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Author Topic: Waterworks, Pics page 2!  (Read 3846 times)

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #15 on: November 19, 2024, 02:52:53 PM »
Right, that first module isn't entirely done, the wave crests and greenery still to be done but I'm certain that this method is the way to go. So, planning a full set to do in one big batch. I know myself well enough to make sure I do all the elements is absolutely want in this batch, because gods know when I'll get round to another run. A couple of these pieces were curling up at the edges, but two days under a thick pile of game boxes sorted that out just fine.



So, the core essentials, a set of straight modules. Each 34cm long. That wont work out to 120 or 180cm of a "standard" wargamming table. Having end caps where the coastline moves away from the battlefield is nice anyway, so they are a must.
I am uncertain if I want to make each segment a mix of shore types, or if I want a section of sandy beaches, a section of loose rock and a section of cliffs. Geologically distinct areas makes sense, and it will factor into play stronger that way 30cm wide impassible cliffs will deter an amphibious assault, when the 5-10cm cliffs on a mixed style are easy to move around. I a bit afraid that while realistic, it will look artificial "a right, the beach tile and the cliff tile, the two basic flavors". I'm curious to hear opinions on that.




And I definetly want a couple more interesting sections. This canyon like fjord will  be all cliffs, I figure it will be a interesting play element to have on a table edge in some games, and just look cool.

Just to mix up the with of the coast line I want to do a bay or lagoon. I did one in my paper prototype (again the size of a full sheet of my material) but the shape isn't entirely clicking yet. I think I just need to plan the very rough shape and start building, the materials provide and suggest organic variation as I go, but I'm afraid that again, it wont look natural on the table if it breaks out of the shore line too abruptly. (funny that the jagged cliffs above feel better in that regard)




I need to sand and disassemble another binder for materials because I want to do a corner piece so I can wrap this shore around multiple edges. And also a river mouth, so these modules can connect up for extra watery fun. I've been looking at river mouths on google maps way too much, and can only conclude that in general rivers just... but up against the shore and thats it. Really shoddy work nature, very boring.  lol


In Hungary artificial water channels usually have only official naming or even just numbers despite they are criss-crossing the countryside, usually several meters wide, and in general much bigger than most of the natural creeks having a ,,real" name.

Aye a lot of that going on here as well!
« Last Edit: November 19, 2024, 02:54:55 PM by YPU »
3d designer, sculptor and printer, at your service!



3d files! (here)

Offline Andy in Germany

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #16 on: November 23, 2024, 05:33:07 PM »
Lovely work, thanks for showing how it was done.

My counter argument always was that even in 1/300 it was still barely a quarter of the river I lived next to, with wise. I've since learned that us Dutch may not interpret the word "river" the same way most wargaming rules writers would.

I think European rivers are often surprisingly wide for people from the UK especially. The Rhine in particular is huge right up to Switzerland, but even comparatively minor rivers like the Neckar can carry large cargo ships as far as Stuttgart, hundreds of Km from the sea.

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #17 on: December 06, 2024, 05:20:29 PM »
I haven't had much time/focus for this project of late, but I am making some progress. Its mostly planning and cutting the base plates so far, but I'm also working on a big batch of cliff sides in one go, so I'd figure I'd share some pictures of that process.



You'll notice the shorter section at the top there, I realized I wanted some "spacers" to help line up segments a bit so I've added two of these half length modules.





And since I got asked about my cliff material in another place... its straight from mother nature baby... Well dried in last summers heat for a week or 2, drenches in alcohol twice, and then watered down PVA to seal and bind it.
« Last Edit: December 06, 2024, 05:26:30 PM by YPU »

Offline anevilgiraffe

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #18 on: December 09, 2024, 02:04:10 PM »
now that's a bit of bark...  :o

for the long inlet, have you considered cutting that in half so you widen it with another shore piece or place them at either table edge for a prominatory for a defensible village or outpost?

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #19 on: December 09, 2024, 03:41:03 PM »
now that's a bit of bark...  :o

for the long inlet, have you considered cutting that in half so you widen it with another shore piece or place them at either table edge for a prominatory for a defensible village or outpost?

