Showing posts with label sanguinary guard. Show all posts
Showing posts with label sanguinary guard. Show all posts

Sunday, March 8, 2026

Sanguinary Guard (Heresy Era) - Part V (Showcase)

 

"I can't hear you!"

There wasn't too much left from the last post on these models, but they're finished finally. It only took a couple of months, which for me is actually quite fast considering I get all of fifteen minutes most days.

The bulk of what was done was just the silver highlights, which used a combination of Doom Metal (Two Thin Coats), Iron Warriors, and Iron Hands Steel. I could go substantially brighter yet, but I rarely find the need to go to the level of extreme polished metal, particularly because the swords here need that darker tone to work with the blue energy effect.

It took a while to figure out what to do with the shield on the Sergeant. I toyed with various intricate design ideas but ultimately went with a simple white insignia on black background. There are colour theory reasons why this works, but suffice to say that it's the safer option (difficult to mess up) and therefore looks much nicer than any other plan I had.

Wonder if he uses that to put a pizza in the oven.

Most of the grenades have a very subtle shade to them. After the metallics I used Space Wolves Grey on what I think are intended to be krak grenades, and Athonian Camoshade on frag grenades. It's too subtle really so in future I might use two coats of each.
Charging headbutt.

The studs on the left pauldrons is exactly the same as the rest of the armour, but the red is more glossy than I would like. Normally I varnish over everything but in this case I didn't want to do that lest it dull the armour too much. I just need to deal with the shiny look of the red.
He's got a (m)ace up his sleeve.

While experimenting with Talassar Blue for the jump pack glow I had the idea to recess shade that paint around some of the power weapon energy effects. I was using Drakenhof Nightshade for this, but the more vibrant blue of Talassar Blue works better. It does need thinning slightly, and in future I should paint over the raised areas again, but I think it's worth exploring this path for power weapons further.
And my axe. Mine.

The jump pack glow was picked up from the 'net somewhere and is essentially a light blue, Talassar Blue with Contrast Medium, then Gauss Blaster Green followed by more thinned Talassar Blue. It's quick and easy, but I don't particularly like the look quite as much as my older formula. The one advantage though is that Talassar Blue is quite vibrant so perhaps I can incorporate it somewhere as a filter of some kind.

And that's it really. Moving onto the next models.

-- silly painter





Tuesday, February 24, 2026

Sanguinary Guard (Heresy Era) - Part IV

 

Mr Ethereal Eyes

Slowly but surely I'm getting these models done, but I need to take a step back and consider the original intent of trying to paint up models without being too exact. Blends and transitions aren't so exact, or using quite so many colours to build up extreme contrast over a gradient. Simple but effective techniques and colour schemes. Some of this is driven by just wanting to get the models painted, and some by the nature of the sculpts themselves.

The helmet eye lenses are one such detail that encourage painting them different to my usual approach. They're quite sunken into the helmet and so need to be bright to draw attention. I decided to borrow something recently used on the Crimson Paladin:

  • White (any) concentrated in the middle, thinned and glazed slightly as edge highlights on the surrounding area.
  • Hexwraith Flame across the lens and thinly applied around the surrounding area. The edge highlights make it brighter, but cover more area to let it fade out slightly.
  • Coelia Greenshade on the inner lens for definition.

Simple, maybe even too bright, but effective standing out.

Moving on from the lenses I wanted to focus on the bases next. Normally I would leave these to the last, but I wanted to sort them out to make them seem more finished (and hopefully then motivate me to actually complete everything). There are several different materials on these bases, but before I get to that I was noticing damaged pavement in the surrounding area and there are a few noteworthy observations.

  • When the surface of pavement is damaged and worn away, the edges of the damage are quite dark. A combination of shadows, possibly water depositing dirt, and the underlying material not being faded from sunlight. It's very noticeable once you look at it. Shades are very good at emulating this, but this can be exaggerated with highlights. The foundations underneath are generally darker and more rocky because it hasn't been purposefully smoothed over, which naturally gives more colour variation. 
  • Cracks in pavement in a humid, cool (but not overly cold), diffused sunlight environment are noticeably green. This comes from moss and other plant-life growing in the cracks, and they tend to spread out. The point is that cracks can definitely offer an indication of the general environment: green for humid, red for sunburned dust, ochre for sandy desert, and so on.
  • Pavements are often patched. The patches will offer colour variation. Pavement is not uniform grey - water damage, resurfacing, loose stones, general wear & tear, there's quite a lot going on.

All of that in mind, I was trying several approaches but ultimately took inspiration from the bases for Legions Imperialis. The "ferrocrete" ended up as:

  • Dawnstone base.
  • Grey Seer to add some higlights.
  • Mix some random colours from the palette and dab around the area. This is likely too much, but some glazes of Dawnstone or Grey Seer will knock them back and desaturate to tie it all together.
  • Basilicanum Grey / Contrast Medium (1:1) and applied over the whole area. Thinner is better if uncertain.
  • Use any of the previous steps to add highlights as necessary.

