Showing posts with label engineer. Show all posts
Showing posts with label engineer. Show all posts

Friday, September 18, 2009

This Fortnight's Project: Telemax Teleporter

In my attempts to fix some of the remaining issues with my TF2 dolls/figures/minions, I needed to actually build a toolbox for the Engineer. As it stands, it's currently a shoddy hollow one piece box painted red with no details on it. Surprised no one said anything about that publicly yet. (Then again no one reads this nor has the balls to say anything) Anyways, since I now have better skills and tools to work with, I can put the old toolbox of the past behind me and roll out a newer shinier (or in this case, matte finish) toolbox with actual features!

The toolbox might be a bit bigger than I remember it was supposed to be. Oh well. The Engineer won't be holding it all the time. It'll mostly be stood or sat on by the Engineer. Or used to actually hold items.
Since I'm now building to a higher standard than what I used to settle with last year, I've decided to make the toolbox house a teleporter that can be unfolded from inside the box. That involves making sure the toolbox has enough space internally while being structurally sound to fold open and closed. The toolbox has no perpendicular faces to the floor, so some simple geometric calculations were needed. I went about establishing the angles the faces made with the floor for each side, then using some trigonometry to figure how much to elongate the sides.

The toolbox would be formed out of two single sheets to form the bottom and lid.

Once the halves were defined, I reinforced the thickness with three layers of X-men cards. These were done in separate panels. I cut out a V shaped groove along the seams to allow the panels to fold together.

Now that I have the envelope for the teleporter constructed, I determined the final dimensions of the folded up teleporter and scaled some screencaps to size. The above image highlights the various methods to get the teleporter to fold out and lock together. The folding arms use a sliding pin mechanism to restrict angular movement, accessible underneath the arms where it's not easily noticeable, but still accessible during the transformation sequence.

To make the arms, I decided it was easier to form the solid arm out of a single sheet, then reinforce individual sections with more X-Men cards. The sliding pin locking assembly involved a series of double hole plates around 2mm thick. These would interface together where the arms break apart.

A lot of the next stage is making filler to hold the components together. This involves making guide plates and empty boxes and stuffing them in the arm envelope. The outer part of the arm is just a hollow box with some reinforcement to keep the top surface from warping under additional weight.

Here's a few views of the sliding pin locking mechanism, with the top removed. The pins can come out 2mm and interface with the outer plate without interfering. Sliding the pin out engages the outer plate 5-6mm and restricts movement fully. For the mechanism, I ended up using 5.7mm diameter rods with a 5.9mm diameter hole. Odd, since the hole punch I used should have made 6.35mm diameter holes. I suggest ensuring your holes do not deviate more than 0.5mm apart when building all three plates. You want some wiggle to slide them freely and any large offset will likely cause seizure.

The center spindle involves two cylinders. The outer is made of two more complex shaped half circles with an array of tubes. The smaller ones allow for hinge movement for the arms. The larger one interfaces with the smaller center tube. A 5.9mm diameter rod (or equivalent clearance) eventually goes through the smaller center tube and connects the two outer halves. It needs to fit securely but loose enough to provide movement with a layer of paint on it. The rod will also interface with a hole on the base of each arm to lock them level once assembled.

Here, you can see the hole positions. Note the hole in the right arm's base and the alignment with the outer spindle halves.

To attach the arms, I used 3.175mm diameter bamboo sticks. The sticks do not run through the spindle halves. This allows the main connecting shaft to run unobstructed. From this stage, it's mostly decorative.

Here's the full sequence of building the teleporter from the toolbox. All the major components are now in place.

Right now, I have almost a full set of Engineer crap. However, highwaychile's dispenser is still a loaner and needs some improvement. Mostly needs to be rescaled, and done the proper J.Norad way. If I can figure out how to make it collapse into the toolbox, I'll make that the next TF2 figure update project. Until then, time to enjoy the glory of having a kick ass toolbox.

Sunday, June 14, 2009

RED Team Goes Treasure Hunting

J.Norad presents: RED team goes treasure hunting: because I can't be bothered to.

RED team had set up camp near the local garden. Just to be safe, they've put up a sentry to protect their haul.

