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About BEAVeR

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    'Dark Force Bigger Wall of Text'!
  • Birthday 06/13/1995

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  1. BEAVeR

    [MOC] To Space and Back for 50 Cents!

    Yeah, other people have pointed that out to me as well, but I hadn't heard about that set before posting my entry, probably because it's so obscure. Too bad there are no instructions to be found from that set, as I'd love to know how it moves. By the way, this similarity wouldn't have been a problem in the contest as the grand prize winning entry of the Ideas "Moments in space" contest is in fact also a rocket ride. Not mine, but at least I had a "winning idea" if you look at it from the right angle Now it's hoping they make that design a reality as a gift with purchase set, so we finally have a working and freely available version. Also thanks to everyone for the support and for voting on my entry, putting me in the 30th place with 116 votes, just 15 votes shy of the top 25, which would have meant progressing to the judging phase. I feel incredibly honored and thank you all!
  2. BEAVeR

    [MOC] To Space and Back for 50 Cents!

    Thank you all very much for your kind words and the support. I'm glad that it gives you some joy . For those of you that are further interested in the mechanism, you can find the LDD file here so you can look at it in more detail. As a bonus, the file also contains an extra mechanism that achieves a similar motion but didn't make it into the final model because it was difficult to build the rocket around it. I hope you find it useful, and I'd love to see what rides you come up with!
  3. There was a time that a big piece of brightly colored plastic with some lights on it, gently rocking back and forth, could make us so happy. Coin operated rides are something you grow out of, though, so it has been a long time ago that I enjoyed riding on one of these. Luckily, it turns out that building one is definitely a joyous activity! [MOC] To Space and Back for 50 Cents! by Bert Van Raemdonck, on Flickr The motivation behind this build was the LEGO Ideas "Moments in Space" contest. The objective was to build a small creation in the theme of space. It had to be in the same vein as those small promotional sets you get for free when you spend enough in the LEGO Store or at Shop at Home. I tried to follow this guideline as well as I could, really trying to design a promotional set. One thing I wanted to include, was some kind of mechanical play function. I recently acquired the nutcracker promotional set, and I found myself really enjoying fiddling around with it, endlessly actuating the lever: motion just fascinates me. My mind immediately jumped to the concept of a coin operated kiddie ride, as it moves so hypnotically and since it fills me with warm memories. I started by creating a mechanism that creates a smooth and somewhat realistic motion with a compact mechanism, to keep the build somewhat in proportion with minifigs. In the end, I'm pretty happy with how nice the motion looks, and I'm sure I would play with this endlessly! This motion is made possible with a bar mechanism attached to the sun-shaped dial. I spent most of my time tweaking the positions of the joints to make the motion as realistic as possible. I also used friction pins in the hinges so you can leave it in any position and it will stay in place, so you have more options for display. [MOC] To Space and Back for 50 Cents! - On the Operation of Rockets by Bert Van Raemdonck, on Flickr I also tried to make it as displayable as possible by first of all making it look like an actual kiddie ride such that it should be right at home in a Town layout outside some big store or in a mall. So the rocket got a shape that would be appealing to children nicely fat and round with an interesting shape of the nose (for those who were wondering, the rounded tip of the nose cone is one of those pieces that are the lower half of a balloon), nice lights, a steering wheel that does absolutely nothing but makes all of the difference to children, the typical slanted coin slot and stairs at the back to at least give some explication how that kid got up there. To make it more attractive, I made the base entirely in the space theme. The mechanism isn't actuated by some obvious crank, but by what looks like a sun, which totally blends into the base. All other planets in our solar system have been included as well, with colors and sizes as close as I could get them and a fun little combination of parts to create Saturn. With all of those touches, I hope it looks convincing enough that children would beg their parents for a coin to have a ride on this thing! [MOC] To Space and Back for 50 Cents! - Please, Mummy, Please, Please! by Bert Van Raemdonck, on Flickr That's it! I hope you like it and brought back some wonderful childhood memories! It certainly brought back the same level of enthusiasm for space as when I was a child. Maybe the Falcon heavy launch had something to do with that as well... Anyway, check out all of the contest entries for more spacey fun in a tiny package! ________ The LDD file for this build can be found here.
  4. BEAVeR