Metal plating was originally going to be shifted towards blue, but that doesn't work for the Sons of Horus, and it wasn't really working for Sanguinary Guard. It works for Blood Angels as a complementary colour, but across multiple colour schemes a more neutral choice is better:

  • Iron Warriors base.
  • Space Wolves Grey (Contrast). This is a very translucent colour and won't cover well, which is exactly what is wanted here.
  • Gore-Grunta Fur (Contrast) very watered down to simulate general rust and dirt.
  • Iron Hands Silver as damage, chipping, worn clean raised surfaces, etc.

For dirt underneath I'm going for something very simple:

  • Thondia Brown for dirt, then mix with whatever bright colour on the palette to highlight.
  • Ratling Grime (Contrast).

Finally the Aquila deserves to stand out and add more visual interest to the base:

  • Hashut Copper
  • Gauss Blaster Green, mixed with a random blue on the palette for verdigris

That pretty much covers it. The picture above is at a poor angle to show off everything, but that's ok as it's supposed to enhance the model above rather than take the spotlight anyway.

There's both a lot left to do, but equally not much. I know how to finish the models now and basically just need to find time to get on with it. That's not quite as easy as it sounds right now.

-- silly painter


Sunday, February 15, 2026

Sanguinary Guard (Heresy Era) - Part III

 

You know he wants to play the axe like a guitar.

In the background there is slow progress on the stand-in Sanguinary Guard, but the main colours are at least blocked in and there's at least an idea of what they'll look like.

Ignore the dust on the model. I do have a soft makeup brush to clean that off.

The first thing to note is that if I do these sort of model again, I will leave the shoulder pads unglued until the very end. It would be much easier to paint the red with an airbrush, but I was concerned that this would demotivate me and thus left them on. Too late now I suppose. Glazing the highlights takes a very long time, so as can be seen here I am instead blocking in the main highlight points and I'll glaze the transition areas later. Doing this on five models will probably take me a full week. The airbrush would take half an hour (including cleanup). Next time!

I pondered on the weapon handles whether I should use a greener tone such as with Incubi Darkness, but in the end the Blood Angels are all about: "There is the blood, and there is nothing else." Red, and tones of red, are everything.

The eye lenses are being given a white undercoat and I'll go back in with Hexwraith Flame later to make them stand out. The slits in the helmet are too narrow, and the eye lenses too sunken, for the normal reflection effect to be tried, so I'm going for something which should make them stand out enough to draw attention to the head.

The blades of each weapon use the same effect as on the Champion: black metal, then build up a blue tint to act as the power field glow. Given that any gemstone on the weapons would be lit up from the surrounding energy glimmer, I painted Spiritstone Red over a bright silver and called it a day. This red is very saturated and glossy, so it stands out impressively even amongst the rest of the metallic shine on the model.

I'll keep plugging away at these guys, but the focus for now is on another model. That will be finished very soon, and I might then switch to get these finished next. There's a lot left to do, but none of it is particularly difficult. I just need the time to sit down and get them done.

-- silly painter.


Sunday, January 4, 2026

Sanguinary Guard (Heresy Era) - Part II

 

Looking down at you

Moving fairly quickly along with these models, I wanted to try out some of the new "True Metallic Metal" paints from Vallejo. The main reason was some of the colour variation available; I have enough metallic paints from Citadel, but sometimes I want a subtle difference in tone than available from that range. I'm actually more interested Aged Metal, but here I used Imperial Gold to separate the 30k Sanguinary Guard from their 40k counterparts.

First off I undercoated the entire model with Dryad Bark. This is my standard for any golds now, and I typically try to introduce some of that with following paints when using the Citadel range, building up colours layer by layer (very easy to do with an airbrush). It didn't really work here. At all. The airbrush paint doesn't need any diluting, but it doesn't mix well with Citadel and trying to be thin with it just ended up with extremely poor coverage. It was so poor in fact that I needed to go back over the models with either a third coat, or with a brush and the base paint.

This is where I hit another snag with Imperial Gold. Two or three passes with the airbrush would be fine to build up complete coverage, but the base paint is ... different. It behaves almost like a gel crossed with a Contrast paint. Very poor coverage, and it needs to be applied in multiple thick layers. It does kind of auto-level to a degree, but it was extremely bad to work with. It might just be that particular paint however, as the light colour behaves much better.

I tried to mix the base and light colour to do some volumetric highlights and it kind of worked, but with limited success. I have a better experience here with the Citadel range, by orders of magnitude. I suspect again that it's the base paint which doesn't like being thinned, because the light version was perfectly fine for edge highlights on its own (but is too much of a jump in value to try glaze with).

