment that the front of the helmet shouldn't be seen when viewing the helmet from the rear is incorrect as these screen grabs show (My helmet looks exactly the same from the same angles by the way)

DSCN1487.jpg

Backdetail.png

 

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  • 4 weeks later...

Well, I've had the lowdown from Damian a few weeks ago but it hasn't really clarified anything

 

The helmet may need a tweak as a new reference image has surfaced that shows what he's talking about, the cowl actually sits under the dome with a top edge but no bottom edge to the traps channel. So I'll sand the bottom edge down & bondo it smooth. This was something I actually considered originally, but I put the blurry images to be a rendering issue.

The flat strip across the nose is also being contested, Damian feels this is a rendering issue (ironically) while it is CLEARLY visible in the references, including the higher ref examples. This is 2 mins sanding so if it comes down to that I'll just amend but for now I have challenged it.

The MP-40 thing is still being bandied even though I have shown that the refs do not match the size or shape of a true MP-40 pouch. ALL the refs in the game clearly show an ARC trooper flip top pouch. The dimensions are the same as the one on the front hip (which Damian has agreed is a flip top not an MP-40)

So 3 months on from submission, we are a little nearer but still needing some battles to be fought!!

Oh..and we are also still in silly land with talk of square TD's !!!!!! Oh well, where's my sander? ;-)

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Hey Jim,

 

One clarification.

It's not... " I " feel. I am not an all supreme decider. :duim::duimomlaag:

We have a LMO team.

Whenever any questions arise, no matter how big or small, or what the circumstance, they are discussed between

everyone on the team and all thoughts are collected.

In this instance, all members weighed in and the obsevations were collected as a whole.

Because there can not be 4 sets of hands on a keyboard at once, I am simply the one to present them here.

But, it is always a team effort.

 

The pouch,

That was clarified a bit more in the breakdown that was asked for as "Mp40 or similar".

An acutal mp40 pouch does look to be too large in proportion to the chest armor.

But, the references do seem to show it as being a softer (leather-like) material with distinctly separate compartments.

It also has long MP40 style pocket flaps, and a horizontal strap across the front.

 

 

Square TD...

It is not that your costume needs a square TD, it was just an example of the different renderings etween a "realistic" version of a game character

and an "all - animated" interpretation.

 

The idea of creating options, which when put into use, separate an "all Realistic" game character from a "all animated" game character, was not

an idea that came from the membership team.

It came from right here in the detachment.

 

I encourage you, and anyone, to read the Swamp Trooper thread, here on the forum, to better understand what I am refering to.

 

http://forum.specops501st.com/index.php?/topic/2361-swamptrooper-opinions-needed-for-crl/

 

In that discussion, the Detachment and its officers were asked if they would prefer one direction over the other, and scrap the idea of

"game specific" interpretation (the square TD being a big part of that).... or create provisions that allow for both.

 

* Their call. Not the LMO team.

 

It was decided here to choose "option number two".

A "realistic" interpretation. And, combined options, that when all put together, create a "game specific" interpretation of the character.

 

upon the decision of the detachment, Craig "The Sniper" set out to create the game specific style.

 

http://forum.specops501st.com/index.php?/topic/2565-the-snipers-animated-swamp-trooper-wip/

 

What I believe is going to happen is that the detachment is going to...

 

A: Drawn up two separate CRL's for each of these versions.... OR

B: Optional items will be added to the already existing "realistic" CRL, stating that when combined they will create the game specific version.

 

The same should likely be done with the INC.

 

This is strictly an effort to stay in line with the decisions already made by this detachment.

Not a directive from the LMO team.

 

As a result of those decisions,

If the costume is created "all realistic"... cool.

If the costume is created "all game specific"... also cool.

 

We are just hoping that a CRL draft, outlining these two positions, can be submitted.

And that a costume be created following one path or the other... but not a combination of both.

 

If it were entirly up to me, following the decision of the detachment, here are a couple examples of what I think would go together...

 

Soft leather pouch = Stormtrooper style belt = round detonator = Realistic.

Animated shoulder pouch = Animated Clone belt = square detonator = Game specific.

 

etc..

 

But, like mentioned before, what is or is not included (from head to toe) in each of these two styles, is entirly up to you and the detachment.

 

My personal suggestion...

 

- Draw up a base CRL adding provisions outlining what makes one different from the other.

- Present the costume as followimng one of these two distinct paths.

- Run it by here, and once it is given the ok, send it to us.

- We then post on the main CRL pages as the first Imperial Navy Commando in the legion.

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Here is another example of what should likely be considered Realistic -vs- Video Game Specific...