Yeah I'm far enough gone that I always keep my eyes open for potential material, including nice slabs of bark. Needs a lot of drying, sterilizing and sealing/binding but its such effective material!

I considered doing that section in parts, but all my sketches looked very artificial, like... well like a piece of modular shoreline trying to make a 90 degree corner. And I've got that already planned for corner pieces anyway. So yeah I am doing that, but not with that section. In fact I'm currently in early layout stage of that part, and the cliffs all together in a narrow fjord are starting to look real nice.

That said I've taken one long module, two short ones and the end caps to the priming and drybrushing stage, hopefully will have those done by the end of the week which would put this collection into the "sparse but fully functional" category at least, allowing me to add a nice shoreline to about a meter of table. All the fancy bits after that are extras... We'll see if I ever actually finish those.  lol

I kid, the river-shore connection is absolutely a must, and I have some many cool container terminal and big storage buildings in 6mm from TLF that a harbor section is going to happen at some point as well, I swear.  :D

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #20 on: December 10, 2024, 01:49:33 PM »
Its not much to look at yet but I figure I'd share the WIP steps all the same. When done this gives me a good meter of coast. Just painting the big areas of blue without getting on the rocks, and then blending the lighter shades around the coast is so time consuming, and then splattering on the texture goop is a mess.



This is the "sandy beeches" long section, I'm planning to have a rocky coast and cliff faces one of these 34cm ones in the end.




And two "end caps" and shorter spacer pieces. Really happy with how those cliffs came up so far.

At this stage of the process I always fret over the texture goop. it looks too smooth and rounded at the moment. I know it will settle down and lose volume bringing out the sand in the end, but I always stir it up a bit while drying just to break the surface a bit to be sure.

Offline anevilgiraffe

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #21 on: December 10, 2024, 02:39:05 PM »
those look fantastic

Online Pattus Magnus

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #22 on: December 10, 2024, 04:30:35 PM »
Yeah, what the giraffe said. That’s inspiring work- I have an urge to get to work on a set, even though I have no plans for any coastal or river games in the next 12 months.

Offline mikedemana

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #23 on: December 10, 2024, 04:56:12 PM »
I love your shades of blue and the contrast with the beach. Wonderful!

Mike Demana

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #24 on: December 13, 2024, 01:33:27 PM »
Thanks gents!


I have an urge to get to work on a set, even though I have no plans for any coastal or river games in the next 12 months.

Since I mostly play one off sci-fi games of various kinds I've figured that these can be used on table edges of any of them, its a table feature we don't see that much in general so I aim to even the balance a bit where I can.  :D


I managed to add water effects to most of this batch. The long sandy module is still drying because I only got to it this morning, but even so this system is at a functional point now! Painting on tiny white wavecrests will give the water a much more animated feel, and patches of foliage are always a big upgrade on any scenery so those are still to come but it feels good that this as it sits now can be put on a table without any "bare plastic" shame!






Online Burgundavia

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #25 on: December 14, 2024, 05:29:48 AM »
Those are amazing looking. The beaches look lovely and inviting (and likely mined)

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #26 on: December 15, 2024, 08:29:56 PM »
Waves meticulously painted on (gosh that took ages) so here are some preliminary beauty shots. I'll get the good camera out of the cupboard tomorrow if I have time, but I'm pretty chuffed with these.









There is an interesting disparity between seeing these with your eyes vs a camera, you catch many more small reflections on the waves with the mk1 face peepers than with any modern optics for example.

Offline Storm Wolf

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #27 on: December 15, 2024, 08:37:16 PM »
Lovely scenery and GZG vehicles?, I have a soft spot for 6mm sci-fi as well, your table is amazing
Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane.

Offline YPU

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #28 on: December 16, 2024, 12:37:45 AM »
Thanks! Yeah, Old crow bunkers on the left, the rest are the lazy forger 3d prints with some mods of my own here and there and yeah gzg vehicles i got in a bundle second hand.

Online Pattus Magnus

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Re: Bring on the waterworks, multi scale wet scenery.
« Reply #29 on: December 16, 2024, 01:31:01 AM »
You should be pleased with them, that coastline looks amazing! It fits right in with the other elements, too, and really sets the scene.

 

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