Lead Adventure Forum

Miniatures Adventure => Future Wars => Topic started by: YPU on January 13, 2022, 09:37:42 PM

Title: 6mm city - trucks p.3 Trash p.4
Post by: YPU on January 13, 2022, 09:37:42 PM
Right. So I have a bunch of the lazy forgers 6mm modern city buildings, as well as shanty buildings and I, figured it was high time to put them to some actual use. I've been contemplating the easiest way to use these in actual games and while stand alone buildings offer the ultimate freedom and modularity, I find they look a bit random and lost on most tables? People, and that includes me also tend to space them out a lot rather than cluster them the way they tend to be in real life. So I'm going to try and base them in groups, paint the base like a sidewalk with some Asian style tiny roads snaking between, some parking spaces and parks and the like for variety.

Here is the first base plan, a tiny parking spot and four apartment buildings with shopfronts.

(https://i.imgur.com/txDU7jm.jpg)

(https://i.imgur.com/GBMpblZ.jpg)


And painting progress on the first 2 buildings. Plenty of stuff I could fix, but these will do at table top level I think. I used some gundam 1/144 warning label decals for shop signs, maybe a bit too much text but it looks ok from play level I hope.

(https://i.imgur.com/cMktpuD.jpg)


(https://i.imgur.com/Gtk77MT.jpg)

(https://i.imgur.com/iX8k8Dt.jpg)

(https://i.imgur.com/FMIldlD.jpg)
Title: Re: 6mm city project
Post by: fred on January 13, 2022, 10:27:28 PM
These look good - great idea to base them in small groups.

One suggestion, perhaps add some bits of flock into the corners to represent weeds or other growy things?
Title: Re: 6mm city project
Post by: YPU on January 13, 2022, 10:56:16 PM
These look good - great idea to base them in small groups.

One suggestion, perhaps add some bits of flock into the corners to represent weeds or other growy things?

Thanks and yeah that will definitely help! there are a couple of spots where the 3d prints aren't perfectly flat so I should be able to hide that with some flock, 2 birds one stone. I'm waiting till I have everything painted before I glue it down, so the flock will have to wait just a bit.
Title: Re: 6mm city project
Post by: madman on January 13, 2022, 11:30:13 PM
I am in the same fish or cut bait endless loop myself. I would like to base my buildings as either small villages or as sections of larger towns or cities. In either case I would have to leave sufficient space between buildings to fit bases of infantry or allow placement of vehicles. This requires spreading things out some. I also like playing on 2" hexes so even a handful buildings will have a footprint of a few hexes. Not a big deal in reality, and easy enough to keep about half my buildings as individuals.

One issue is as stated the bases are improved by the addition of extra details, such as trees, hedges, fences, walls, and so on. Visually they look good and can easily be incorporated into the "mini dioramas", BUT we start drastically reducing space for forces. So the solution is to reduce the number of buildings as well as  keep any other terrain spaced to allow placement of units. By the time this is done those villages are rather spread out and the built up towns and cities are either very thin (low density) or become their own limit for forces. Some city buildings, and factories, can accommodate troops placed on their roofs but many cannot. So I am open to suggestions or pictures of suitable terrain features. In the rules I like specific buildings and their exact locations do not matter just that the hex contains structures and how strong they are. So this again starts to play into the single building per hex syndrome. Looking for ideas please.
Title: Re: 6mm city project
Post by: Pattus Magnus on January 14, 2022, 01:23:52 AM
I wonder if it would be feasible to make fairly dense built up area bases with landscaping and details, but have some (or all) of the buildings removable, so that during the game they can be shifted to make space for units occupying the area. Basically the same idea as removable trees on forest bases. Iím scheming about using that approach for 10mm villages for horse and musket games, but havenít gotten around to actually building any yet, so itís purely theoretical at this point. It would be possible to make the base with Ďfoundationsí for specific buildings and, steps, walkways, etc. to keep it from looking like the buildings are just sitting on a template.
Title: Re: 6mm city project
Post by: OSHIROmodels on January 14, 2022, 08:45:16 AM
Looks good so far  :)
Title: Re: 6mm city project
Post by: YPU on January 14, 2022, 10:18:47 AM
I am in the same fish or cut bait endless loop myself. I would like to base my buildings as either small villages or as sections of larger towns or cities. In either case I would have to leave sufficient space between buildings to fit bases of infantry or allow placement of vehicles. This requires spreading things out some. I also like playing on 2" hexes so even a handful buildings will have a footprint of a few hexes. Not a big deal in reality, and easy enough to keep about half my buildings as individuals.

