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Author Topic: [15mm] Ockman's Sci-fi, update 200522: Guhn-Deen explores some ruins  (Read 59870 times)

Offline Ockman

  • Mastermind
  • Posts: 1534
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #645 on: January 10, 2020, 05:23:39 PM »
You've smashed it here dude, it's come out looking ace.

You could make some separate landing gear that it sits on for when it's parked?

Found a good bounty hunter yet?

Thanks, mate. It means a lot, coming from you!

I'd like some landing gear, although I'm feeling pretty 'done' with the model. Feel like I will mess up if I try to add anything. Otherwise I would add some markings on the engines and some lines (and landing gears).

I've got a colour scheme for the capeless miniature I chose between, will try to paint this weekend. Also got a new scheme for the mini I started, but didn't like. It's going to be interesting!

Nice plans, Thank You for sharing.

Happy to be of service. The first comment I got on Facebook was "Are you selling these?", so I felt that the least I could do was to draw up the plans.


Offline CookAndrewB

  • Mad Scientist
  • Posts: 831
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #646 on: January 10, 2020, 06:55:53 PM »
I, for one, would be happy to see a "glass effect" tutorial from you. It is weird, because sometimes I like the outcome of my glass, and other times... bluh. lol

Offline gamer Mac

  • Galactic Brain
  • Posts: 6909
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #647 on: January 10, 2020, 11:18:16 PM »
you need a bigger landing pad lol

Offline War Monkey

  • Mad Scientist
  • Posts: 675
    • Silo1313
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #648 on: January 11, 2020, 06:15:14 PM »
A Landing Pad would be nice for your Spaceport, you need some place to land your squadron that's I see coming!  lol lol lol
Just remember "If the Enemy is in range, so are YOU!

http://silo1313.blogspot.com/

Offline Ockman

  • Mastermind
  • Posts: 1534
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #649 on: January 11, 2020, 07:51:54 PM »
I, for one, would be happy to see a "glass effect" tutorial from you. It is weird, because sometimes I like the outcome of my glass, and other times... bluh. lol

Glass or gem (like in the weapons) or both?

you need a bigger landing pad lol
A Landing Pad would be nice for your Spaceport, you need some place to land your squadron that's I see coming!  lol lol lol

Yeah, I've got some ideas. But first I want to paint some minis!

Offline War Monkey

  • Mad Scientist
  • Posts: 675
    • Silo1313
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #650 on: January 11, 2020, 08:35:18 PM »
Quote
Yeah, I've got some ideas. But first I want to paint some minis! 

Painting Minis today sounds like a great idea, Thanks, I just received so brush on primer in the mail yesterday so now I can get mini painting done too.

Offline Ockman

  • Mastermind
  • Posts: 1534
Re: [15mm] Ockman's Sci-fi, update 200109: The Peregrine has landed
« Reply #651 on: January 12, 2020, 01:30:23 AM »
Colours windows by Oscar Falk, on Flickr

These are the colours used:
Black
White
Night blue
Magic blue

Done by Oscar Falk, on Flickr

Window tutorial by Oscar Falk, on Flickr

Steps:

Paint window black
Mix Night Blue/Black 50/50, paint like a U, leave only little black.
Pure Night Blue, paint like a U, all the way up, but just a thin line.
Mix Night Blue/Magic Blue 50/50, paint like a U, but only about 40% up.
Magic Blue, make a line that points a bit up
Add white to Magic Blue in small increments, make a line in the line, smaller and smaller.
End with an almost white dot in the middle (a bit blue in the mix)
Finally, add two white dots up in the corner.

edit: added a daylight picture when the paint is dry. I did this kind of fast and sloppy, but I didn't think the final picture was representative!
« Last Edit: January 12, 2020, 03:26:28 PM by Ockman »

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 6751
    • Ultravanillasmurf
Re: [15mm] Ockman's Sci-fi, update 200112: Window tutorial
« Reply #652 on: January 12, 2020, 06:46:13 PM »
Useful tutorial, thanks.

Offline War Monkey

  • Mad Scientist
  • Posts: 675
    • Silo1313
Re: [15mm] Ockman's Sci-fi, update 200112: Window tutorial
« Reply #653 on: January 12, 2020, 10:04:10 PM »
Very Useful, Thank You.

Offline Oldben1

  • Mastermind
  • Posts: 1036
    • My Terrain Projects
Re: [15mm] Ockman's Sci-fi, update 200112: Window tutorial
« Reply #654 on: January 13, 2020, 01:55:27 AM »
Iím going to have to try that!

Offline CookAndrewB

  • Mad Scientist
  • Posts: 831
Re: [15mm] Ockman's Sci-fi, update 200112: Window tutorial
« Reply #655 on: January 13, 2020, 02:06:52 PM »
I agree, useful. Perhaps the most useful bit being the color selection. Thanks!

Offline Skullhamma

  • Scientist
  • Posts: 215
    • 15mm through space and time blog
Re: [15mm] Ockman's Sci-fi, update 200112: Window tutorial
« Reply #656 on: January 13, 2020, 04:10:10 PM »
That flyer turned out great. Thanks for the window tutorial!

Offline Ockman

  • Mastermind
  • Posts: 1534
Re: [15mm] Ockman's Sci-fi, update 200112: Window tutorial
« Reply #657 on: January 13, 2020, 07:03:35 PM »
Thank you, friends!

It's so much fun to share techniques, when one gets lovely feedback!

Offline Ockman

  • Mastermind
  • Posts: 1534
Re: [15mm] Ockman's Sci-fi, update 200128: WIP City tiles
« Reply #658 on: January 28, 2020, 06:53:26 AM »
I'm on a work trip to Stockholm, staying at an old hotel.

What do I do when I stay at a hotel situated in a building dating back to 1647? Well, I sleep in comfortable beds, watch old movies, eat ice cream and build some new city tiles.

I want to be able to scale up my games to 90x90 cm (3x3')

New city tiles by Oscar Falk, on Flickr

Offline CookAndrewB

  • Mad Scientist
  • Posts: 831
Re: [15mm] Ockman's Sci-fi, update 200128: WIP City tiles
« Reply #659 on: January 28, 2020, 04:16:36 PM »
I like the offset road tiles at the top left and top middle. I think you may end up with some limitations in swapability, as opposed to all tiles with mid-edge exit points, but in a 3x3' setup it may not matter too much? The edge roads do allow for far more play space than roads that cross the middle of the tile. I could see the value in that! 

 

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