    [Ep. XVII] [Empire] [Week 6] Rebels Sighted

    A great start to your stormtrooper career, DarthsDonuts54! I think that the plains terrain is the most difficult one to work with, but you managed to make a very exciting scene out of it. That's because you realised that when the environment is only pretty basic, you need some serious action to still create a compelling build, and you managed to pull that off perfectly. I'm totally immersed into the action of your scene. Every single figure is in motion - especially that storm trooper flying up into the air with some really awesome posing - and all of them have a unique personality. There are ones that prefer to take precise shots from a covered place and other ones just go all in! I think it could have been even more intense if you depicted some figures that have already fallen to make it extra clear that they not playing a game of paintball here Your landscape has some great parts to it. I like the fact that you have a raised area, although I feel like the slope could have been a bit more gradual to make it look more natural, or else it could have been part of a ditch with some water flowing through to serve as the perfect place for an ambush. You have a puddle of water that is great to break up the expanse of green, but the strange thing is that it actually seems to sit on a somewhat elevated part of the plain, which is not really something water would do in reality. But still, you managed to make the shape of the puddle look really good, and the path of mud around it is a nice touch. I'm not too big a fan of the expanse in the middle though, but as I said before, the plain terrain is definitely the trickiest in this contest. It should be flat and relatively empty, but still it should look interesting. You have a lot of interesting landscape elements to break up the monotony, but none of them in the middle portion of the build. I think a piece of rock or maybe even a fallen tree would have made it more interesting there. Also, instead of making the plain part a straight stroke in the middle of you square base, it could have been at an angle with respect to your base to create a more dynamic composition. Also, I think there can be a better way to use all of those stalk pieces. Of course you can't cover the entire plain with them, but having them spread out like that makes the plain look unnatural to me. It's hard to explain and maybe it might even be personal preference, but I think that it's most of the time better to group parts together to make an interesting structure instead of spreading them out (compare it to your rock: you have a single big one instead of little pieces of rock throughout your scene, which makes for a distinctive element in your scene and makes it look more like you really built something instead of spread parts out). So in this case, you could have made patches of the stalks, with maybe some kind of natural path between them (maybe for the animals that go drink in the puddle of water or something like that). It's fine to have some stalks a little bit removed from the patch to have some kind of gradual transition and the patch doesn't just abruptly stop in an unnatural fashion. Those are some of my musings that are hopefully a bit helpful to you. And you might help me a bit too: how was that round tree constructed? It could be a great technique to create architectural columns with... That's just one of the many things that transform your build from a boring plain of grass to an interesting and exciting scene with various highlights! A great entry on your Imperial CV.
  5. BEAVeR

    [Ep. XVII] [Rebels] [Week 6] Time for a snack

    Wow, Elementary, that's really good! The collection of bricks on display is modest, but the result is quite something. I can hardly believe this is your first MOC, because you do a lot of thing right that more experienced builders can still get wrong! For example, you did a great job to make the scene feel natural. The trees are not to blocky and not too round, but are something in between and have a great deal of texture as well: SNOTting them was an awesome decision. The danger is that the transition between the rough trunk and the smooth branches could have been too jarring, but I'm very impressed by how you solve it: on some faces (it could have been more though), you don't end the plated part at the same height to avoid an abrupt cutoff of the texture, and you even use a tile on the left tree to get a mix of the shape of the SNOT part but the texture of the smooth branches. It shows that you really think hard about textures to have such subtle things in you MOC like that. Putting the tree at an angle also makes it feel more natural. Really, the only thing lacking on the trees (apart from the fact that's its a bit of a pity that they are cut off at the top) is the bases. Now they just shoot out of the ground instead of being rooted in it. Some brown plates on the ground would have been enough, and the picture also accidentally shows a nice solution: if you would have placed that brown Y-shaped carrot top piece towards the back just a stud closer to the tree, it would have been an effective and novel way to depict a root that rises a bit from the ground. It's also nice how you made your rocks so smooth yet faceted . That way they both look like they've been smoothed by the water over time, and stand out against all of the studded textures in the rest of the build such that you have some great variation. The beach looks great because it doesn't look like a single plate but has a lot of relief in it. What could have been better, is that all of your light tan plates could have been on a bit of a higher level than the dark tan plates to create an upward slope, because now the right part of the beach looks a little bit weird because it goes back down again, but that's only a small nitpick. I have a bigger issue with the transition between the beach and the grass: suddenly it becomes very flat with you only using big plates there. It's especially weird that you have one green plate overhanging the other with vertical gap between them. You seem to have a floating bit of grass. If that's because you don't have enough green plates, no problem, but maybe you could have put the topmost green plate at an angle then (not with hinges, just by connecting it loosely at one side and pressing it down), which would have made things even more organic then. Really, this creation looks terrific. The nature looks natural and the nicely spread textures and colors make it easy to look at. Even your figure placement has some gems with that lovely image of the soldier playfully sitting on the rock to rest (it would have even been better if your other figures would sit against a tree or something like that as well such that it looks like all of your characters are really engaging with each other instead of ignoring each other). My biggest advice for you now would be to think a little bit more about how things would physically work (the gap between the plates, the weird relief in the beach, that strange vertical brown bar floating in the tree...) so that you have no things that pull the viewer out of the immersion. Because I'd love to be immersed in that wonderful piece of nature of yours... Keep up the great work!
  6. BEAVeR

