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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/21/10)
PostPosted: Oct 22 2010 09:07 
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Lovely stuff, great to see the knee pad armor and thigh stealth covers work so well on these new XV9 suits. I was wondering about this as I wasn't a major fan of the new XV9 lower legs, being able to dress them up a bit, as shown here, certainly settles that concern in my mind.

The Sarco mercs are great, was recently looking at the Pig Iron site and their various helmet options to do a similar idea with their new System Trooper Multi-part kits. Essentially parts research at this point, and seeing them in size comparison and painted up nicely certainly aids my decision there. ;)

Your painting is becoming slicker by the model, just panning up the thread then down you can see the evolution.

With regard the Tau FW helmet design, I would be tempted to use an appropriately sized drill bit..

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First shave off the FW helmet opticals and chin, mark the centre line and scribe the new seam line shown in the artwork. Then along this line at the face, drill two holes one above the other. Cut into that and connect the holes into one single vertical incision. Greenstuff out the old seam line, make an incision into the chin section to create the chin indent. Greenstuff the drill section and embed into that the irises and so on. Add the disc ear-comms later as you please.

Fiddly, but quite doable.

EDIT - Just noticed Shas'Ui Mal'Caor's idea is pretty much the same.

- Tael.

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/21/10)
PostPosted: Oct 22 2010 09:18 
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Teal I wish I would have seen this idea a few months ago when I was working on my stealth suits. I may use this idea though on my pathfinders if you don't mind.

Not at all, Mal'Caor was of similar mind to me in answering Wolf - Tael :)

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/21/10)
PostPosted: Oct 22 2010 01:16 
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Null:
Good to hear from you again! Yes, the Saro Mercs are gonna get some battle damage, but I am having a really hard time doing it correctly. It will be my next painting project once I get the other five done. Freeloader has a good tutorial that I will probably use. As for giving them more salvaged armor, that will be seen on the Ronox. They are the other dominant race in the Guild and will be a little more rough and tumble looking. More on them later... Oh and I'm glad you like Aronoc! I should have his fluff done soon, I hope.

Mal'Caor:
Your idea is spot on. I already have a head in the process and will now have to make it happen. Thanks for the idea!

Shas'El Tael:
Great minds think alike, huh? :D Your chart really helped to expand on Mal'Caor's ideas and helps me visualize it. Thank you! I just wish the Firewarrior helmet didn't have that section cut away on the one side. Makes it a little annoying to try and greenstuff it.

Glad you like my other models as well. I definitely can see the improvement in them as I have come along. I will have to go back and clean a lot of my older models up later!




Oh and I have to tell everyone that my package from Forgeworld arrived today containing my prize model from the ATT Challenge! Big thanks to Martial for the prize. But what makes it sweeter, my dears, is that the package contained, not only Shas'O R'alai (the model I chose), but an additional XV9 and....wait for it....a Barracuda! :biggrin: The extras were gifts from Martial for past work he and I have done, so it was not part of the prize for the contest. Needless to say, I am super excited. Thanks again Martial!

So expect to see my journeys with XV9's and Barracuda's soon!

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/21/10)
PostPosted: Oct 23 2010 02:12 
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That sounds like there will be some very interesting updates in the (near) future!

Not that there have been any uninteresting updates in here.

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/21/10)
PostPosted: Oct 28 2010 01:02 
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Too long since an update! But I am sick today so I had some time.

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I finished the Saro Merc's!
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I'm glad to be done with them, since I was getting a little sick of painting them. All good though! They look really nice as a whole squad.

I also got a Stealth Suit done:
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So instead of getting crazy, I went and painted him the same color as the chunk of wall he was hiding behind. I think it turned out pretty good! It really brings out the details in the suit. I decided to paint the lenses purple though, since I felt it needed a little color.




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So my Shadowsun count-as has been coming along really well. The arms are not the final pose, but I honestly like it like that. Anyway, that's not the point of this update. I have been working on the head using the suggestions by Mal'coar and Tael. Here is what I got (also, you can see the additions I've made to the suit since you last saw it):

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So here is a little close-up on the helmet. I still have to green stuff the former panel lines, but this is okay for now. The biggest thing has been the addition of the disks on the side of the head. I feel like they really add to the helmet and it looks pretty good and bulks it out. I feel like I should bulk out the back of the helmet with some green stuff a bit.

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I also think I'm gonna go with only one lens, since too many lenses crowds it.

And now, for the Barracuda!

