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Everything posted by BEAVeR
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Incredible job, Goatman! You made quite an impressive Steampunk version of a not so straightforward craft. The angles really make this model stand out. I adore the way you used those octagonal column pieces to shape the ship. And towards the back of the cockpit, there are some really nice area's too. The angled details in the wing give this fighter a look of speed as well. Since you didn't have to replicate the studio model, you could have taken this further and angle the entire wings altogether. In that way, you would make the effect even stronger and make your entry even more original in a not so obvious way as the details do. Then you could really make those angles the selling point, expanding on what you already have, like the nice angles in the cockpit window that complement the sides beautifully. So, already, you have a really nice play of angles that make your build quite unique in the Steampunk genre that too often revolves around details alone. Concerning those details. Yours aren't very conventional, and that's definitely a good thing. I'm in favor of the more advanced Naboo Steampunk style, that goes a bit more towards Dieselpunk (this hypothesis is supported by the black smoke rather than white vapor coming from the chimneys). The flaps seem to make sense, but it would be more logical if they would be pointed in the direction of the airflow. But they make for a great reinterpretation of the original design, combined with that humorous droid head as ornament. The fact you have one central intake is quite new too, and that actually makes the two motors a bit obsolete. Now there's no real connection between them and the central area that gives power. Maybe some mechanical linkages that transfer the created motion to where it's needed. Or go for something completely different, and re-purpose those two big engines as water barrels, or maybe as big gun pods, and make new ones closer towards the center of the fighter. Then your creation would stand out as even more original. This 'missing connection' between the engine and the thrusters I speak of, is part of something bigger. Brickdoctor already mentioned some details seem a bit purposeless. I agree. A look at the tubes that adorn the sides or the gears on the bottom proves this. These are nice details, but in Steampunk you're ultimate goal is to make something that looks beautiful and plausible. The problem with those loose tubes, for example, is that none of the ends stand in contact with a reservoir of some kind, so what are these tubes for then? And those gears don't mesh, so what motion do they transfer? So instead of adding random (but beautiful!) details, you should think a bit less like a lawyer, and more like an engineer. You already made a good start at some points, like the simple addition of that ladder. Those kind of details are meaningful. My comment on this goes further than pointing out that the things that are already there don't all seem purposeful. There are also places where detail just seems a bit lacking. I mentioned the thrusters. The fans are another example. It's good to have them there, but they have no connection whatsoever with the rest of the ship. Nothing going in or out. Nothing to show us how it all fits together. So next time, try to build the crucial features first in a somewhat logical manner, and then add the Steampunky detail, in service of those elements, to show how everything works. I think that that slight change in mentality might already produce some more realistic (and perhaps more beautiful, because who knows what incredible machine parts would be needed to make everything work!) builds, making your builds from 'great' Steampunk builds to 'AWESOOOOMUH' Steampunk creations. I would really like to see that, because you already have a very nice build right here. You can be proud of it, and I think you have a fair chance of going through, despite the hard competition. But who else has such nice angles and that unique style. Who else has that amazing astro- ehm...-head? Who else has those popping colors that tie the Steampunk and the Star Wars together? Who else has all those nice details (it just occurs to me, that the new spring missile shooter would make a nice detail, hint, hint!) that are still original? Not a lot of people beside you. So good luck, and may this contest bring the best of Steampunker in you forth! I was just about to ask if you would appreciate my advice on those creations as well. I guess you're starting to know me .