One issue is as stated the bases are improved by the addition of extra details, such as trees, hedges, fences, walls, and so on. Visually they look good and can easily be incorporated into the "mini dioramas", BUT we start drastically reducing space for forces. So the solution is to reduce the number of buildings as well as  keep any other terrain spaced to allow placement of units. By the time this is done those villages are rather spread out and the built up towns and cities are either very thin (low density) or become their own limit for forces. Some city buildings, and factories, can accommodate troops placed on their roofs but many cannot. So I am open to suggestions or pictures of suitable terrain features. In the rules I like specific buildings and their exact locations do not matter just that the hex contains structures and how strong they are. So this again starts to play into the single building per hex syndrome. Looking for ideas please.

yeah that was exactly my thinking as well. In the end I concluded that I should stop thinking of the buildings as individual models. When I consider each base a single piece, like large rock would be that just happens to be made of multiple buildings close together that creates a mindest I can work in. I am trying to keep some parking spaces, parks and small farlands open that should fit a base of figures hopefully, but in the end I need to accept that the density of buildings like this are hell to navigate in any large group or vehicle and if the model reflects that its not so bad a thing. I just need to make sure I keep the roads between clusters large enough for actual play, and like you say many models can go on top.

Now fitting things into hexes does make that a LOT harder. I have seen people tweak their models so that antenna (metal rod) and other features on smaller buildings equal the height of the larger buildings effectively creating a studded platform to place bases on.

I wonder if it would be feasible to make fairly dense built up area bases with landscaping and details, but have some (or all) of the buildings removable, so that during the game they can be shifted to make space for units occupying the area. Basically the same idea as removable trees on forest bases. Iím scheming about using that approach for 10mm villages for horse and musket games, but havenít gotten around to actually building any yet, so itís purely theoretical at this point. It would be possible to make the base with Ďfoundationsí for specific buildings and, steps, walkways, etc. to keep it from looking like the buildings are just sitting on a template.

Total battle miniatures actually sell something like this.  I swear they used to list the size of "slots" in the bases and list the size of buildings so you could mix and match but that seems to have been lost in the new web store sadly.

https://www.totalbattleminiatures.com/product-page/village-set-one (https://www.totalbattleminiatures.com/product-page/village-set-one)

Looks good so far  :)

Cheers mate!
Title: Re: 6mm city project
Post by: madman on January 14, 2022, 02:24:37 PM
Now fitting things into hexes does make that a LOT harder. I have seen people tweak their models so that antenna (metal rod) and other features on smaller buildings equal the height of the larger buildings effectively creating a studded platform to place bases on.

The "best" development I have seen in this direction was bases placed on something akin to the stands in pizza boxes to keep the lids from becoming one with the pies. I can't remember if there were different heights or they stacked but it was in pictures of Advanced Squad Leader played with miniatures. The height of the stand also gave the floor level you were in. I can't see going into that detail, just you are occupying the "area" terrain.

As for hexes the individual sections don't have to be shaped like they are made from hexes but I will be painting very light outlines and the sections will have to be placed in alignment. Still in the rules I am planning on using what exists in the centre of the hex is what constitutes the hex. The centre of the hex will need a light coloured dot for LOS purposes as well.
Title: Re: 6mm city project
Post by: zrunelord on January 14, 2022, 06:19:32 PM
Those came out quite nice & they would look great for sure on a tabletop especially en masse.

Z
Title: Re: 6mm city project
Post by: fred on January 14, 2022, 07:12:52 PM
For their 10mm buildings TBM use 40x40mm and 40x80mm bases sizes which are moulded as depressions in the latex village bases
Title: Re: 6mm city project
Post by: YPU on January 15, 2022, 10:54:07 PM
Those came out quite nice & they would look great for sure on a tabletop especially en masse.