Sniper sets up shop. "I think his mate saw me..."


"EUUUAHHHH..." BOOM. Headshot.


I crush puny little men at local store and steal their itty bitty treasure!

"With this, we can fire Sasha for 2 seconds!"

Wednesday, September 10, 2008

Desk Vignettes #3: "Can I play TF2 with you guys?"

Story time, featuring Shia LaBeouf! I'll add my own story this time, using mostly dialogue from TF2 whenever possible. For those who like to make up their own, feel free to ignore the scrbbles that make your head hurt and look at the pictures.

SOLDIER: That was an amazing killing spree! By ME!
SHIA: Hey guys! I'm Shia LaBeouf. I'm new here. Why are all of you standing around a cup full of heads?
ENGINEER: Were you that guy who was in Transformers?
SHIA: Yeah. I was also in Indiana Jones and the Kingdom of the Crystal Skull!
ENGINEER: Durned robots. I could've handled them better than you did, ma'am.
MEDIC: I zid not like ze crystal skull. But I do like watching ze hurting in zat film.
SOLDIER: You didn't take your lumps like a man, private Twinkletoes, hiding behind CG!

SOLDIER: Alright, give him hell, boys!
SHIA: Uh oh.
SOLDIER: If god had wanted you to live, he would not have created ME!
DEMOMAN: Don't worry! I'LL be gentle!
ENGINEER: I'm going to beat you like a rented mule, boy.
MEDIC: Come over here, I promise to heal you!

Sunday, August 31, 2008

Weekend project: Engineering a Minigun

Decided now's a good time to get working on making a 1:6 scale TF2 minigun for the heavy weapons guy. Luckily, it's largely revolved objects. The minigun is composed of six barrels, mounted on some sort of flashlight looking object that is mounted on a giant drum. No idea how this thing is supposed to operate if it was real, but who cares! It's a nice and pretty model to make.
Here's a shot of the near completed main barrel for Sasha, the minigun. It's propped up on top of what I presume is the ammo drum. The two smaller rolls are for some inexplicable components that I'll have to sort out soon. The background sketches are the only two images I'm using so far to draft up parts. The rest are from screenshots. Right now, it's looking a bit small. Let's put something in frame to show the scale of the gun.


Here's a 28cm tall Engineer, with a ruler to illustrate how massive this thing is. Just the spinning barrel assembly is 30 cm long (yes, I allowed for rotation). I would have bothered showing construction progress of the barrel, but it's just rolling up tubes. Tedious work, and not too exciting blog fodder. I'll show some of the components broken down next.

The flashlight shaped object is the barrel spinning mechanism housing. The inconspicuously placed cylinder below the large ammo drum thing is the cap for the six barreled shaft. I currently have a separate, non-glued shaft spacer that's being used to hold the assembly together. Once the model's painted, I'll consider gluing it down.

Structurally, this thing is feasible. The sheer volume of paper consumed so far is quite incredible. The weight so far of the barrel itself nearly rivals the weight of a 1:6 doll. I estimate 16 sheets of cardstock used so far to construct the pictured components. While relatively lighter than plastic, it's still a large quantity. I expect the finished gun to be dragging along the ground, since no figure I currently possess will have any joint stiffness capable of holding it off the ground more than an instant. I'll see how much headway I'll get on Labor Day.

Friday, August 29, 2008

Desk Vignettes #2: No love for the Sniper

Experimenting with visual methods of showing emotion for figures. This week's experiment: hearts. Feel free to make up a story to go along with these pics.

Always a good tactic to bludgeon the Sniper while he's distracted with someone else.

Sunday, August 24, 2008

Celebrating August 24, "Build A Grenade Launcher Day"

Took about a few weeks to get around to it, but I've finally built the Demoman's grenade launcher. Not as involved as the flamethrower, but it was a lot of revolved objects. The center six grenade tubes are solid 110 lb cardstock rolls around 0.125mm dia bamboo skewers. That gives it a bit of heft to the overall weapon. Unfortunately, I opted not to allow the break open action of the grenade launcher for structural reasons. It would have made for a good, fun miniature accessory.

