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Heavy assault cyborgs anyone?

 Post subject: Heavy assault cyborgs anyone?
PostPosted: Tue Jul 24, 2012 10:02 am 
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Heavy assault cyborg
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C&C welcome, as this is my first infantry sculpt. I will make him fit better on the tracked unit tho, this is when i got all the pieces complete enough to put together.
Blind-


Last edited by Blindhorizon on Tue Aug 14, 2012 10:42 pm, edited 2 times in total.

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 Post subject: Re: Praetorians anyone?
PostPosted: Tue Jul 24, 2012 10:22 am 
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some more detail on the drill/sword arm would be nice. looks a lot better then anything i've tried in the past.

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 Post subject: Re: Praetorians anyone?
PostPosted: Tue Jul 24, 2012 2:08 pm 
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Interesting ...

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 Post subject: Re: Praetorians anyone?
PostPosted: Wed Jul 25, 2012 5:56 pm 
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That reminds me of mandroid.

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 Post subject: Re: Praetorians anyone?
PostPosted: Wed Jul 25, 2012 7:23 pm 
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I think he could use a bit of bulking up around the waist and lower sections. They look a bit weedy compared to the torso and arms.

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 Post subject: Re: Praetorians anyone?
PostPosted: Thu Jul 26, 2012 7:18 am 
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wait a minute - now I know why he's so familiar!

Lost in Space!

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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 8:58 am 
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Made a couple changes to the miniature. Added a drill arm inplace of the sword, and trimmed the torso down so it didn't look so long. I think it would proxy well for a praetorian. I'm thinking about getting a run of these made is their any interest to justify me spending the $125ish start up fee's?

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Thanks,
Blind-


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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 1:02 pm 
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I think that looks better. I would still widen up the treads to offset his high center of gravity though.

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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 1:54 pm 
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Nice !!!!!

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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 4:52 pm 
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Agreed, wider treads would look better, but otherwise very nice work.

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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 8:38 pm 
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Vaaish wrote:
I think that looks better. I would still widen up the treads to offset his high center of gravity though.

I've thought about that, and the fluff that i came up with is it's a partial repulsor tech. The reactor is super heavy and needs a partial repulsor to keep it moving normally. Unfortunately the reactor doesn't generate enough power to make it hover, but pushing the reactor for 30 seconds to a minute can make it float across gaps. The main part of the cyborg is actually armor weave placed over the exo skeleton keeping the body structure light. This is kind of my own concept for my own little game.


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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 8:52 pm 
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at the end of the day it's your model, but I'd recommend KISS here. Visually it will look better with the tread section wider and you wouldn't have to come up with fluff to make the unit stay upright :)

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 Post subject: Re: Praetorians anyone?
PostPosted: Mon Jul 30, 2012 10:46 pm 
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Vaaish wrote:
at the end of the day it's your model, but I'd recommend KISS here. Visually it will look better with the tread section wider and you wouldn't have to come up with fluff to make the unit stay upright :)


Lol your right but damnit that model took forever to sculpt!

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 Post subject: Re: Praetorians anyone?
PostPosted: Tue Jul 31, 2012 2:14 pm 
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And here I was expecting pith helmets. ;)

Anyway, 'grats on the contribution to the extant miniatures.


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 Post subject: Re: Praetorians anyone?
PostPosted: Thu Aug 09, 2012 7:57 am 
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Ok here we go. I resculpted the entire bottom and think it turned out better, when you do it once twice is easier. I made it wider, and more able to handle the steel reinforced exoskeleton of the assault cyborg. I have not added extra detail yet just wanted to see if the size of the tread section fits better.

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C&C please, gatling cannon arm missing on purpose. Thanks for looking.
Blind-


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