The shade is almost like a mix between a normal shade, and a Contrast paint. It's quite dark, applies evenly, but also goes kind of tacky very quickly. Once that happens, any disturbance will tear it immediately and cause it to bunch up in a kind of messy film over the surface. If you're very quick you can drag the paint off before that happens, but you need to be fast to do that. It's a nice enough colour though and dries with the same finish as the metallics. I suspect I could do a lot better with some practice, but it doesn't lend itself too well to my preferred painting style.

My overall impression with Imperial Gold (and by extension the whole TMM range, knowing that it could differ for other colours) is that they're really nice if you paint in the "BSL" system. This is quite similar to how Games Workshop tutorials work, but more structured with the paint range. The problem is that I don't quite paint that way - I prefer to mix up gradients with tone and value variation, with thin layers and glazing as I go. I really rely on translucency of paints, thinning with different mediums (water mostly, but acrylic flow improver quite a lot too), and constant adjustment as I go. If the TMM colours fit with what I'm after, they'll be fine. If not, I'll struggle. If I were painting large numbers of troops in a metal finish (say, Thousand Suns) then I suspect the TMM range would be very useful.

I persevered and in the end came up with using Balthasar Gold mixed with Imperial Gold to get better coverage and then used that as a shadow colour in certain areas. That's not shown on the model in the photo - the shadow areas there are just the Dryad Bark showing through more than I intended. To highlight I loaded managed to work the Imperial Gold base as a kind of glaze filter to blend the overpowering Balthasar Gold into the mid-tones, and then added some of the light to keep going for highlights. It...works. I just prefer the Citadel range for doing that sort of thing.

Doom Metal (Two Thin Coats) shows where I want more steel / silver colours to go, which at this stage is just for blocking in parts to get a feel of how the model will go. Then we come to the pouches and pistol holster. That's a tricky bit, but I didn't want it too high in value, nor just a dark brown. I base coated with Wraithbone, then hit it with a coat of Gore-Grunta Fur. There's just a hint of orange there which I like, but it was too bright. I tried another with Wyldwood, but that was simply too dark and wooden. I tried mixing the two, which just kind of desaturated everything and was messy. In the end I'll likely stick to Gore-Grunta Fur, use Wyldwood for some straps just to break up the monotony, then go in with maybe Agrax Earthshade to darken things in a few places. Maybe Squig Orange can be used later to add scratches and brighter highlights, though perhaps it will need a hint of the Wraithbone in it to do that.

Gehenna's Gold is probably a fair approximation for the Imperial Gold base, while Liberator Gold is very similar to the light variant. The shade is possibly a close match to Ratling Grime.

-- silly painter.


Saturday, December 27, 2025

Sanguinary Guard (Heresy Era) - Part I

 

Stab. Stab stab stab!

I normally wouldn't be posting on these models at this stage, but the assembly was noteworthy enough to warrant it. I'll start with the picture above: I messed up the pose and from that camera angle he looks a little hunched over while putting a pizza in an oven. From a lower angle it looks like he's stabbing upwards into something. I don't like it, but it's well glued together now and there's no getting around it. This bring me to point one: posing.

Arms with multiple connection points are really, really hard to pose properly. Using blu-tac (or whichever equivalent) always puts a slight spacer between the connection points and it does matter at this scale. I much prefer when there are guides to get the arms in the proper position, which can always be trimmed if not wanted. Without this then in future I'll need to look at creating my own out of paperclips. This takes time and effort, and really degrades motivation. The extra problem on this model is the fact that the arms and hands were also separate and used ball joints. Anchoring just one arm once everything is dry-fit would be great - and if all the pieces were plastic that might be an option (just drop some extra-thin cement in there), but between plastic and resin? That needs superglue. In future I'll just take the time and pin it.

The base gave me pause for a little. I wasn't sure how I wanted to base the Heresy models - something industrial or hab block related seems more appropriate: it could be on any world, it could be on Terra, it could be within a ship. That's when I remembered what I'd done on previous models: I used Sector Imperialis bases. No need for much else, just glue on the models and done. Of course there's a lot of repetition if I just use those, so later I may need to add rubble, piping, concrete debris, that sort of thing, just to differentiate them. Adding a layer of randomness makes the visuals less uniform.

As I was assembling a squad I noticed that the backpacks have enough room behind that I could just glue them onto the torso, and so I did. Then when I tested the shoulder pads I saw there was just enough room to paint those whilst attached. The arms aren't really hiding much either, so they and the weapons are all glued in position. Then looked at the helmets, looked again, and looked for a third time. There would be some difficulty, but the majority of the helmets are accessible for painting. Everything is glue together - even accessories for each. The latter will probably be the worst for accessibility to various areas, but it's worth it for motivation; I'll paint a fully assembled model much quicker compared to sub-assemblies.