    [MOD] [LDD] set 75202 V-4X-D Ski Speeder

    Please stick to English only, that all of us enjoy your comment As for the creation, I like it! You should give yourself some more credit though: you didn't just play around with the proportions,but also made the guns beneath the cockpit look more accurate, for example. It looks great while still very much looking like a real Lego set, so this would benright at home in most people's collections! Some small tips to maybe improve the model further: I'm a bit confused by your choice of colors for the brackets at the nose of the cockpit. Making both brackets holding the front 2x2 round tile in the same color could give ita more realistic appearance. Also,you have the opporrtunity to capture a detail in your model that I haven't seenin any other MOC of the ski speeder: the detail of the triangular pattern on the sides of the central body. To me, it looks a bit like the pattern of the windows of a Star Destroyer bridge, and it so happens that set 75055 contains a 1x4 light grey tile with exactly that pattern on it (it could just be a sticker, though) covering the bridge. It would be super easy to integreate that part in your build. Keep up the great work!
  7. Hi elementary! It certainly is still possible to join, as the episode is far from over. All you have to do is post here: - whether you want to be a Rebel or an Imperial (for your information, rumor has it that the Rebels are outnumbered in this fight, but of course you can choose the faction you want!) - whether you want to be a trooper or a pilot (doesn't really afect the game, sopick what you prefer) - either post a small picture of your character (in correspondence to the faction and the specialization you chose above) or say that we have to use the default avatar for you (see the first post of this topic) This episode also requires quite some coordination with your team members, which happens in a hiden group mesage. To use the messenger functionality of Eurobricks, you need to have 10 posts however. To get to 10 posts, the best way is to write some comments (try to write full sentences to give some constructive feedback instead of simply saying "cool!" or something like that). After all of that, welcome to SoNE! I bet this was your New Year's resolution... more people should have that one!
  8. We don't discriminate against any official LEGO pieces, so BURPs are perfectly fine. If you really want to go crazy and include official LEGO watches, notebooks or ice cube trays in your MOC,go ahead an try it. As long as it's officially made by LEGO you're fine, you'll just have to find away to make it work to get a nice qualitative entry.
  9. The ideal Christmas tree doesn't have to be very big or ornate, but has to be a beacon that brings people together in peace, no matter their differences. That's why I created a scene based on the Christmas Truce in the First World War, where Christmas inspired people to see the human in the person that made their lives a misery throughout the year. It must have been a magical moment, and looking at pictures and reading stories about it is just heart warming. Sadly, the Christmas Truce didn't last long, and in the years following 1914, more and more punishments went into effect to prevent soldiers from uniting with the enemy again during Christmas. But the spark was there, and it might inspire all of us to maintain a Christmas Truce all year round. I wish you all peaceful holidays! Note about the build: the black and white effect is achieved in camera: the entire build just uses LBG, DBG and black bricks. The pine tree design is 95% Ecclesiastes'.
  10. Hi TheRyan, and welcome to Eurobricks! To keep our subforum from flooding with lots of topics with questions like yours, we created this topic to group them all, so that's why I moved your topic here. I hope you'll find some helpful advice here.
  11. BEAVeR