Z

Thanks mate.

For their 10mm buildings TBM use 40x40mm and 40x80mm bases sizes which are moulded as depressions in the latex village bases
LAF, someone always has the answers here.
Title: Re: 6mm city project
Post by: 6milPhil on January 18, 2022, 04:48:32 PM
Looking great!  8) 8) 8)
Title: Re: 6mm city project
Post by: Macrossmartin on January 19, 2022, 11:41:25 AM
I'm in a similar boat, regarding multi-basing buildings; I'm printing 1/1000(ish) scale skyscrapers and city malls for Kaiju to jump up and down on for use in River Horse's Pacific Rim: Extinction. With units that are essentially the size of buildings, maneuvering them between the towers would be nonsense, so I intend to cluster them in city blocks.
Title: Re: 6mm city project
Post by: Daeothar on January 19, 2022, 03:23:34 PM
That's some awesome stuff there! I share your sentiments about single buildings standing in green fields.

Epic's a great game, but even back then, I really couldn't stand the loose gothic skyscrapers scattered around on manicured lawns.

So your idea looks to be a spot on solution to balance both suspension of disbelief and playability 8)
Title: Re: 6mm city project
Post by: YPU on January 23, 2022, 09:57:55 PM
I'm in a similar boat, regarding multi-basing buildings; I'm printing 1/1000(ish) scale skyscrapers and city malls for Kaiju to jump up and down on for use in River Horse's Pacific Rim: Extinction. With units that are essentially the size of buildings, maneuvering them between the towers would be nonsense, so I intend to cluster them in city blocks.

Yeah at that point clusters become a must I imagine, especially with smaller buildings. Suburbs by the base!

That's some awesome stuff there! I share your sentiments about single buildings standing in green fields.

Epic's a great game, but even back then, I really couldn't stand the loose gothic skyscrapers scattered around on manicured lawns.

So your idea looks to be a spot on solution to balance both suspension of disbelief and playability 8)

Thanks mate and exactly! Grim oppressive cramped living quarters in a lush flat field, what planet is this, Rotterdamned suburbus prime?



Meanwhile I've been using random decals for the shop signs, and I noticed that on some the "something something decal sheet" text is also a full decal. So now we know what this place sells.

(https://i.imgur.com/gXf0rPO.png)
Title: Re: 6mm city project
Post by: Macrossmartin on January 24, 2022, 02:25:56 AM
Random words give that authentic '80s anime vibe!
Title: Re: 6mm city project
Post by: YPU on January 25, 2022, 03:00:04 PM
And the final building for this block finished, had a visible printing flaw but it will do for now.

(https://i.imgur.com/0Z3yEYQ.jpg)

(https://i.imgur.com/i9WBeun.jpg)

(https://i.imgur.com/dGKpaRy.jpg)
Title: Re: 6mm city project
Post by: Pattus Magnus on January 25, 2022, 05:02:00 PM
Those buildings look phenomenal! Thatís taking 6mm terrain to another level.
Title: Re: 6mm city project
Post by: YPU on January 28, 2022, 01:46:03 PM
Those buildings look phenomenal! Thatís taking 6mm terrain to another level.

Cheers! the quality of the sculpts really help.

Next up, I really want some sweeping highways going through my city. here is my first test, a very obvious flaw in the print, and some very stupid design mistakes (mismatching peg and holes) but I think I am on to something here.

(https://i.imgur.com/BV7MKtX.jpg)

(https://i.imgur.com/IIVjUlD.jpg)

(https://i.imgur.com/Ud0tIfI.jpg)
Title: Re: 6mm city - highway overpass P.2
Post by: OSHIROmodels on January 28, 2022, 02:02:57 PM
I'm liking this  8)

Makes me think I should've done my Akira project in 6mm  lol
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on January 28, 2022, 02:12:50 PM
I'm liking this  8)

Makes me think I should've done my Akira project in 6mm  lol

You'd have gotten a lot more city onto the table  :D I wouldn't have gone smaller than 15mm for that though, 6 is just not suited for character-driven drama.
Title: Re: 6mm city - highway overpass P.2
Post by: OSHIROmodels on January 28, 2022, 02:28:06 PM
Neither is 28mm with what I want to do  lol
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on January 29, 2022, 04:19:46 PM
acme presents a whole new way to bugger up your roads. Curves! I intended to make curvy snaking expressways from the get-go, but the straight section was a better starting point. I'm very chuffed with these, 22.5 degree bend so 16 will give you a ring road. Now for ramps and splits. I should note, I intend these as one direction 2 lane sections. Wide enough to fit most mecha and infantry bases but not huge. A pair side by side would make for a functional highway setup I think?