The helmet and head options are from older Forgeworld kits, and while Games Workshop has done a brilliant job at compatibility, they simply aren't designed for these newer models. They just didn't sit right - too much height on the neck, or not enough. In the end there was really only the one option: trim it down a lot and use a (very) small ball of putty to make up the difference. A bit of glue and squishing the putty into place makes sure it flattens out to take up the space while giving a large contact area for adhesion and even time to make minor adjustments to sit everything in the proper place. This is all hidden by the helmet itself and won't be visible in the end.

During assembly I've gone the extra mile with scraping off mould lines and sanding things back as smooth as I could with 1200 grit sand paper. Some plastic cement in a few areas helped to seal seams shut before sanding it all back, though doubtless some areas will still be visible later. The left pauldrons in particular seem to be troublesome for that, but that's the price for the better looking armour studs. I decided to go with them because they look cool, and signifies that though they are well equipped, they're still one with the others of their legion who may not be so fortunate in their offerings from the quartermaster.

Finally, I've been preparing these models specifically to test out some new paints, but also to see how well I go with models that don't have quite so much ornate detailing. I'm hoping this will help limit the palette and make me get through the models more quickly than usual. More on the reasoning for that later.

-- silly painter.


Saturday, February 8, 2025

Sanguinary Guard - Part V (Showcase)

 

Have to wonder if he sculpted his own armour.

Sanguinary Guard are now considered complete. The bases are very simple, I could do an awful lot more there, but they're not the focus. The skulls are there purely to put skulls on bases (the pack of skulls was a gift) and to basically mark a model as done.

There's not too much not already covered from a painting perspective, so I'll be brief about that: the swords. The hilts are a mix of Warplock Bronze, Balthasar Gold, and Screaming Bell. Nothing fancy, just mix and layer. The blades are another matter, and I'm still not sure they worked how I wanted - but I definitely feel like there's potential to be had. I wanted the blades to be darker; bright blades would clash with the reflective armour and break the framing of the core of the model by unbalancing it. I also couldn't just leave them black. NMM might work, but I'd need to keep it very dark, which doesn't sell that technique too well, and I also wanted something to give them a hint of energy or inner power. And red. Ultimately this went something along the lines of:

  • Black along the length of the blade.
  • Corvus Black / Mechanicus Standard Grey to highlight the end, but also the base of the blade.
  • Mechanicus Standard Grey / Ulthuan Grey to edge highlight the end and tip of the blade.
  • Flesh Tearer's Red (Contrast) in multiple thin coats at the base of the blade, feathering it out into the middle.
  • Stormshield varnish for extra protection and to unify the finish.

The second last step gives red because Blood Angels, but also darkens the base of the blade again. This kind of colour transition is an idea I used on Nekima and Mephiston to give that semi-mystical energy feel to the sword without relying on traditional power weapon effects. Note that because I don't give a unifying matt varnish to these models on account of the heavy use of metallics, I gave the sword blade a standalone varnish. These are the parts likely to come into contact with other surfaces and chip or have paint rub off.

His temper isn't a problem. For him.

I tried to give lettering a glow on the third sword, but silly me went and tried it over white. That just made everything pink. I should have gone for white, then yellow, and then red. I did play around with darkening metallics with whatever blacks and greys were on my palette, and that worked to a degree - enough that it's viable when the hilt is silver and the blade shouldn't match.

Not a whole lot more to say about the painting - it's all quite apparent, already covered, or nearly inconsequential (e.g "just use whatever is on the palette to make it semi-interesting"). So instead I'll mention some reflection on how the kitbashing, custom parts, and sculpting turned out.

First point is the 3d printed parts. This was the most obvious choice to give the models wings. There are other options I could have explored, but none would have looked half as good and taken twice as long. They fit with the model well, are a nice design, and with that I'm generally pleased. The print quality however shows that more traditional approaches with plastic or cast resin still reign supreme. Plastic cement is pretty damned useful too. Tidy up from supports is still needed on 3d printed parts, layer lines are very obvious in multiple places, and a multitude of artefacts are all around the place. I've done my best to cover up some of this, but it could've used some putty and sanding to improve on it all. This is just something to consider: unless dialling in your own 3d printer and spending a long time getting everything just right, imperfections from third party sellers are going to happen. Most of the problems aren't visible at the distance seen on a tabletop, but I wouldn't approve in a painting competition.

Sculpting little pieces on worked great. I could seem myself improving the more I played with it, and it's a skill I think I could master very quickly if I wanted and had the time for. It's the latter which is a problem, but I do want to continue to customise models in this way. Blood drop gemstones ended up being one of the easier things to sculpt as it turns out, however trying to make an impression of a larger detail and later glue it to the model wasn't as effective. Better to just sculpt directly onto a surface. Also, roughening up the surface really helps the putty stick.

Helmet is in the workshop.

