Saturday, 20 August 2016

How to Paint "Dark" Dark Angels

So, here I am with my first tutorial, painting Dark, Dark Angels. I always loved my Dark Angels, really dark. I like Darker schemes in general as these guys are at war and the brighter schemes never really fit-in for me. Back in the day I would always paint my Dark Angels with a mix of 75% Dark Angels Green and 25% Chaos Black as a basecoat, then I could use a 100% DA Green as a highlight. (Which I literally just dry-brushed over the whole model).

But alas, the old Dark Agnels Green is gone and now we have caliban green which is certainly brighter than they once were, so in wanting to keep in with my old scheme, I devised my own painting method and tried it out on a practise marine (I have a Squad of 10 along with the Dark Vengeance Marines following the same pattern).

I'm also following this tutorial for some Space Wolves ( but before you scream at me that Dark Angels and Space Wolves hate each-other. Well, these guys have been stood next to each-other on my table for over a year and neither side has so much as batted an eyelid.

Forward unto the Tutorial;


Basecoat - Not shown as I forgot to take pictures (ooops), but it's fairly straight forward.
  • Trim the flash and glue your model together (only use a tiny amount of glue on the arms and backpack as you'll be pulling these off the model later.)
  • Base the Model in black, I use Vallejo Air Primer, but you can use any black but you're going to need an airbrush for the next bit (don't have one? Wing it by just painting thin coats)
  • Mix 50%-75% GW Nocturne Green (it's a Forge World Airbrush Paint) with 25% - 50% Black (I used more black primer because it's already mixed to go in my airbrush) Spray the model from a horizontal position only so you are only spraying from the sides.
  • Spray 100% Nocturne Green from a 45° angle down onto the model and directly from above. (maybe do 2 coats). The last 2 steps will create a natural highlight from above, it's really subtle. From beneath the model will be purely black and it will gradually move to a dark green when looking from above.
Photos will get better,

Games Workshop (16 years later) - Part 4

Preface: I actually got distracted by having babies and here I am a year later having had no time to complete this, so below are just a dump of my notes from a year ago.

You know, when I started this article, I listed the discussion points I wanted to cover and thought, I'll cover this in an article, maybe 2. Here I am writing part 4 and I'm determined to finish today. Just a few other noticeable changes I wanted to cover, but the primary one is how the world around us has changed.

The Internet

It exists now, It existed then but websites were very, very simple. Mainly text, took an age to load and I'm not even sure what web presence GW had. If anything I'd imagine it was simply a company info page.

In the internet side of GW changes, I'm back to the same opening as the last 2 articles. There isn't enough content from GW. My first experience of the web GW was as a returning newbie and I just couldn't find what I wanted to know. "Where do I go from, you have my interest". Many companies now use UX designers to plot journeys for  customers. The premise is simple. Survey all your visitors for "Why did you visit today?", and for each of the major categories. Create a clear and present visual hook for them and lead them on a journey through to purchase. GW is very simply. Here's the new stuff. click the headings at the top for which of the main games you are interested in navigate through the pages upon pages of stuff or just use search. This is all tailored to people who are current GW fans and update themselves on GW's happenings off their own back and know what they want before the visit. This is what you would expect more from an on-line hardware store than an epic fantasy game hub.

And that's just Did you know Forgeworld and Black Library have their own separate sites. Each of which are even simpler. With a bit of arty knowhow (something GW excel at), these function in a way that is comparable to some of the slightly more advanced Wordpress options.

I've even just seen that Warhammer world itself has it's own site too, which just looks awful for a professional company, quite a throw together. Ok, if it does the job great, but you're a design company. Design something flashier guys or don't bother.

In the multimedia side, there are some great examples of GW using video guides to show how to paint and model. New to GW, Dark Vengeance or Age of Sigmar there are video painting guides available for all the models in the kit, with Duncan Rhodes. Dark vengeance starts with the assembly guides in part 1 (of 8) below.

Sunday, 6 December 2015

Final Fantasy VII - First Trailer Analysis

A few months ago Sony dropped massive bomb at their 2015 E3 Press Conference,  and here we are with an early Xmas Gift, the first trailer for the FFVII Remake.

And here's a brief Analysis of what we've seen, and what I've taken from away from some of the more minor details.

What we need from the Final Fantasy VII Remake

So, It's official, the happiest of happy days has come and gone. The day where the Final Fantasy VII Remake has been officially announced. I remember it well, On this day, I had a brief argument with the wife about some general mundane something-or-other, which ended swiftly when I exclaimed to her; "You're spoiling Final Fantasy day!" To my utter delight, this ended the argument outright, she understood how just important this is to me. This is one of the many reason I love her so much.

But now that we know it's coming, what could/should we expect?

Monday, 14 September 2015

What Konami and Kojima should have done with MGS:V (Full Game Spoilers Included)


I've been wrecking my head over this game. To me it has been one of Gamings greatest accomplishments but also one of the biggest personal disappointments.

From a gameplay perspective, I just can't get enough, not only have I had a different play experience to everyone else but every time I play a mission, I have a different experience to the last.

From a story and structure perspective, this game is "OK", the first half of the game is fine. Structurally and narratively speaking, it works and works well. everything is in neat digestible chunks and the story doesn't pause the action for long before you're back into the thick of it. But part 2 is just clunky IMHO. Part 2 has it's own trailer, some parts of which (Paz), aren't even in the story unless you meet her randomly or are guided to her via a post on the internet. The missions in part 2 don't only break the flow of increasing mission difficulty but the narrative attached to book end each of these missions just doesn't sit right, discussing points which you have covered earlier in the game just ruins the narrative. It's not like when you re-play a mission, you go into that expecting the same story beats you had before . But having played mission 46 which is a repeat of the prologue mission and having some "new" story elements to reveal the truth, it's clear that the repeat missions earlier just do not fit in this part of the game.

So what happened and what could Konami and Kojima have done to fix this?

Friday, 3 July 2015

Games Workshop (16 years later) - Part 3

In Part 1 and Part 2 i covered my memory of Games Workshop in the mid 90's and how the overall Space of 40k and it's models has changed. Now it's time to delve into my favourite part of this hobby and that's the modelling and painting side along with a few other extras that have ben added in this past decade and a half.

There's not enough space for the painters / modellers.

Like the last part, I'm going to start with an immediate observation; Whilst the modelling side has greatly improved, there still doesn't seem to be enough focus on this part of the Hobby at Warhammer World. Perhaps it would be better to say, there hasn't been enough "change" over the time I've missed, when compared to everything else that has. This is something that remains very much the same.

Not me

Back in the day you could nip into any shop, ask for paint tips and even sit down with the guys in store and try out techniques. That's how I learned to paint Jewels, eyes and general highlighting. today it's very much the same. A young-un can walk in, ask to sit and paint and I saw a great moment where a dad watched one of the store staff walk a little girl through painting a space marine. Awwwwww, i honestly cant wait to do that with my daughter, but at the moment she can't even hold a spoon so I'll give her a bit yet before I expect her to have much control with a paint brush.