 

In the game references the rear box is so large that the top of it travels straight into the neckline:

 

INC_Back01_zpsc88de11d.jpg

 

 

 

Whereas, the action figure (which I personally consider leaning toward "Realistic") has a standard back, with plenty of

flat space between the top of the box and the neck:

 

INC_Back03_zps3e145f30.jpg

 

 

 

Based on this, I would say that the costume uses a "Realistic" backplate:

 

INC_Back02_zps0090b684.jpg

 

 

But again, what the specific differences are... or how many there are, those of you here can decide.

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Thanks for the response Damian, that actually makes a lot more sense now.

So what you are saying is that you consider my build to be a 'realistic' interpretation and it needs to be submitted as such, that is fine and does make sense now.

I see what you are saying about the leather versions of the MP-40 pouch, I'll try and get some as I object to having a square TD so will follow the realistic path per your breakdown.

What's the verdict on the flat nose? most refs show it but if it's an issue I can sand it rounded

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You guys have a unique situation over here in the allowence of certain characters to go in different directions.

The only other circumstance, to this extent, is the ARC Heavy Gunner from Clonetrooper Detachment (Clone Wars version -vs- the At-Rt style).

In that instance, the differences are so great that it requires separate CRL's.

(One of which does not yet exist)

 

Depending on your decisions, you might go that route... or you might consider a Imperial Gunner style CRL, which lists various options to distinguish the differences.

 

It may be that no one ever creates a "Video Game" INC, but I had thought the same about the Swamp Trooper, and that was almost immediately disproven.

So, just to remain consistant with that decision, drawing up these options is simply paving the way for someone to go that route in the future, if they desired.

 

 

The nose...

I would think that because it is largely due to the computer rendering that distinguishes a "Game" INC, from a "Real" INC,

( much like the differences in an animated Clone and a "Real" Clone is due to the artictic style of the animation) a flat nose would be reserved for the game specific version.

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Basically the "Real" vs "Game" trees were decided upon especially for those situations where there is a real canon descendant for that costume.

 

Such as Storm Troopers and Scouts.

We know the Swampy, Snow Scout, Storm Commando et al, all have a common canon descendant in the Basic Scout. As do all the Stormtrooper variants.

 

And in a nutshell it was devised to combat what essentially is 'sloppy programming' on behalf of the game designers.

 

In the case of some of the scout variants, some of the game interpretations have numerous little differences that are consistent no matter what 'skin' they have (be it basic scout, SC, or swampy). So we know that it's down to programming rather than a deliberate attempt to make it 'different'.

 

And with the potential for people to choose the easy route and mix and match parts, say no boot holster, round TD, no crotch patch etc to make their lives easier.... But essentially ending up with a costume that looks half-baked. We decided to make the Game versions on a par to the Specialist level. With it being it's 'own' specific costume, one that takes in ALL the idiosyncrasies of the game rendering, warts and all.

 

Whereas the "real" versions take the basic idea of the variant and overlay it over what we know as the canon details (patches, flaps, glove types etc).

 

If that all makes sense.

 

As Damian said... the likelihood of anyone doing this was apparently very slim, but then in true Spec Ops fashion, someone goes and does it. Goes to show huh!

 

Then you get figures or statuettes of the Game variants (as above) which again differ from the computer renders and adopt a more 'organic' look. Essentially what they would look like in "Real" life, and going the other way. From a computer render back to a tangible item.

So that's where it sits for you on this one.

 

The pouches on the render look really square and blocky, but I doubt a real pouch would. Hence some of the Leather MP40 (ish) style pouches would be more suitable.

 

It does give some scope, but also narrows the field. You end up choosing a specific reference and working towards that one. Rather than choosing the easy options from both.

 

Getting a new costume on the roster and being #1 is never an easy affair.

And you also set the base standard too.

Knowing what you've done so far Jim, that is setting that bar quite high, much to the dismay of those who will follow you.

 

You'll come good. You're practically past the finish line as is, and these are just the polishing of the silverware moments.

 

 

You can get leather Repro MP40 pouches on eBay for about £40. But try looking for triple mag pouches as well rather than the MP40 specific ones. You may find something a bit more suitable.

 

http://www.ebay.co.uk/itm/German-Army-Black-Leather-MP40-AMMUNITION-POUCHES-WW2-Repro-/181283195850?pt=UK_Collectables_Militaria_LE&hash=item2a35520bca

 

If it doesn't need to be leather..

 

http://www.ebay.co.uk/itm/VIPER-MP5-MAG-POUCH-TRIPLE-MAG-POUCH-BLACK-/121231144218?pt=UK_SportingGoods_OtherSports&hash=item1c39f0751a

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Cheers Rob, I found some Leather MP-40 style pouches on Ebay last night, they look thinner and longer in proportion than the cloth ones so may work better.

 

I've also started sanding off the bottom edge on the helmet trap channel so the cowl sit's under the upper trap ridge with no bottom edge and have ordered some extra TK bits to change the belt and the ankle spats to make it fully realistic.