The kitbashing itself I think worked well enough. Obviously the poses don't quite fit a model in flight or attacking with a jump pack, but the official models don't do that well either. It's really hard to have a dynamic pose with a flight capable model, despite some obvious designer best efforts, and I obviously can't do any better - but let it be known that I think some of the models from GW do execute such poses very well. Despite all of that, kitbashing was necessary to bring back the feel of Sanguinary Guard, and I really like the great range of options available to do just that. Each model has a unique pose, an individual look, and a sense of personality. There's stories that each one can tell, hints that their armour is still a work in progress by each of them, and yet they're elite warriors upholding the history and legends of those that came before.

Sure, the results aren't perfect, but the kitbashing was a good choice, and ultimately a cheaper one for me given that I already had a lot of spare parts to work with.

Finally, the paper under the bases is there to help remove the models. I magnetise the bases and they're otherwise hard up against steel washers. That could damage the magnets, but also the strength of the magnet might be more than the glue holding them to the base, so the bit of paper is just there to help slide the model of the washer.

-- silly painter.


Sunday, January 26, 2025

Sanguinary Guard - Part IV

 

Teaches bifurcation.

Slow going with painting, but I've been poking away at the Sanguinary Guard as time permits. Most of the efforts have been going into metallics, which seems to have ended up being about ninety percent of the models. This poses a particular challenge: metallics are difficult to provide contrast with.

The gloss finish of metallics covers up a lot of mistakes, helps smooth out transitions, but so much so that it makes it difficult to build up volumetric and edge highlights. To that end, I went slightly heavier with the Canoptek Alloy on the edges just to give them a little something extra. Polished gold might give desaturated reflections, which normally I'd use a light silver for, however I just don't like how that typically looks. This approach still leaves me with some wriggle room to use pure Canoptek Alloy on detailing and tie everything together. The only other way around this would be to repeat the approach on Dante, which for the time constraints I'd already ruled out on these models.

I do have some silver detailing, which is quite straight forward:

  • Iron Warriors
  • Iron Hands Steel
  • Runefang Steel

I'm also playing with the idea of using Corvus Black in places to give extra depth, so that I don't need to bother with a shade. If nothing else, the black is still serving as a foundation to build the metallics up from. In general though, the above combination gives a good amount of contrast that can be worked with to make the smaller details pop.

There's nothing unusual with the bases, other than perhaps I could add some skulls for a little visual interest.

Now I simply need to fill in all the remaining details - of which there are many. Pouches, gemstones, purity seals, some of the weapons, the eyes, etc. As far as experiments go, they've fulfilled all the goals I'd set out to achieve - and now I just want to finish them. I'll therefore likely focus on the Sanguinary Guard for the next week and see how close I can get to that. It would be nice to finish something before the end of the month.

-- silly painter


Saturday, December 28, 2024

Sanguinary Guard - Part III

 

The greater the bling, the greater the warrior.

Some recent progress on the Sanguinary Guard, and enough to fully assemble the initial test model. This was the first one that I'd airbrushed the armour, added edge highlights, shading, etc. It took me a while however to decide on how the next most important feature should be painted: the wings.

I'm still baffled by Games Workshop's decision to remove the iconic wings from the Sanguinary Guard. The helmets look derpy, but they're far more easily replaced; the wings are what make them such a special unit aesthetically amongst all the Space Marines. Whatever the reasoning behind the decision, the replacement parts work just as effectively as the original, but I didn't want to paint white wings fully white. A brighter white would simply overpower everything else, and leaves nowhere to go if I wanted something else highlighted more extreme. This really only leaves shades of grey, hints of blue, to work with, and I still intended to follow through painting the higher feathers brighter than the lower ones, encouraging the eye to be drawn upward.

The process involved a lot of paints to get the look I was after, and while I'm not sure all of them are required, having such a range to mix and move between was rather useful.

  • Mechanicus Standard Grey
  • Dawnstone
  • Grey Seer
  • Ulthuan Grey
  • Corax White

I started with the darkest (Mechanicus) and worked by way up feather by feather, keeping the recesses darkened to provide an outline. The whole process took quite a good deal of time, and I while the results are fair, I wasn't a fan of repeating that again. Ultimately I probably would've saved time if I had just done that, but experimentation would inform future such attempts what might and might not work for me.

Biggus Swordus.

I tried to drybrush the next wings, which was actually before I had airbrushed them. I figured I could just mask off the feathers later. The drybrushing didn't catch the feathers as well as I'd hoped - mostly it was stuck to the edges and didn't fill in each as I wanted. Stippling may have worked, but that also would've filled in the recesses too much and I wouldn't have the control over edges.

Next I tried to airbrush the colour gradient in. Trying to do that in bands across feather rows did not work at all, however using the entire wing as a single shape and building up a gradient that way did give nicer results. Gloss varnish and an oil wash help bring back definition, but I still needed to touch up places later with a normal brush. It's for this reason that I think in future I should simply just paint it all by hand; it takes time, but with fewer steps it's quicker overall. A coat of Stormshield varnish later to pull everything back to the same finish rounds out the feathers, but the varnish should also help protect the paint when masking it off for airbrushing.