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I still need to do some green stuff work to even some things out, but it was a pretty solid cast with very few imperfections. Well done Forgeworld! Anyway, there are some things that need some serious magnet work. First off, if you want to get a Barracuda, you need to read this thread. Amis really details what it takes to make the fighter perfect.

Basically there are two things. One is this little canopy issue.
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Say hello to the pilot! He is sittin' pretty in his seat (I may or may not magnetize the seat), but I am debating whether I really want to magnetize this little canopy section for not. You see, I could just make some sort of hinge so that the entire canopy would open and not just that little section. Not sure....

The other thing is the landing gear.

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Amis did it perfectly on his and I will have to copy his technique. So that's the other big project!

So there ya have it guys! Next update should include some XV9 goodness. :)

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 28 2010 01:17 
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I wouldn't bother with magnetizing the canopy. That top bit and the area that surrounds it are just too thin to drill without a huge risk of damaging the part even if you line it up absolutely perfectly. If you want to be able to see the interior, the larger part should fit tightly enough that you can just push it into place without any glue or magnets. Even if I turn mine upside down and give it a good shake, that part isn't going anywhere.


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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 28 2010 01:26 
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Peregrine wrote:
I wouldn't bother with magnetizing the canopy. That top bit and the area that surrounds it are just too thin to drill without a huge risk of damaging the part even if you line it up absolutely perfectly. If you want to be able to see the interior, the larger part should fit tightly enough that you can just push it into place without any glue or magnets. Even if I turn mine upside down and give it a good shake, that part isn't going anywhere.


Actually someone else on ATT here found some ingenious ways to magnetize his...Ah-ha! Here it is!


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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 28 2010 01:53 
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Orpheus Hangar wrote:
Peregrine wrote:
I wouldn't bother with magnetizing the canopy. That top bit and the area that surrounds it are just too thin to drill without a huge risk of damaging the part even if you line it up absolutely perfectly. If you want to be able to see the interior, the larger part should fit tightly enough that you can just push it into place without any glue or magnets. Even if I turn mine upside down and give it a good shake, that part isn't going anywhere.


Actually someone else on ATT here found some ingenious ways to magnetize his...Ah-ha! Here it is!



Yeah, Wolfs16 linked to that thread already. Obviously it's possible to do so, but is it really worth the risk of damaging the model to get such a minor detail? I guess maybe if you're really confident in your precision cutting/drilling skills.


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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 28 2010 04:48 
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Peregrine wrote:
Orpheus Hangar wrote:
Peregrine wrote:
I wouldn't bother with magnetizing the canopy. That top bit and the area that surrounds it are just too thin to drill without a huge risk of damaging the part even if you line it up absolutely perfectly. If you want to be able to see the interior, the larger part should fit tightly enough that you can just push it into place without any glue or magnets. Even if I turn mine upside down and give it a good shake, that part isn't going anywhere.


Actually someone else on ATT here found some ingenious ways to magnetize his...Ah-ha! Here it is!



Yeah, Wolfs16 linked to that thread already. Obviously it's possible to do so, but is it really worth the risk of damaging the model to get such a minor detail? I guess maybe if you're really confident in your precision cutting/drilling skills.


Well, most of the magnets seemed to be put in areas of solid resin; the smaller parts simply need paperclips and such for the magnets to grasp to, doesn't necessarily have to be another magnet! Also, you could start a hole with the drill, but then go manually from there with a knife and/or the drillbit if you're afraid of going throguh the piece. From there all you need is a bit of GS to cover where the magnet was embedded and you're in business! Also, the sliding top hatch really doesn't look that hard to do, and I thin that I could do it-and if I can do it, someone of Wolfy's skill could do it wiht no problem! :D


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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 28 2010 07:15 
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I am definitely digging his helmet! Great work!


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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 29 2010 06:02 
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Peregrine:
I think you’re right about the little hatch. It is a lot of work for very little result. So with that said I decided to glue it shut and just take off the whole canopy when I wish. Let me ask you though, did you glue the cockpit into yours or did you leave it loose? I’m wondering if I really even need to bother magnetizing it in at all.

Orpheus:
Thanks for the good vibes, but I think I would be trying my patience unnecessarily by attempting it. 

Terminatorinhell:
Glad you like the helmet! I took a little inspiration from not only Lord Dirk but also your suit that you recently finished. Granted, yours isn’t as much a Cyclops as mine is, but it get my imagination going!




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First up, I finally finished my dual Plasma Rifle!
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I added SM Assault Pack engine cowlings to it and it really ties it all together. Now I just gotta paint it and I have myself a Shas’O R’myr! 