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I don't think you can loose a contest, can you? First you make it impossible for us to feel like we're good builders in SoNE (but no hard feelings whatsoever ), and now you'll rule FBTB's MOC Madness. Because this MOC is another one of your masterpieces! A lot of people will tell you that just making a UCS B-Wing is hard enough. And a lot of people will tell you that creating something Steampunk is hard enough (though I imagine it must be loads of fun!). But you've pulled off both tricks at the same time with your usual mastery . Simply amazing. The underlying B-Wing is obviously recognizable, but with a lot more nice details. Maybe that's my only issue with this build. You just took an existing ship, and slapped on some details (I really hope this doesn't sound disrespectful, because I really adore the model!). Of course you can't create an entirely new ship, but you can be more creative in the way you Steampunkify it. Changing ion engines for propellers and laser cannons for antique guns is a pretty obvious choise. But there aren't a lot of other elements that try to make this MOC look convincingly Victorian. It's already good you changed the purpose of the intakes in the original model, as that would make little sense without ion engines. You changed it, but it is not very clear into what. Maybe you could make it look more like a steam engine, very explicitly, to power the engines. You could make the tubes more purposeful then, for diverting the steam, for example. It would also give you the chance to incorporate a water reservoir somewhere. In my opinion, a good choice would be to place it at the bottom, where the main guns are now. And the central wing could be used to store coal or so. And the flapping S-foils could be there to provide cooling, and the rotating cockpit... well, I don't immediately have an idea for that (I don't know everything, you know ). By giving you this different views on familiar elements, I'd like to show you that in Steampunk, it seems to be mostly about adding details, but there's an important designing aspect as well. And when Steampunkifying a familiar vehicle, you can seize the opportunity to rethink it. The concept is important as well, so maybe give that some more thought next time. Remember: Steampunk is Design and Detail (quote from: BEAVeR ). Of course I'm not trying to say you did no thinking whatsoever with this model. Apart from the obvious changes, you changed the intakes. And the way you dealt with the materials is just awe inspiring. The loose panels of wood, the insigna created with the traffic sign and flag pieces, the use of layers of plates, the curved parts as well... you made some really interesting textures there. Every part is different (but tied together by the color scheme), and fits snugly together without big gaps (and that absence of something is worth noting too!). You made good use of the seams between the bricks to give it a nice plated look. The barrels also are a good way of introducing Steampunky details, and the chains are a good idea as well, especially placed in contrast with all the tubing. So I really like the great diversity in which you treat the surfaces. It's amazing you even succeed in making the undersides of the S-foils look interesting with all those 2x2 round plates. You leave no area untouched. That proves how much time does go into these builds. One last note on color. I like how you were really consistent there. Brown is the overall tone (but your model would stand out more in a complete different color. How about dark red?), Dark grey is reserved for mostly structural elements, gold for weaponry and cooling, and occasional splashes of tan on both extremities of the ship highlight those areas, although not much is used. I could go on and point out all the amazing things you did, like the nice slopes all around the fighter. And all of the details are study material for weeks! So really, I thoroughly appreciate this model, and wish you best of luck in the contest. Maybe your next entry (surely, there'll be one!) will include some of my ideas, and then I'll be truly flattered. But maybe you'll come up with something completely different and better, and stupefy us once more. If that's even possible after this already amazing MOC. But I have all confidence in your competences. Just look over here: Best of luck in the contest!
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This is one of those MOCs that alter your view of a genre completely. I've always been a fan of Steampunk, but just regarded it as a nice excuse to make some lovely details (and, being an hopefully-soon-to-be engineer, how can I not love technical details?). But you prove you can make something excellent in it's own right, and not just as an exceedingly detailed version of an existing ship. This really shows in the way you approached the Slave I. Yes, it looks similar, but you've rethought the entire way the ship is used! That is the real creativity here: you keep the general shape and other nice cues, but the way it is flown is completely different, always keeping horizontal and flying 'backwards' in respect to the original craft. The ship fits this new way of flying very well, so it seems. You helped that by laying such an emphasis on the base, while most people tend to show off other areas. That skirt is nice (and frail looking too ), and serves as a rough protection of the vital parts, while showing off just those parts, so we get to see how the ship actually works (with that turnkey on just the right place to show off the similarities with old cars you had to crank up). The nicely placed propellers where the wings used to be help us further in adopting this new view of the ship. And what once was the 'nose', now looks as it always was meant as a tail (although the placement of the guns might not be so logical there, and some kind of flaps for steering, or another small propeller in the vertical plane would be more appropriate). So apart form all the details, I really appreciate how you made an entirely new ship that is still very recognizable. I would like to see more of these re-destinations! So far for my general impressions on the ship. But those details are well worth a look as well! Starting off with just the little elements, like that lantern (still, I have no idea how you built that). The fact you have a little function in there is cute as well, with that string you can pull to aim the cannons. That staircase is also a great find opposed to the inclining surface of the original, and all those arms in that skirt and the beautiful interior make me want to see some elaborate railings along the stairs. And it's a bit of a pity you lost the storing compartments, or do you have a steampunk Han Solo in carbonite lurking in one of those drawers of the closet? Now that would be a feat of engineering . But still, nice staircase, flanked by a beautiful telescope, and leading into a nice sloping doorway. Again, there was an opportunity for us to see some more goodness with an elaborate door (also, maybe our pilot would appreciate this at high altitudes?). I don't see these as missed opportunities (who can imagine something would still lack in this MOC?), but it having them there would even more blow my mind. But every problem vanishes when you see the interior (almost every, because I just thought how nice it would be to have a doormat!). It's absolutely stunning. The nice wooden floor with all of the incredible furniture. That really shows how much of an all-around builder you are, going from sci-fi to designing furniture in a moment's time. You also make the room look quite full with a few (but absolutely well chosen) pieces. The steering mechanism might be a bit sober for Steampunk, but I don't question Mister Fett's tastes, especially since he so orderly puts his garbage outside the door . So in every aspect this is a great, truly amazing MOC. I think you've changed the way a lot of people regard the theme now. It only leaves me wanting for more, and I have no doubt there will be more. Good luck in the contest, and I'm rather curious about your speeder. Untill then, let us enjoy this MOC, and...