    Lambda Shuttle and Star Destroyer MOCs

    Well, you already know how I feel on your Imperial Shuttle (glad you like it!), so I won't elaborate on that. But I do want to declare my love for that Jedha city stand you created for the Star Destroyer. You're such a great builder that even your stands are more interesting than others' UCS creations! You manage to scale the scene so perfectly, that the forced perspective pictures look exactly like they would come straight out of a movie thanks to your own "special brick effects". One of those effects is using some pretty small offsets of those slopes to replicate the "merlons" and "buttresses" of the city walls that give it a subtle texture with a regularity that sets it apart from the more random rocks underneath such that you don't actually need the color difference between the city and the rocks: in that first picture they're pretty close in color, but your texturing keeps it perfectly understandable. I wonder whether the level difference between the buttresses and the intermediate walls wouldn't be even more subtle if you'd offset the slope bricks in the vertical direction rather than the horizontal one given the steep angle of the slope that reduced the effect. To me, the most mind-boggling of your special effects is how you scale details. A mindset of "more details everywhere will make it look bigger" looks valid at first, but you saw an even better option. You restrained yourself in inserting small details: just look at all of the big pieces used in the middle section of the build. You could have easily gone for more smaller pieces to get more texture, but you saw that the result of that would be that the middle section of the rock wouldn't stand apart from the bottom section anymore. All of it would just be uniformly detailed, while in reality there's definitely more intricate detail to be seen at the bottom than in the middle with all of the multifaceted smaller rocks compared to smoother, big rock faces. Your approach of using bigger pieces in the middle section, on the other hand,contrasts with the fine detail at the bottom, tricking you into thinking the details in the former section are just too small to see. I love it how you even went through quite a bit of trouble to hide most of the lips at the bases of the slope bricks forming the city walls by covering them up with the rock pieces in a way that's so seamless. That's one less small detail to see that increases the strength of the illusion. In short, you manage to maintain the relative sizes of the textures by restraining the amount of detail to really get a scaled, proportionate version of the original. You even use it in the other pieces of landscaping as can be seen in the first shot: rocks nearby have multiple levels, more jagged edgers, while those in the background have less detail that can be made it. I've never seen this technique used in any other creation, but you show how much it adds to the creation. Including less detail to make something look bigger. Only a genius like you can come up with something like that! It's always difficult to judge somebody's skill when they've built something big like you often do, because the fact that it's big is enough to make it impressive. But now that I know that you can completely blow me away with such a small creation, you've only become more of a legend in my eyes! Blogged!
  12. BEAVeR