 

I've already written up the CRL so I'll tweak it to show the differences between 'Realistic' and 'In Game'

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So here is CRL draft version 2, let me know what you think guys

 

 

Draft CRL

 

 

Description: Imperial Navy Commando

 

Prefix: TX

 

Detachment: Special Ops

 

Context: Star Wars- The Force Unleashed (PSP & Wii only)

 

Navy commandos were lightly armored soldiers that were trained for patrol, guard and monitor duty. At least some commandos were trained in piloting All Terrain Scout Transports, as one was seen during the Battle of the TIE Fighter Construction Facility. They were typically stationed at key Imperial facilities where they provided accurate covering fire for other units. Squads consisted of five to seven commandos and a sergeant, and sometimes an officer or a medic

 

 

Source references;

  • The Force Unleashed (PSP & Wii versions only)
  • Battlefront
  • 3.75" Action Figure

 

 

Realistic Version

  • Custom helmet ( Galactic Marine or Snow-clone cowl; with modifications, heavily modified TK faceplate or scratch-build)
  • Balaclava- A balaclava is a black head sock/hood that is worn under the helmet and is used primarily to hide any view of the wearer's skin and/or facial hair.
  • TK Neckseal
  • Black Scout or Tie Pilot flightsuit (with padded thigh ammunition pockets). The undersuit is a one or two-piece black textile suit, such as military flightsuits, motorcycle racing suits, industrial work clothing (Dickies), or similar suit modified appropriately. Suit must not have any visible labels, logos or zippers (including built in flight suit pockets).
  • Cummerbund
  • Black to match flightsuit, horizontally striped ab section 12†wide and with 1†spacing between each stripe. The sides should be plain
  • Galactic Marine Chest-plate (modified with TK ab detailing). White U-Shaped gasket should be present around neck, arm openings & edge of chest plate. 1" wide grey unit stripe detail should be present around all edges of the chest plate apart from the bottom, inset ½" from the edge.
  • Galactic Marine Back-plate (indented modified Clone insert). Insert must be grey. White U-Shaped gasket should be present around neck, arm openings & bottom edge of back plate.
  • Level 2- Back-plate insert should have up-lighters to match the visual references
  • TK Shoulder straps
  • Scout Trooper Shoulder plates. Shoulders should be padded to 'float' above the shoulders like a Clone
  • Galactic Marine elbows
  • TK forearms re-cut to match shape of clone forearms
  • ANH hand-plates
  • Stormtrooper belt
  • 2x Black Leather MP40 style Ammunition pouches (one on left chest, one on left side hip)
  • 1x White Flip Top ARC style Ammunition pouch (on right hip)
  • 2x TK Thermal Detonators (One at back of belt, one on front left hip)
  • Level 2- Front hip TD to be half sized with a single control button
  • TK Cod/Butt
  • ROTJ E11 Holster (on right hip side)
  • TK Greaves (Widely spaced with 2" cover strip at front)
  • Custom Knee plates on both knees. Knee plates are directly attached to the greaves (in a similar fashion as the TK Sniper plate)
  • TK Energy Sink ankle spats
  • Stormtrooper boots
  • E11 Blaster

 

 

Level 2

  • Armour should be weathered like a Scout or 'Battle Worn' but not weathered like a Clone or Sand Trooper

 

 

Optional

  • Field backpack (Cut down/stylised version of a Sand-trooper pack, to match visual references)
  • E11 Blaster
  • Laser guided Sniper Rifle

 

 

Officer Variant (as above with the following differences)

  • Comms antenna on Right temple (use CC Bacara as ref)
  • Command Pauldron (custom shape- Red in colour)
  • Black Leather MP40 Ammunition pouch replaces white hip pouch on the grunt
  • Field backpack (Cut down/stylised version of a Sand-trooper pack, to match visual references) – compulsory for officers

 

 

 

In-game Version- Differences

 

  • Custom backplate, Box is so large it travels directly into the neckline and takes up almost the entire backplate
  • Animated Clone Belt
  • Animated ARC Trooper flip-top pouches in place of MP-40 style elements
  • Front hip TD should be square to match PSP render
  • Custom ankle spats in style of Animated Clone belt

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Well that went a bit weird and the editing software seems to be on the blink, so I have edited the source file instead, so here it is again..readable ha ha

 

 

Draft CRL

 

 

Description: Imperial Navy Commando

 

Prefix: TX

 

Detachment: Special Ops

 

Context: Star Wars- The Force Unleashed (PSP & Wii only)

 

Navy commandos were lightly armored soldiers that were trained for patrol, guard and monitor duty. At least some commandos were trained in piloting All Terrain Scout Transports, as one was seen during the Battle of the TIE Fighter Construction Facility. They were typically stationed at key Imperial facilities where they provided accurate covering fire for other units. Squads consisted of five to seven commandos and a sergeant, and sometimes an officer or a medic