(https://i.imgur.com/kaSevKy.jpg)

(https://i.imgur.com/MeBIYze.jpg)

(https://i.imgur.com/VRqeKBS.jpg)
Title: Re: 6mm city - highway overpass P.2
Post by: OSHIROmodels on January 29, 2022, 04:44:24 PM
Yes, I like that  :)
Title: Re: 6mm city - highway overpass P.2
Post by: Sangennaru on January 29, 2022, 04:46:38 PM
Really, really digging this!
Title: Re: 6mm city - highway overpass P.2
Post by: Cypher226 on January 29, 2022, 05:00:53 PM
That 'feels' like Japan alright!
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on January 29, 2022, 05:43:21 PM
That 'feels' like Japan alright!

That's just because giant robots are wrecking it.

Nah thanks for the compliment! I specifically used satellite imagery of the osaka gate tower to get the curve radius and road with to a realistic level. Not as large as I'd have expected actually! I had it in mind that having anywhere near a half turn of expressway would fill the table by itself.

(https://i.imgur.com/K3qFFlr.png)
Title: Re: 6mm city - highway overpass P.2
Post by: zrunelord on January 29, 2022, 07:06:40 PM
Nice work Ypu.
Excellent for some DFA mayhem !!!! ( death from above )

Z
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on January 29, 2022, 07:50:41 PM
Nice work Ypu.
Excellent for some DFA mayhem !!!! ( death from above )

Z

Oh yeah fitting a mech on top was a core requirement to me! I've been wanting to do a monorail (suspended?) for ages as well but gameplay-wise it would add very little whereas a wider expressway adds interesting play options.
Title: Re: 6mm city - highway overpass P.2
Post by: 6milPhil on February 15, 2022, 09:58:03 PM
That road is really impressive.  8)
Title: Re: 6mm city - highway overpass P.2
Post by: 6mmfan on February 21, 2022, 08:23:25 PM
Fantastic looking buildings!

This is a great thread on basing buildings. I'm another who has flip-flopped between basing styles and prefers more of a diorama approach, but it never works well when you try to accommodate figure bases between structures. I'm sold on the idea of clustering buildings and ignoring any requirements to put figures/vehicles between buildings.
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on February 21, 2022, 08:29:18 PM
Fantastic looking buildings!

This is a great thread on basing buildings. I'm another who has flip-flopped between basing styles and prefers more of a diorama approach, but it never works well when you try to accommodate figure bases between structures. I'm sold on the idea of clustering buildings and ignoring any requirements to put figures/vehicles between buildings.

My final thinking was that tanks shouldn't fit trough back-alleys, and the buildings have flat enough roofs to put a stand of infantry on to represent them occupying the buildings. The mini dioramas will get a bit repetitive after multiple games, but the truth is I do not play that many games each year, I'd rather have some good looking mini dioramas in them than worse-looking highly modular systems. If for no other reason than they will look better on a shelf as well!