    Republic Gunship

    The Republic Gunship was probably the set I wanted most when I was a kid, and now this creation is probably what I want to build most right now! You did an amazing job recreating the heavy and powerful feeling of the ship. i think that's because you managed to accentuate how filled it is, with those beautiful curves near the bottom almost suggesting like the ship is sagging through because of all of the weight inside. At the same time you incorporate all of that masterfully in the rest of the model with hardly any seem in sight, indicating that even though the ship is loaded, it won't be failing any time soon. This is no accident as you did exactly the same thing with the front cannons, making sure the huge impact of them is properly absorbed through that wonderful ring, and with the great integration of the engines in the body instead of them just precariously balancing on the top of the ship. And I love how you angled the hind of the ship instead of doing it with slope bricks to keep it so smooth. Incredible how you concentrated on those curves and their integration to truly capture the spirit of the ship: that's a great eye you have! Not that you neglected the other aspects of the ship though: I love the texturing achieved with the half plate offsets, the great use of that Technic curved piece in the front and surprisingly accurate color patterns to give some subtle but very welcome variation to all of the smoothness. My favorite has to be the door panel in the back though. All of it makes for a creation that's spot on despite its modest size. Especially the front view looks like the real thing where your curves really get to shine! I don't think there are a lot of improvements possible on this model that has both the looks and the playability (I just love how neatly an seemingly strongly everything comes together in the LDD model!) with even the detail of having different controls in the different cockpits. I just think that the shape of the doors could be a bit more accurate by extending the hindmost part with a stud to the top. It looks like you have the space to do it and the model would be more accurate and interesting for it. And while I couldn't find a good reference picture of it so I can't say anything about accuracy, changing the smooth tube of the missiles to something with some more ridges like a Technic axle connector (which you could connect with a 1x1 round plate with bar on top) could give the missiles a more interesting texture so that it's more in tune with the other technical components with great textures like the back of the engines. And maybe replacing the cockpit pieces with something like part 84954 would allow you to embed the cockpits more as well just like the rest of the ship and make it stand out even more from the other iterations, but I fear that would be a lot of reworking and might destroy some of the loveliness of the current creation. So, brilliant job, and thinks for bringing the child in me back! Blogged!
  13. Great creation, insideLego! Where most creations only capture the spirit of the source material, you also managed to capture the charm of a Lego set! It's wonderful that you capture the perfect balance such that your creation looks and feels like the very best sets out there. I love it how you incorporate many Lego tropes but put a small twist on them to make them work as an AFOL creation. For example, you leave a lot of studs exposed just like in the set, but I don't really mind it because you have plenty of smooth sections else where to create an interesting dynamic on the hull that looks intentional. Especially from a distance, they almost make it look like there's a small color variation in the grays, which is even more noticeable in the black and white picture you posted. You also throw some actual new colors in, just like the blue on the good old TIEs, but make it sand blue to keep the effect subtle enough. Even then, it's not random, just to add some variations. Because when you look closely at certain shots of the ship, it sure does look like some parts have this sand blue quality. So amazing work on incorporating that subtle variation so well! You also don't shy away from using big elements like the cylinders of the engines or the octogonal plate in the back, but you manage to incorporate them smoothly into the rest of the body (I just love the geometry this creates in the engine section!). Add some nice greebles and seamless angle work (great use of that hinge for securely attaching the central ridge of the hull by the way), and you get a creation that looks just like a Lego set but only better! As for suggestions, I love the use of the pentagonal tile for filling out the corners of the wings, but the sharp transition between the black wedge plate and that piece make it loose its effect a bit. I'm pretty sure there's a way to use different wedge plates to make that transition smoother. No worries if it makes the shape look a bit polygonal, as that's a feature of the original ship anyway! Also, I think the spring loaded shooters are a bit of a missed opportunity. I don't mind their inclusion just because of the Lego charm, but even in a lot of Lego sets they really get incorporated into the model instead of being put in full sight. However, I understand your choice, as on the original ships there actually are some boxlike structures on the hull that could perfectly be represented by the shooters, but I think you need to flesh it out more to make it look like a detail instead of just a spring loaded shooter. Some 1x4 panels alongside the shooters would be perfectly possible and give it something extra already that ties it to the rest of the model better. Or you could try something with cheese slopes, although you'd have to be careful not to make things too bulky. Yes, it are little things, but you don't expect that there would be big flaws with such an awesome creation! Blogged!
  14. BEAVeR

