Here's Part One and Part Two, respectively.
Here's Part Three of digitally reworking an already-amazing 28mm Grymn Powered Armor into a 15mm Micromecha, Landmate, SciFi Dwarf Dreadnought, or Assault Cyborg (take your pick).
This update is more of a tutorial in how I do some speedwork on what I consider a "second wave" of detailing. The basic shapes have been figured out, now it's time to start showing how things fit together. No fine detailing, per se, but we're getting to that point.
Chopping, slashing, cutting, and welding with wild digital abandon.
OK, maybe that's a bit of an overstatement, but let's go ahead anyway.
We start with the digital files of the 28mm CAD weapons I did for Hasslefree Miniatures. I've winnowed the candidates to this half-dozen. I work normally in "Ghost" mode, so please pardon the see-through shots. Ghost mode gives me a better feel for the piece being worked, without having to constantly turn it in circles to get an overall look at it.
Rendered shots are for clients or the public, usually, and give the objects being shown a less transparent skin.
I work in Rhino3d, just so you know.
I form two spheres in the muzzles of the barrels, and BooleanDifference them away, to create the impression of a barrel.
Using the command MoveFace, I select the back end of the barrels, and extend them to a length that looks about right.
The pink ball is the attachment point stand-in. For you open-source types, a 1/8" ball (.125 inches or 3.175mm) bearing would perform the same function, if you were making your own weapons and attachments.
Calico or Bizon type of helical feed device.
More to come.