Masking off the feathers also took me some time to consider. I wasn't sure if PVA glue would peel off the paint, and trying in a small area showed that it didn't - but metal tool used to lift up the glue sure did leave scratches. Blu-tac was far too difficult to put into the right shape, and I don't have any silly-putty, so in the end I went with PVA glue and a plastic tool to help scrape it off later. That mostly worked, but I did have to use water and an older brush to wipe off some of the more stubborn bits. Note to self: PVA is water soluble, making it ideal of this kind of thing. A few spots didn't mask properly of course, but they were trivial to clean up later with remaining paint from the palette.

Whatever he's facing is about to regret its life choices.

Something else I'm experimenting with lately is an alternate glue to superglue. The frosting from superglue has been causing a bit of hassle and I'd like to avoid that if possible. From unrelated activities I have a bottle of Gorilla Glue (Clear), and it apparently bonds quite well but requires some pressure for a couple of hours first. That's not always possible for these models, so in future I should probably just avoid using an excess of superglue to begin with.

I'm planning next to paint up enough of the rest of the Sanguinary Guard to have them fully assembled as well. I have a rough idea of the colours I'd like, but there's enough doubt that this might continue to slow me down. I need to break up the large gold areas with something of visual interest, but less is more sometimes and it would be difficult to paint up that gold again with a brush.

-- silly painter


Monday, November 25, 2024

Sanguinary Guard - Part II

 

The return of nipples.

Some progress on the Sanguinary Guard kitbashing, although only one so far is actually painted to this stage. I wanted to test out some ideas with painting metallics through the airbrush, having learned how not to do things with the start of Dante. I also wasn't keen on spending quite as much time on these models, so the hope was that the airbrush would give me a solid start to the armour and I could more easily work from there; with many more golden armoured warriors to paint, doing it all by brush wasn't the most appealing.

I think I've come up with a good compromise, and in the process learned that metallics can given an amazingly smooth finish through an airbrush. It's actually far less smooth than it might first appear, but more on that in a moment.

The base coat is actually Dryad Bark. It's quite a dark brown to begin with, so multiple thin coats over the black primer were required to actually show anything, but it's worth the effort to do so as this will ultimately become the shadow colour.

Next up through the airbrush was Balthasar Gold, with a bare minimum of cleaning out the prior colour. Four drops of this along with three drops of thinner and three drops of flow improver, to make what is essentially a glaze consistency. Multiple thin coats are required to build up the opaqueness desired in places, but it also means no large mistakes can cover up the shadowed areas and it's easier to transition from them.

Normally I would want something like Gehenna's Gold, however that doesn't exist in the Air range and so I chose to go with Thallax Gold instead. Once more the previous colours received the bare minimum of a clean out: thinning down the paints reduces tip dry and makes it easier to flush the previous paint out, but a little mixed in won't hurt. Thallax Gold was mostly a Zenithal at this stage, highlighting various volumes as I saw fit and trying to leave previous coats visible. As before it was four drops of Thallax Gold, three drops of thinner, and three drops of flow improver, to create an almost glaze and using multiple thin coats to build up the highlights.

At this point the result was ultra smooth and gave an almost mirror shine to the whole model. Metallic paints are very forgiving when blending from one colour to another: the gloss hides much of the effort while the pigments and reflective material used naturally gives a kind of grain or noise to hide any speckle from the airbrush. The effect was so astoundingly smooth that I wonder why I didn't try this before - it's a great time saver compared to using a normal brush. It's only on (very) closer inspection that some of the "noise" is still clearly visible. This makes sense - the colour pigments and other materials will kind of float and spread out more when the metallics are thinned down, disassociating from each other and producing that result, however with multiple thin coats the effect is evened out substantially and the gloss finish hides much of the rest. The result is still superb when viewed from any kind of distance and so I'll continue with it, and besides when looking close enough the layer lines of the 3d printed parts are easily visible anyway.

One of the problems in the past with the metallic paints through an airbrush is that they rub off far too easily. To counter this I like to use a gloss shade over the top. A matt varnish can't be used because that ruins the shine of course, but a shade can still serve to lock the airbrushed stages down. I don't use it as a wash, but instead more of a glazed shade colour. Reikland Fleshshade (Gloss) It was used to give more warmth to the golds and help outline some areas. I'm still debating if I should go back in with Agrax Earthshade in key areas to further outline them, which is a decision I'll leave for later down the line.

Auric Armour Gold and Canoptek Alloy were used to apply further highlights, either as volumetric or edge highlighting where necessary. I generally use pure Auric Armour Gold (thinned to more than a layer paint, but slight less than a glaze) for building up some volumes or edge highlighting lower areas, with a mix of that and Canoptek Alloy (roughly 2:1 or perhaps 3:1, no hard & fast rules) for extreme edges or more focal points such as the "face", and some filigree.