    Thrawn's Office

    Hi Spongebob456, and congratulations on starting on your MOCcing journey here on Eurobricks ! First of all, I love it that what you lack in amount of bricks, you make up by a nice concept. It's fun to have an interesting looking box that almost looks like a vault, that you can't wait to open to see what's inside. It gives an extra twist to what otherwise would just be an interior on a plate, but now makes you feel like you're peaking into the lives of some minifigs, so well done. Also, nice door: the door rails (I'm surprised they can hold the door in place!) offer some nice texture to the wall and make the transition between the wall and the door not too jarring. Maybe it would even be better if you would also have some relief next to the door to make an entire door frame around it to achieve that effect even more. Inside, I like the simple way you constructed the desk, although it might benefit from tiling and maybe a small slope to depict a monitor so that it really looks like an executive desk. The piece behind Thrawn looks interesting as well, although I can't quite tell because it's not very visible in the pictures. Finally, what impresses me is how you arranged the bricks in the walls by stacking them straight on top of each other instead of staggering them. That way, you're wall doesn't look like it's made of actual clay bricks, but of metal panels because you have those bigger surfaces that are separated by subtle seams. That effect is really nice! As for building advice, I'd try some sideways building (SNOT) on the floor (just build a wall and lay it flat on its side and find a way to attach it to the rest) to give it a smooth look, which will begin to make it look more professional. I'd make it another (preferably darker, so black would do) color for a bit of contrast to the walls, because otherwise everything will just blend together: it's important that the viewer immediately understands the general shape of what he's looking at. Talking about the viewer, let's talk photography. All in all, everything is nice and sharp which is already a good beginning, but next time try to get rid of the shadow you or your camera cast. Just try adding some other light sources at other angles or take your picture outside on a cloudy day for nice even lighting, even though you'd probably still need some light source in order to give it that artificial look. Also, try to adjust your exposure settings so that you don't have over exposed areas in your picture, like the clone helmet (actually, the reflections of that one look nicer) or Thrawn's outfit. Than there's nothing to distract people from enjoying your build. Good luck with your further MOCcing career! I'm curious to see where it will go! PS: It's always better to show pictures in your topic instead of linking to them, because it's easier to discuss them that way, and experience tells that people often simply don't take the trouble of clicking through. I see you're using Flick to host your pictures, which is a solid choice in the AFOL community. Embedding a picture of Flickr in your topic is really easy: just go to the photo you want, click on the curved arrow right next to the star you use to favorite pictures, select the "BBCode" tab, choose your size from the dropdown menu (never go above 1024px to stay conform the Site Guidelines, and for smaller builds it's generally better to pick something around 800px wide instead as I already did for you), copy the code from the box and simply paste it into your topic. Nothing will show up in the topic at first, but just hit the preview button to see how it will look. Try it by adding more pictures to your post above,and then you'll know everything you need to know to make your topics as good as possible!
  15. BEAVeR