Speaking of special characters, my Farsight conversion is really a model I enjoyed making. But when I thought about Farsights use on the battlefield, his bodyguard really needs a Failsafe Detonator. But that would also mean that one of my suits would have to sacrifice his/her life each time! Nuts to that I say! So that is where the DX-7 Disengagement Drone comes in:

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On the back there you can see the Failsafe Detonator. Now my Farsight count-as can jump out of combat and only lose a Drone!

As for the weapons, they are magnetized, so I can switch in whatever I’d like!
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And here is the happy couple:
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So he will see paint soon, along with the R’myr weapon. Then I will have two more units done! Hooray for progress.

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/28/10)
PostPosted: Oct 29 2010 06:35 
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Wolfs16 wrote:
Peregrine:
I think you’re right about the little hatch. It is a lot of work for very little result. So with that said I decided to glue it shut and just take off the whole canopy when I wish. Let me ask you though, did you glue the cockpit into yours or did you leave it loose? I’m wondering if I really even need to bother magnetizing it in at all.



I just left it "loose". At least on mine, the larger top part fits tightly enough that it doesn't need magnets. It's still easy to take off if you want to see the interior, but it isn't going anywhere unless you deliberately take it off. And of course the interior bit just sits there with no problems (or magnets) at all, as long as the canopy on it's pretty much locked in place as well.


Of course given the slight differences in fit with resin models, this may or may not be true for yours. At least the large canopy bit is thick enough that drilling magnet holes wouldn't be as difficult.


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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/29/10)
PostPosted: Nov 01 2010 11:39 
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Looks great Wolf. I really like your changes to the Hazard suit; basically gets rid of all the problems I had with it (okay, just one, super-thin legs). And the dual plasma rifle looks great! What part did you use for the side armor?

The Stealthsuit and Saro Merc paintjobs look great; I am quite taken with the 'suit. Perfect pose and painting!

The helmet also looks pretty rad. I think bulking out the back would help; my main problem with that is it looks to cloth-y. Maybe making it blockier like the crisis suit head? Also I can't help but think that anther lens below it, like you originally planned, would improve the look.

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/29/10)
PostPosted: Nov 01 2010 11:48 
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Thanks Jester! The XV9 you see is Shas'El Lar'shi and he has been around for quite some time (seems folks think he is a newly constructed model!). His Plasma Rifle uses Assault Marine engine parts for the sides. I think it worked out pretty well!

As for the Shadowsun head, I'm glad you like it! I actually added some green stuff to the back of the helmet to make it look less like a helmet the wearer slips on and more like something that opens to encase the users head. After some painting it will make sense. As for the added sensor, I think I agree with you and I will try and put another little lens below it. Pictures to come later!

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/29/10)
PostPosted: Nov 02 2010 04:03 
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Hi!

One thing that never seizes to amaze me, and that many people take for granted, is the absolutely stunning work you ALWAYS do with the posing. GW's Tau Battlesuits (Forgeworld stands relieved of blame) is frustratingly stiff and "we-are-the-robots" clonky, and Fire Warrior poses quickly becomes repetative without some conversion work.

Many Tau players simply oversee this issue, but it cannot be stressed enough how much a great pose can improve the overall look of an model/army. And once again; you always deliver top-notch results!

Yes, yes, the paintjob is excellent and your passion is contagious, yadda yadda... :)

Keep up the exquisite work - I follow it zealously.

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 10/29/10)
PostPosted: Nov 08 2010 11:36 
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Freeloader:
Thank you very much for your kind words! The one thing that drives me crazy is when I see people posing their XV8’s all stiff and lifeless. On the battlefield, an XV8 would be bouncing around shooting and dodging, so I feel like they should look like that!

And I am happy to hear you like my paint scheme (I believe I read a post from you saying that grey armies were boring). I can really see how much I have improved, but I want to try and improve those skills, so I will actually be using your guide on weathering to add some more life to my models.




In other news, it has been way to long since I have updated! Real life has really taken a lot of energy from me and I found that I have not been motivated to work much on 40K stuff. But after getting some much needed rest I can feel the juices flowing again and I want to make some more additions to my ARC-16’s!

So let’s get to it with a little painting update!

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I have finished my Shadowsun count-as!

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I debated about keeping the antenna on the right shoulder, but I felt that it fit the role of the model. Shadowsun is not a close combat machine; she is really an army booster and should look like she has some good comm. equipment. Also, I bulked out the head with some green stuff on the back and smoothed it out so it looked like armor instead of clothe. I also decided to stick with one eye, at least for now. I may add another later on.