That being said, for some of my more military terain like the airfield featured in my weaseltech topic, I do tend to keep the building separate, for those I've been working on basing sheets to also stop that "building in a green field" look. Been trying to figure out a material for a long time, but my partner provided me with textured black plastic rinbinder cover sheets which on first attempt seem to work perfectly.
(https://i.imgur.com/Y4SwmAn.jpg)
Title: Re: 6mm city - highway overpass P.2
Post by: 6mmfan on February 21, 2022, 08:41:42 PM
Yes thats where I'm headed. I think if the clusters are not too big, then they can be combined to make larger towns But I don't want to use square or rectangular bases so I'll come up with some other shapes that can slot together. I also thought of having outlying areas (bases) with smaller buildings and other features to provide a more seamless transition between the tall buildings and the lush green fields. Pieces like landing pads, hydroponic food areas and  military checkpoints with walls and so forth.
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on February 21, 2022, 08:46:33 PM
Yeah base shapes are going to be a thing! This first finished one was driven more by the buildings than any other considerations. I'm currently leaning to the idea that I'd rather have a bunch of irregular shapes and the suggestion of roads between them rather than a repeating pattern. I'd like to make some triangular ones with some of those funky corner buildings you get for example.
Title: Re: 6mm city - highway overpass P.2
Post by: 6mmfan on February 21, 2022, 09:02:22 PM
I've tried a few experiments over the years. This 6mm sci-fi basing looked great but there was virtually no flexibility.

(https://6mm.wargaming.info/images/scifi/scifi_buildings123.jpg)

I quite like the base shape I used for the vietnam buildings here, the shape worked as stand alone bases, and combined well.

https://6mm.wargaming.info/page38.shtml

I think as long as there is at least one side that fits next to other bases, then the bases shapes can be random.
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on February 21, 2022, 09:08:09 PM
I've tried a few experiments over the years. This 6mm sci-fi basing looked great but there was virtually no flexibility.

I think as long as there is at least one side that fits next to other bases, then the bases shapes can be random.

Finding a pattern that both interlocks AND creates a combination of thoroughfares and bending roads without obvious repetition is a heck of a job. But I think you are on to something with these!

(https://6mm.wargaming.info/images/terrain/nam1.jpg)

I'm sure I can work  it out myself but do you happen to have the (relative) dimensions of them? I'd like to give it a quick go digitally see how a cityscape on that would work out.

Title: Re: 6mm city - highway overpass P.2
Post by: 6mmfan on February 21, 2022, 09:15:37 PM
Its was a while and they were a commission, so I would guessimate they are 200x140mm. The two short sides combined are longer that the long with (if that makes sense)!
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on February 21, 2022, 09:35:29 PM
Yeah I figured that one, I was wondering if I was missing any other hidden math in there.

There does appear to be a limit to the number you can tessellate without creating gaps, but since I would leave room between them anyway as roads, those become intersections or spaces for roundabouts.

(https://i.imgur.com/HeVwAi5.png?1)

It's also a pretty good shape to get out of a CD by the looks of it, so I think we are on to a winner here! I'll still be doing funky shapes like wedges with triangular building etc, but this is a nice base grid to work from I do think.

(https://i.imgur.com/Bw03lBZ.png?1)
Title: Re: 6mm city - highway overpass P.2
Post by: 6mmfan on February 21, 2022, 10:06:52 PM
That looks cool. I think you could add another shape or 2, eg a rectangle, a triangle with one side the same length as the longest edge, and a 5 sided piece to fit in where the sides join at a right angle.
Title: Re: 6mm city - highway overpass P.2
Post by: YPU on June 10, 2022, 09:33:00 AM
The overpasses are nearing completion, but I can't rightfully start shilling them without vehicles on them now can I?

I've started working on some nice chubby trucks, the first one turned out a bit larger than intended but I'm still happy with the vibe of it.

I started with a simple rolling door delivery truck.

(https://i.imgur.com/U6JY9wM.jpg)


Course, then I wanted one that shows the rolling shutter open and in use.

(https://i.imgur.com/2PsoctF.jpg)


And then it made sense to have a blank slate version to base variants on.

(https://i.imgur.com/o1YW1qS.jpg)


And a small tanker version, a bit ruggedized as with more lights and a ram bar.

(https://i.imgur.com/U3HLl1s.jpg)
Title: Re: 6mm city - trucks p.3
Post by: Sangennaru on June 10, 2022, 09:43:46 AM
Adorable!!!

Out of curiosity, what's TSP?
Title: Re: 6mm city - trucks p.3
Post by: YPU on June 10, 2022, 10:06:38 AM
Adorable!!!

Out of curiosity, what's TSP?