 

 

Source references;

  • The Force Unleashed (PSP & Wii versions only)
  • Battlefront
  • 3.75" Action Figure

 

 

Realistic Version

  • Custom helmet ( Galactic Marine or Snow-clone cowl; with modifications, heavily modified TK faceplate or scratch-build)
  • Balaclava- A balaclava is a black head sock/hood that is worn under the helmet and is used primarily to hide any view of the wearer's skin and/or facial hair.
  • TK Neckseal
  • Black Scout or Tie Pilot flightsuit (with padded thigh ammunition pockets). The undersuit is a one or two-piece black textile suit, such as military flightsuits, motorcycle racing suits, industrial work clothing (Dickies), or similar suit modified appropriately. Suit must not have any visible labels, logos or zippers (including built in flight suit pockets).
  • Cummerbund
  • Black to match flightsuit, horizontally striped ab section 12†wide and with 1†spacing between each stripe. The sides should be plain
  • Galactic Marine Chest-plate (modified with TK ab detailing). White U-Shaped gasket should be present around neck, arm openings & edge of chest plate. 1" wide grey unit stripe detail should be present around all edges of the chest plate apart from the bottom, inset ½" from the edge.
  • Galactic Marine Back-plate (indented modified Clone insert). Insert must be grey. White U-Shaped gasket should be present around neck, arm openings & bottom edge of back plate.
  • Level 2- Back-plate insert should have up-lighters to match the visual references
  • TK Shoulder straps
  • Scout Trooper Shoulder plates. Shoulders should be padded to 'float' above the shoulders like a Clone
  • Galactic Marine elbows
  • TK forearms re-cut to match shape of clone forearms
  • ANH hand-plates
  • Stormtrooper belt
  • 2x Black Leather MP40 style Ammunition pouches (one on left chest, one on left side hip)
  • 1x White Flip Top ARC style Ammunition pouch (on right hip)
  • 2x TK Thermal Detonators (One at back of belt, one on front left hip)
  • Level 2- Front hip TD to be half sized with a single control button
  • TK Cod/Butt
  • ROTJ E11 Holster (on right hip side)
  • TK Greaves (Widely spaced with 2" cover strip at front)
  • Custom Knee plates on both knees. Knee plates are directly attached to the greaves (in a similar fashion as the TK Sniper plate)
  • TK Energy Sink ankle spats
  • Stormtrooper boots
  • E11 Blaster

 

 

Level 2

  • Armour should be weathered like a Scout or 'Battle Worn' but not weathered like a Clone or Sand Trooper

 

 

Optional

  • Field backpack (Cut down/stylised version of a Sand-trooper pack, to match visual references)
  • E11 Blaster
  • Laser guided Sniper Rifle

 

 

Officer Variant (as above with the following differences)

  • Comms antenna on Right temple (use CC Bacara as ref)
  • Command Pauldron (custom shape- Red in colour)
  • Black Leather MP40 Ammunition pouch replaces white hip pouch on the grunt
  • Field backpack (Cut down/stylised version of a Sand-trooper pack, to match visual references) – compulsory for officers

 

 

 

In-game Version- Differences

 

  • Custom backplate, Box is so large it travels directly into the neckline and takes up almost the entire backplate
  • Animated Clone Belt
  • Animated ARC Trooper flip-top pouches in place of MP-40 style elements
  • Custom ankle spats in style of Animated Clone belt

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Progress report: Version 2.0 'Realistic' route

 

Moved on with the feedback from Damian and the LMO team and started to make the changes. The palm sander came out to play and the flat nose & bottom edge to the traps have been sanded away

P1605_28-01-14_zps5f8b6702.jpg

P1149_31-01-14_zps4ee9a338.jpg

P114901_31-01-14_zps0e2bd770.jpg

I actually prefer the look of the helmet now (as previously stated I had initially considered this look but ironically put these down to rendering shortcomings),so with the Bondo drying and a bit more sanding, helmet version 2.0 will be ready to paint.

 

The leather MP40 pouches arrived and, while I still think they are too large for the chestplate, they actually look pretty damn good (& who doesn't love the smell of leather? eh lads?)

P162801_01-02-14_zps1ae872ae.jpg

P1628_01-02-14_zpsca527b88.jpg

 

Then, for context, I test it with the version 1 helmet and holding the ARC pouch for scale. Looks like it will work ok ;-)

2014-02-01164156_zpsdce7b03b.jpg

2014-02-01163933_zps209a56a7.jpg

2014-02-01164105_zpsa0a80787.jpg

 

Once the TK belt arrives and the V2 helmet is finished and painted up, I'll kit up for a test fit before re-submission.

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I think you are on track now. I personally like the scale and look of the ARC pouch better, but until someone makes a game-sized leather MP40 you have to do what you have to do.

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