By the way, this is Shas’El Sa’cea Kais’Lar, the leader of the Stealth Contingent of the ARC-16’s. She absolutely will be getting a background entry, so expect that soon. But more on background later.





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Unfortunately, no models to show off right now, but I was wondering about a conversion idea. As it stands, I have:

2x Shas’O R’alai w/ Drones (yes, I have two of these guys)
2x XV9 w/ PIG
2x XV9 w/ Burst Cannons.

So I do plan on making a standard XV9 with PIG’s, but I was thinking about some sorely needed bodyguards for Lar’shi. I want these guys to stand out; to look different than any other suit I have. So I figured I could use the bodies of the O’R’alai models for the two bodyguards, and give them standard Forgeworld XV arms (like I have on my other XV8's). I think that would make them look awesome and would enable them to be equipped with whatever weapons I can think of (magnets ahoy!).

Then I could use the Submunitions Rifle's that O’R’alai has and attach them to two of the other XV9’s, also arming each with a PIG. The reason for this choice is this article by Exokan. It sounds really fun and I think it would look cool.

So that would then leave me 2 XV9’s that I can equip with Burst Cannon’s or PIG’s depending on how I see fit. (Or some other wacky conversion.)

So where does that leave the O’R’alai model itself? Well with his standard body gone, I would have to use another model. This is where my Lar’shi model comes in. Since his right arm is already magnetized, I would just have to get an awesome looking gun to attach there. Paulson is working on a gun that might just fit the bill! Of course, I would have to wait for the actual model to be produced, but I think it would be a great idea. Then to attach the shield, I would have to remove the R’myr shield at the elbow and attach a magnet there. Then I could swap out either shield depending on how I want to field him!

So what do you guys think, does that sound like a smart idea? Any suggestions?





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Ah, my poorly neglected background section! I hope to be able to update you soon! I realized that I have left a few models go by without background. While I did say that I was going to leave some without any background, there are some that definitely deserve it. So hopefully I will have those done soon!

Oh and keep your eyes peeled for a big fluff post on the Organization of ARC’s in the Tau war machine. I am just waiting for some things to be completed and then it will be good to go!

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 11/08/10)
PostPosted: Nov 14 2010 09:40 
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Okay, so I guess Shadowsun doesn't excite anyone except me. :P Well maybe this will help!

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So I finally got the stinkin’ dual plasma rifle done! Now I have my very own Shas’O R’myr count-as. And I gotta say, it feels good. Of course, both the plasma rifles are magnetized so they can be replaced with other weapons as I see fit.

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Now moving on to my XV9 Bodyguards I mentioned in my last post. I got to work putting them together and have the first one primed and basecoated. But the real focus right now are the bases I have made for them both. I gotta say, I am very proud of these in both a painting and modelling perspective so I hope you guys like ‘em.

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These were made from various bitz I had lying around and used Gale Force Nine’s cement kit (something that I have used on a bunch of my models). Now I just gotta paint the actual models!




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Now onto the model itself!
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O R’alai body with standards XV8 Forgeworld arms. I will be magnetizing some weapons later. I am pretty pleased with his pose and I think the model turned out great. As for painting, I am gonna add red to the top middle section of his jetpack (the spot that’s currently still black). It will stand out a bit, but I think it will make him suitably stand out.

The reason I went with the O R’alai model for the bodyguards was that I wanted them to look faceless, intimidating and utterly alien. I’m excited to see them both done! In their background, Lar’shi’s bodyguards are his eyes and ears throughout the cadre. They keep things under control for Lar’shi and they allow him to pursue his mercenary work without any prying eyes getting in the way.




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Now here we have a fluff piece written by our very own Null, with some additions by myself. Enjoy!

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Given Names: Soo Tash
Serial Number: F‘S-1A32//8-99962
Rank: 'Vre
Caste: Shas
Sex: F
Age: 23 tc
Place of Birth: Fal'shia Prime

Appearance-
A Shas of slight build, Tash is small even for a Tau. She wears her hair in a loose braid sprouting from the left side of her head, and sports a pair of small horizontal scars across her left cheek. Like all members of the Fal'shia 9th, Tash has a small tattoo of a T'pel shark on the back of her neck.