Thanks, and my initials, you'll find them on the bottom some stuff I sculpted. I wanted a brand logo or something on the front and figured I might as well stroke my ego a bit  :D
Title: Re: 6mm city - trucks p.3
Post by: Sangennaru on June 10, 2022, 10:08:24 AM
Oh! I should I thought of that. While I know your full name, your initials for me are still YPU. :P
Title: Re: 6mm city - trucks p.3
Post by: YPU on June 13, 2022, 05:11:48 PM
(https://i.imgur.com/QATJ68C.jpg)

And here is the first pair painted in (not so) shiny brand colours.
Title: Re: 6mm city - trucks p.3
Post by: Daeothar on June 13, 2022, 05:39:17 PM
Dang, you go from high to high, aren't you? Those trucks really bring your tiny city to life!  :-*
Title: Re: 6mm city - trucks p.3
Post by: YPU on June 14, 2022, 06:49:41 AM
Dang, you go from high to high, aren't you? Those trucks really bring your tiny city to life!  :-*

Thank you! Its not going nearly as fast as I want it to, but its going.
Title: Re: 6mm city - trucks p.3
Post by: OSHIROmodels on June 14, 2022, 08:31:17 AM
So very cool mate  8)
Title: Re: 6mm city - trucks p.3
Post by: YPU on June 15, 2022, 03:37:37 PM
Cheers James!

Meanwhile, I might be going a bit overboard giving this city more lifelike details. These sculpts stink.

(https://i.imgur.com/GMiHnfB.jpg)


(https://i.imgur.com/WdeiLAF.png)
Title: Re: 6mm city - trucks p.3
Post by: Daeothar on June 16, 2022, 06:57:55 AM
 Ok, so you're truly off the deep end now, sculpting garbage bags in 6mm!  :o lol

Looking great though (luckily can't smell 'em from here)...
Title: Re: 6mm city - trucks p.3
Post by: YPU on June 16, 2022, 10:55:34 AM
yep, I'm off the deep end.

The worst part is I'm really pleased with how they turned out as well!

(https://i.imgur.com/VRYbuNB.jpg)

(https://i.imgur.com/v19IEKs.jpg)
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: OSHIROmodels on June 16, 2022, 11:12:24 AM
Even cooler  8) lol
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: Sangennaru on June 16, 2022, 01:26:16 PM
That's rubbish!
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: Ray Rivers on June 16, 2022, 04:39:09 PM
That's rubbish!

 lol
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: FramFramson on June 16, 2022, 07:16:48 PM
 lol lol lol
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: YPU on June 17, 2022, 12:12:34 PM
Figured you lot would enjoy it for its comedic value.  ;D
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: jon_1066 on June 17, 2022, 01:15:15 PM
This is exactly the kind of stuff that makes a bit of scenery "lived in" and much more believable as a piece.  Inspired I would say - and where there's muck there's brass so keep your fingers crossed.  You should definitely get together with Sangennaru.  I'd love to see a game of his new figures fighting over your city scape.
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: YPU on June 17, 2022, 01:40:01 PM
This is exactly the kind of stuff that makes a bit of scenery "lived in" and much more believable as a piece.  Inspired I would say - and where there's muck there's brass so keep your fingers crossed.  You should definitely get together with Sangennaru.  I'd love to see a game of his new figures fighting over your city scape.

Thanks and exactly! Its not pretty but it makes it "real" And no worries Sangennaru and me talk miniatures pretty much non stop, the buildings are from his line (though sculpted by the other half of his brand TLF)
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: Ockman on July 05, 2022, 01:01:10 PM
Amazing thread, I really love 6mm terrain!
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: Vanvlak on July 05, 2022, 02:01:09 PM
Now you need a hybrid of the two - a garbage truck. Superb work, I can hear flies buzzing around that pile of trash.
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: Golgotha on July 05, 2022, 04:09:04 PM
‹ber cute.

Love the little details that just add that pop of realism.
Title: Re: 6mm city - trucks p.3 Trash p.4
Post by: YPU on July 05, 2022, 07:53:13 PM
Cheers all!

Now you need a hybrid of the two - a garbage truck. Superb work, I can hear flies buzzing around that pile of trash.

Yep, I'm hoping to do a bunch of utility vehicles like that. I love the looks of those kind of things for one, but they also feel as logical vehicles to get abandoned in an urban warzone?