Anyways, to celebrate the near completion of six of the nine figures, time for a group shot. Here's the original group shot that I'm constantly using to get me motivated to complete the rest of the nine.
Now for the two-thirds compromise.

Given, I'll concede a few issues with my group. Still need to finish the Pyro boots, the Engineer's glove, some minor details on the Demoman pouch, and the really unfinished toolbox. I'm debating sewing a few more details for the Engineer's overalls as well. Not that anyone's going to really notice. No one notices that the Engineer's electrical cord on his belt loops twice and only has one end plug, or that the fact that the Pyro's tank doesn't do anything (it's not an oxygen tank, as it has a flammable sticker on the second smaller tank), or how any of the grenades attach to the belts.

Hopefully I'll get some nice, opaque yellow paint, electrical tape and finally finish the Engineer's glove and Pyro's boots.

Sunday, August 17, 2008

Making head-way engineering an Engineer head

I've been practically innundated with a single question on how I sculpt the heads for these Team Fortress 2 figures. Time to shed some light on what goes on during the 2-3 hour span a head sculpt gets done.

As usual, I start off with decapitating a doll. A 110 lb cardstock tube gets molded around the attachment point, serving as the base for the neck.







I put a coating of sculpey around and in the top of the cylinder. Sculpey doesn't stick to anything but sculpey, so I recommend using very lightly kneaded sculpey so it's still solid, or finding some means of making the cylinder sticky like mixing in another clay. On the left of the cylinder, there's a piece that has two prongs coming out the right. What I like to do next is make a jaw, and as you will see, that piece shapes out the side profile of the face.


Using the former head as reference, I place some clay where the nose, eye sockets, eyebrows and ears will go. This helps determine spatially what I need to do. These heads are regular, so these landmarks will be valid for all human heads.


 
Now for the creepy stalker headshot gallery. Every sculptor needs a good set of views of what they're sculpting. I've added a general set of features to the face, including a line for the mouth and general eye sockets for locational purposes. I tend to play with the shape of the nose now, so I get a feel of where the rest of the facial features lie in relation to it.


Here, I've added subtle depressions and elements to round out the face based on the headshot gallery. The chin, lips and cheekbones are taking shape now. Normally, I'd carve out a faint outline for the eyes, but the Engineer has goggles, making that wasted.



Bit more material and X-acto knife cutting, I reach this stage where the face has 70-80% of the features defined.



 Modding a regular soldier helmet to be an engineer hat. Soldier helmets are taller and therefore need some sawing. Now to make the helmet lip and top protrusion.




Overpriced Games Workshop epoxy ($8) is a bit flexible when dry and thinly applied, and sticks well. If not, there's always Loc-tite. The shop guy told me to keep my tools wet so the green stuff doesn't stick on them. I suggest having a cup of water nearby to wet your fingers.



A bit of baking in the oven for 2 hours at 275 degrees Fahrenheit. Note the reddish color. That's a sign of the sculpey being solid. Really good and solid sculpey would look real red, not this half-assed pink I settled for.

After some painting, this is what you get. To do beard stubble, I do a direct layer of grey onto the face, then before it dries, apply a thin portrait tone/flesh color layer on it. Since the over layer is lighter, it doesn't completely cover up the grey, making a lighter, stubbled beard appearance.

However, in the event your head doesn't have goggles or something covering his eyes, you'll have to do some eye painting.

Jin Saotome has a good tutorial that I half-assed (as usual) to do the Demoman's eye. I did the first half or so, since I'm not too keen on that realistic looking of an eye. Also, I have about the worst brush selection and miniature painting skill for a modeler. For people who aren't rubbish at painting miniatures or have surgeon hands, this will be a bit easier and better looking for you. I think I did the best job so far on the Demoman, since he had only one eye and I tried on that one. The Soldier and Sniper have stuff blocking their eyes, so I had some leeway with cutting corners.

That in essence is the entire sculpting process. Takes at least 2 hours to sculpt, and about 4-5 hours to get to the painting stage. You may take longer, depending on how great your spatial skills and ability to work with small details in clay are.