Training-
Shas'Vre Tash attended the Fal'shia central academy and received advanced training as a battlesuit pilot. After serving the empire for many tau'cyr as an XV-8 Pilot, Tash was called upon to be one of Fal'shia's experimental test pilots. She was one of only four Shas' chosen from Fal'shia to participate in testing the new XV-9 'Hazard' Battlesuit; a role she has excelled in.

Current Role-
She is currently listed as an instructor for the new XV-9 variants, specializing in training pilots in the use of the extra mobility granted by the advanced suit. At this time she is attached to the Sa’cean ARC-16’s as an instructor.

Personality Profile-
Extremely confident, Shas'Vre Tash nonetheless maintains an air of humility that is hard to match. She gets very aggravated by soldiers who lack humility and common sense. She was chosen as a test pilot because of her extreme attention to detail and her ability to follow orders exactly 'to the letter'. Tash is a strong proponent of the Mont'ka discipline of warfare.

Beliefs/Fears-
Shas’Vre Tash believes that everyone can improve in their chosen field. Being closely associated the Fal’shia earth caste developers and seeing the advancement of technology she fears that eventually she will be replaced by an advanced drone intelligence; a fear she keeps to herself.

Transition into the ARC-16’s-

With the Hazard suits just coming into production, it was necessary that an instructor be provided to assist the selected pilots in a transition to the new technology. This met with some resistance by the skilled, yet proud XV pilots of the ARC-16’s. However, Soo Tash has endeared herself to all the pilots in the cadre, proving her skill time and time again while showing respect for the customs of the cadre.

In fact, she has earned her own Y’he’Mont'yr’mesa during her third encounter with the Tyranid. After chasing down the scattered remnants of a Tyranid splinter fleet, the ARC-16’s were sent in to eliminate what was left. Seeing this as a perfect opportunity to demonstrate the abilities of the XV-9, Soo Tash aggressively rushed the Y’he position, using her Fusion Cascades to cripple the heavy Carnifex’s that roamed the battlefield. With their heavy support weakened, the Tyranid were quickly moped up by the other ARC elements.

Upon return to the hangar bay, Shas’El Lar’shi himself commended her on her skill and presented her with a piece of carapace taken from one of the Carnifex she killed. While most Tau would view the taking of trophies as useless sentimentality, Soo Tash humbly accepted it and attached it to the shoulder guard of her flight suit. She personally found the tradition silly, but realized that it was vital if she was going to be accepted by the cadre. Eventually she even participated in the Kroot’mont’taal, the red markings of the Blood Quills now decorating her armor.


Her service with the ARC-16’s will be completed in nine kai’rotaa, at which point she will be re-assigned back to the Fal’shia 9th. So far, she has remained ignorant of the cadre’s other activities. Lar’shi has been very careful to allow her to only see what he wants her to see, using both his bodyguards and Bentu’cal to steer her away from anything which might compromise them. To her, the ARC-16’s are an eccentric, yet professional cadre and she can’t quite see what all the fuss over them is about.

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 11/14/10)
PostPosted: Nov 15 2010 02:57 
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Hey Wolfs16!

No No No No No!! I can assure you that there are quite a few admirers of your Shadowsun suit! For instance, the entire Fal'shia 9th Fio Research Division requested the day off to examine the smallest detail of the suit! (Seriously though, it looks killer)

I like the detail you but into the Plasma Rifle (the little bronze details). And the Bases look good, in fact, that's one thing I really admire about all your models :biggrin: !

Good call on the R'alai suit; it does look faceless! Never really noticed that before.......

Good update!

- Null

P.S. YES!! Soo Tash! good to see her posted up, I also like the additions you made to the bio!

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 11/14/10)
PostPosted: Nov 15 2010 03:21 
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I must have missed the painted update of the Shadowsun.
It looks really cool.

Looking at your work makes me so envious.

Did I ever ask what that dome on the base of the XV9 is from?

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 Post subject: Re: The ARC-16's: Reinforcements (Updated 11/14/10)
PostPosted: Nov 15 2010 06:25 
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I'm glad you made your Shadowsun model to be helmeted. I can't stand the leader without a hat thing GW does. I realize it gives the model more 'character' but really, if modelled well you can accomplish this anyway.

ALso the duel plasma really looks fitting now that it has the inter-plasmagun space filled in. The brass is eye catching although a bit too clean for me. Paint scorches!

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The Tau Emoticons Pack and all associated and modified graphics pertaining to and used by the website advancedtautactica.com are copyright Sebastian Stuart, donated to and for the exclusive use of AdvancedTauTactica.com only.


These images are inspired by Games Workshop artwork and themes, no challenge is intended.


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