Iron Hands Steel glazed into some areas allows for a silver colour, while keeping the golden reflection apparent. This is most easily seen on the spherical points on top of the jump pack.

Not shown because I forgot to get a photo is that testing a very small amount of Khorne Red mixed with Auric Armour Gold (really about 1:10, or 1:15) and glazed can give excellent contrast in areas - I've used it to outline and shadow some filigree on the back of the jump pack and it really adds to the depth of the model. I might consider doing more of this, but I think I'll leave it for for artistic details to help them stand out more.

And there we are. I'm continually pleased with how these models are turning out and looking forward to adding in more details. I won't paint all three to the same level at the same time, but just see how I go on individual models and paint as and when I feel like it. The wings I might try to make darker further down, getting more bright towards the top of the jump pack just because I like how that's framing the model so far. It might have been better to try and airbrush that effect, but it's too late to try on this model on account of that jump pack being already glued in place. A normal brush will have to tried one way or another.

-- silly painter


Thursday, November 14, 2024

Sanguinary Guard - Part I

 

Black background wasn't the best choice.

Starting to put some sculpting lessons to good use with the parts received from the Crimson Lords campaign. I can still spot defects and layer lines, but the ordered parts are basically "good enough" and imperfections aren't noticeable from a distance.

The new Sanguinary Guard are, obviously, not the designs people were hoping for. The terrible helmets could've been forgiven and replaced with something else, but the lack of adornment and the lack of wings makes them simply not Sanguinary Guard. The excuse of "oh well, they're new to the post and armour hasn't been adapted" is disingenuous considering Mephiston, Dante, Astorath, and even a generic Captain all had their armour adapted. So it was that the Crimson Lords campaign became somewhat popular.

In the model shown I wanted to try and use the full front torso of older and smaller scale models. I needed to pick a model where the abdominal plate wasn't naturally too far tilted compared to the chest because I couldn't adjust that piece. Given what I know now, then a very (very) thin sheet of putty and sculpted impressions might be able to resolve that. I may just try that on one of the others.

The model torso needed to be clipped out and a good deal carved away behind the belt for the new torso to relatively fit. I didn't want there to be a lack of bulk so needed to pad out behind the torso rather than fit it directly flush. This was a lot more effort than it sounds. Green-stuff was used to fill initial gaps and give more surface for later Milliput layers to adhere to. There was quite a gap between the back and front of the torso and this needed to be filled, and the sides bulked out to fit properly. I'm not entirely happy with the end result, but it's good enough to stand up to a cursory inspection. The arm attachment points also needed to be filled out some more, and it's here that I was impatient slightly. This particular Milliput can be soft and difficult to file, especially if not cured for at least 24 hours. A sharp blade trimmed excess just fine, but I'll need to keep this in mind for future work.

The left arm is from the Crimson Lords pack, but the fist from the bits box of spare Intercessor arms. The right arm is the original with the shoulder pad removed and the hand replaced with a hand and sword from the 3D printed parts. The shoulder pads I'm still choosing, but I'll need to paint them separate so that the wings don't get in the way when painting. I actually learned more of how to use my own custom tools when fix the gun holster, which I now imagine to contain spare ammunition for the wrist mounted weapon. Leaving Milliput in the freezer overnight allows it to still be malleable, but with just enough resistance to allow for impressions to be made without tearing at it.

The helmet and wings are, of course, from the Crimson Lords pack. The wings interested me the most: everything else I could have work around, but those wings make it all worthwhile. I may have rushed to assemble and prime the model, but I wanted to know how it would all come together so that the next two are better informed. I did try to created moulds of the Blood Angels chapter badge, and then use thin pressings of Milliput to place them on the legs, but that didn't really work and I scraped it off. My sculpting isn't sufficient yet to tackle that, but perhaps in future I could put down a decal as a guide and slowly sculpt on top of it. I have ideas on how to experiment with that, namely using normal troop shoulder pads to sculpt a blood drop onto: simple, and might give better results than the mess I sometimes make of the decals. In the meantime, the legs and knee pads will probably just get freehand painting to mimic the style of the old Sanguinary Guard.

I'm pleased with the overall look. I think I would still have preferred a single main booster jump pack, but this is acceptable. A worthy successor to the older sculpts, and enough to keep me interested in painting for now.

-- silly painter.


Tuesday, October 22, 2024

Starting Sculpting

 

Sanguinary Grey

I've not had any time for painting at all for the last couple of weeks, but a few things are in progress. Which is slightly odd; I was going to try finish off some in-progress projects this year, but instead I've been just adding more. It's not that bad though, because I have been starting to try my hand at some proper sculpting.