    [MOC] Temse Skyline

    It wasn't until I went to university and only came home in the weekends, I realized how much I love the sight of my hometown of Temse in Belgium. I always try to have a seat to the left of the train, near a big window, especially near sunset. Because when my train crosses the Temse Bridge over the Schelde river, the view is just magnificent and then I know I'm home. [MOC] Temse Skyline by Bert Van Raemdonck, on Flickr You can imagine that on reading the assignment of Rebrick's "Dream Skylines" competition, "Build a Skyline of somewhere close to your heart", I didn't hesitate for a moment on what to build. But I think that choice might have been the only easy part about this contest! Since the creation has to be in the style of the existing LEGO Architecture skylines, I had to come up with several ways to add enough detail and texture at the small scale, and at the same time had to adhere to the maximum size requirements that didn't allow for any overhang. Personally, I also wanted to create something that's completely buildable in real life with solid connections and only existing part/color combinations - because who knows, maybe one day my town will be interested to have one of these for real? - which caused me a lot of headaches. All of that made for a build time of nearly a month for this seemingly small creation (that still contains close to 800 bricks). After all that building, I managed to cram in most (though not everything) of what I wanted to represent. From left to right, you have the Boelwerf Crane, the Onze Lieve Vrouwe Church, the Old Town Hall and the Temse Bridge. If you're interested in more information about those individual buildings, just keep reading! [MOC] Temse Skyline - Onze Lieve Vrouwe Church by Bert Van Raemdonck, on Flickr The Onze Lieve Vrouwe Church is the defining building of the Temse skyline, and rightfully so. The original dates back to the 770's, erected by the holy Amelberga, the patron saint of the parish. It is believed that she fled her suitor, a powerful man, because she wanted to dedicate her life to God. And when she was cut of by the Schelde river, a giant sturgeon appeared from the water to lead her safely to the other side, where she erected the church out of gratitude. To this day, we have a yearly procession to celebrate her. Of course the church was rebuilt several times, and I depicted it as it appears today,the way I know her inside and out because this is the building where I go to mass and have gotten to know a lot of wonderful people. I love this building so much that I actually tried to build it several times before this contest. However, i always got stuck on the iconic but hard to capture shape of the clocktower. However, having to work at this small scale forced a certain size of the tower on me, which enabled me to have a more focused problem. When eventually I found out that the classic medieval helmet worked perfectly to capture the bell shape of the bottom part of the roof, and that's what really kicked of this entire creation. Since I couldn't connect anything to the helmet, I had to work with an external support, but luckily it doesn't get in the way of appreciating the creation too much. I also had a lot of variations for the rest of the tower, but in the end this version with the notches nicely corresponding to features on the actual building made it, also thanks to the input of my family on this issue! From there on, it was mostly a lot of complicated SNOT work to let the windows and the buttresses work, but it gave a nicely textured result. To top it all of, I included the statue of the Blessed Priest Poppe, who is also a central figure in our community. [MOC] Temse Skyline - Old Town Hall by Bert Van Raemdonck, on Flickr Up until a couple of years ago, this was the administrative heart of Temse, but now everything apart from some ceremonies has moved to the new administrative center in a modern building for which I didn't have enough space to include... Still, it's a beautiful building from the beginning of the twentieth century that actually stands on the place where once the home of my ancestors stood. One of the ceremonies being held here, is the memorial of two of my ancestors, who became famous after allegedly dying in each other's arms during the first World War, becoming a symbol for love between brothers. This year, it was exactly 100 years ago that happened, so there was a ceremony on this very fitting location, where my sister and I also read some poems one of the two brothers wrote. Truly a special experience! Building this also was a special experience if you can call it like that, because of all of the tricky SNOT fitted into a really tiny package. I'm really happy with how the roof turned out. And while it's a pity that the spires of the main tower have to be held in place by a rubber band, at least the official LEGO rubber band with the right size had the right color as well. [MOC] Temse Skyline - Boelwerf Crane by Bert Van Raemdonck, on Flickr I was born just half a year too late... If I would have been born sooner, I would have seen the Boelwerf working with my own eyes. It was a big shipyard along the Schelde river just outside of the town which was the economic heart of Temse for quite some time, with the biggest ship of the world at that time being build there. My grandfather was one of the employees there working among the docks, the cranes, the machine shops... Whenever I see pictures of those periods, I begin drooling and dreaming about that time that I sadly never knew. Because right now, where once the Boelwerf was, now a lot of new apartment buildings, houses, shops like my hairdresser and the new administrative building stand. The only thing that remembers the glory days is a beautiful and huge crane that never actually belonged to the Boelwerf but became an essential part of our skyline, and a couple of poles in the water and a hidden dry dock. Building this one actually went surprisingly easy when compared to the previous two buildings, and I'm pretty satisfied with how I managed to maintain the spindly look of the construction and the realistic angles of the supports, realized by putting technic pints over minifig antennas. The difficult part about this build actually was keeping it within the prescribed size limits of the build without overhang. That's why I had to sacrifice one of the three wrenches in the back, but luckily it isn't as noticeable. And nice to know: the crane can actually swivel around! [MOC] Temse Skyline - Back of the Box by Bert Van Raemdonck, on Flickr I really had a lot of fun making the renders for this creation, trying to match the box art from the official skyline sets as well as possible, and I'm very happy with the results that accomplish my goal. Just ask if you want to know more about the rendering process. This is also a place to discuss the final building: the Temse Bridge on the far right. Although it doesn't look like it from the build, this was with its 365 meter for a long time the longest bridge over water in Belgium, and also one of the prettiest, in my opinion! The original actually was designed by Gustave Eiffel (yes, thát Eiffel!), but that one was deliberately blown up during the second World War. In 2009, a second bridge next to it opened to allow for more traffic to pass because it was getting a bit problematic. That bridge is actually nine meters longer than the original one, so in Temse we have just one, but the two longest bridges over water in Belgium! Giving the bridge the skeletal look was impossible to do on this scale, but the bottom of the plates actually still gives a nice texture to it. I couldn't make it as long as I wanted, and I had to place it at an angle, just to stay within the size requirements, so in reality it is of course way longer. Also, the 2009 bridge didn't fit on even though I created a model for it. But then again, that bridge pales in comparison to the older one. In the end, I'm very pleased with the result, so it was worth all of the work. It gives me the same feeling as when I see the real skyline from the train on a Friday evening, the feeling of coming home. Which is really nice that I'm on a two month internship in South-Korea! Thanks for looking, and I hope you enjoy your home as much as I do! _________________ The digital file (LDD)