The inspiration for this most definitely comes from Trovarion. I have no doubts that it would take quite a while before I'm as good as he is, but I need to start somewhere. I've been poking around green stuff and milliput for quite some time, but mostly just to fill gaps rather than actually seriously try to sculpt anything. Then along came the refreshed Sanguinary Guard.

It's important to recognise my own personal takes on what has gone wrong with some of the Blood Angels models recently released, as this is the motivation behind wanting to sculpt. I was actually looking at the Blood Angels Captain and wondering what it was that I simply didn't like about that model. The design seems to mostly be fine - muscle sculpted armour, various appropriate details, the head options are fine. Then I looked at the knee pads and it suddenly made sense. The old miniature designers knew a lot more about their craft I suspect, because they needed to when hand sculpting. Part of this is composition: and when there's subtle details creating ornate, artisan armour then surfaces devoid of detail stand out like a sore thumb. The knee pads in the older Sanguinary Guard have an iconic detail, but that means curved surface detail is balanced throughout the entire model. The chest plates on the new Captain are too bare - for all the prude social anxiety these days, nipples serve an artistic purpose of breaking up all of that surface area. Blur your eyes when looking at that new model and all you'll see are bug-eyed chest plates and a knee pads. The same can be said for the new Sanguinary Guard, who also suffer from another problem: they're all the same. There's no individualism, no soul to any of the designs, which is antithetical to what Sanguinary Guard should be.

The solution is therefore to try and kitbash and convert my own. I don't particularly want to pay full price for models that I simply don't like without major work being done on them. My own attempts are going to fall well short of display quality, so again I don't want to invest money into something that I know will end up mediocre at best. Even with the replacement parts from the Crimson Lords campaign from Greytide Studios, some sculpting is likely to be required.

Where now to begin? I bought some of the old push-fit Assault Intercessors. They're cheap, have good poses that will work without needing bases to make them look like they're flying about the place. There are also five on the sprue, giving me two to practice with.

The first attempt here was to see how well an old ("firstborn") torso would fit with the Primaris scale. It doesn't. I had to carve out most of the chest to fit one of the old upgrade sprue pieces, and even then the position is off: it's too high. The nipples looked odd. I've kind of solved that by trying to fill in the gaps and add a scroll to pad out the chest details and obscure the nipples. Here we come to the first problem: green-stuff doesn't file nicely.

Silicone clay shapers work very well to smooth out green-stuff, but it's an almost rubbery finish. It's workable when new, but after trying the freezer trick (placing uncured green-stuff into a sealed bag and freezing it to use again the next day) it wasn't quite as pliable. It's easy to knead, good to bulk out areas, but for a smooth finish and holding detail it simply isn't what I'm looking for. Another problem when sculpting is having the material stick to the surface: injection moulded plastic can be very smooth, and green-stuff will not stick readily to it. It might help to roughen the surface beforehand, which I will try next time.

As a complete opposite, removing green-stuff from some areas is proving difficult. I don't want to remove all of it, just carve out under the chest piece where I'd put too much. The thinking was that I could clean it up later. As it turns out, I should ensure surfaces are shaped as smooth as possible (with roughened surfaces) beforehand, as then later I only need to smooth out the putty - and while it's curing I should be careful to trim away excess then rather then trying to carve it out later. It's simply easier, particularly with green stuff, to keep the excess putty to a minimum. I did this with the holster, which doesn't fit with Sanguinary Guard, by trimming the shape down and filling in gaps to create just another pouch. Green-stuff might work here alright: it has a natural finish that fits to the texture of pouches, smooths out well enough, and I don't need to file away excess.

I would like a couple of extra tools to poke shapes with. I have some which are ok, but I might buy another one or two if they look appropriate. I'll also consider using vasoline to keep the putty from sticking to the tools.

When sculpting details, it's easy to smooth across a general shape. Something like scrolls, however, require some more thought. I need to practice creating thin strips of putty that are in roughly the right shape, then somehow transferring them to the model. Either that, or put a roll on and directly poke it to the proper shape. I think for future scrolls I should make the central strip, let that cure, and then add details on the ends. Curved patches are probably better as circular blobs that I try to poke pieces out of rather than rolls that I curve around - again, particularly with green-stuff. I may find milliput handles differently here.

I've started small on this model, and so far there's nothing that a bit of clever painting can't hide. I'll try to add some blood drop shaped gems to the left greave next, though I'm in two minds of how to approach that. I could either try to sculpt the shape in place, or make a stamp to press a blob of putty into the proper shape. The latter might have problems if the putty comes away on the stamp. I might try by hand first just for the practice.

The next model I try I'll likely keep the basic chest piece, but replace the central skull with a blood drop. After that, the third I'll probably try to make bare, add a blood drop in the middle, and nipples to the side. I'm not sure that I'll directly carve out grooves on the knee pads - a bit of freehand could achieve the same thing. I guess a trip to the art store is in order.

-- silly painter