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Cap'tain Weedbeard - "Aye, Seahumans!" Cap'tain Weedbeard... You can often hear his name whispered in small, far off waves. Turtles glance around them and, with a low voice, tell each other the latest rumors. " I heard he has a beard! Can you imagine, a turtle with a beard? He must have sold his soul to the Seadevil!" Nothing of the sort! Those who pay attention to his name, might already guess that it isn't a real beard (because, really,a turtle with a beard?). It's seaweed, that accumulated on his face after all his years and years out in the ocean. They keep him warm, and they get to see the world. It's perfectly natural, and the Seadevil really hasn't anything to do with it. " But I heard he has made a terrible monster his slave as well!" I would hardly call Starbuck, the cute little starfish that accompanies him everywhere a terrible monster. The self-confident chap would probably like it, but with that honest heart of gold, I don't believe he's every hurt a flying fish. " And what about his belt, with his terrible orange sword and that magic potion..." Magic potion??? Cap'tain Weedbeard doesn't need any to be so amazing. No, that flask he always carries around is filled with fresh water. It has often saved his life on his adventures. And that 'sword', as you call it... I don't think a carrot would be useful when you're threatened. " But you can't deny his wooden leg, or his missing eye, or that ferocious hat! You're not going to tell me he was born like that!" No, of course not. Don't make a complete imbecile of yourself. He got heavily wounded while trying to help a vessel of those Seahumans (one of those vessels that look like an empty turtle shell, you know) that got caught in the middle of a storm. There came a bolt out of the heaven that struck the ship, and it exploded for some unknown reason. But those Seahumans Weedbeard was saving, didn't forget him, and they managed to save him. They repaired him as good as they could (but of course, with their primitive knowledge, that was no good), and left him that peculiar hat. He has worn it proudly ever since, as a reminder to how helpfulness and warmheartedness can change one's life. Aye, that Cap'tain Weedbeard is truly an amazing mate, and one of the finest turtles ever to swim around. Don't thou ever speak bad of him again, or else the lightning is coming to make you look just as good as he does... Cap'tain Weedbeard by Bert.VR, on Flickr
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I already said it on Flickr, but what a wonderful build! I'm looking forward to more things like this... a moisture vaporator would certainly be an interesting addition apart from a Dewback. Keep it up and best of luck!
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The Truely Tragic Taxi Turtle's Tale Some time ago, I met this turtle. He was very kind and a dreamer. But not a dreamer that lives his dream in his head alone. O no, this enterprising turtle dedicated his life his dream. He had seen the wealth of us humans, and wanted to have the same (when I asked him what he wanted to do with it, he said that his deepest wish was to acquire LEGO with it). So he though. And he thought. Finally he found the answer to the most difficult question possible: what am I really good at. His answer was: transporting things. As he was more of a social being (it was of course due to his frequent meetings with humans that he was able to speak to me), transporting 'things' wasn't what he liked to do. But transporting people proved to be his new dream job. So he founded his own little company: "The Taxi Turtle". He worked hard, day and night, but costumers stayed away. He though comfort was the issue. Sitting on a turtle's shell isn't quite pleasant. So he invested in the most relaxing chair he could find. But people stayed away, even when he included a cup holder. He tried everything, from marketing his eco-friendly approach (as carrots where the only fuel his service needed), to safety with his clear lights, to even lowering his prices. But people stayed away. Till this day, nobody knows why. My friend was not a quitter, but this made him hopeless. In the end, he got a job in a zoo, where children loved to get around on him, not even needing the fancy chair of the cupholder. My friend truely enjoys his new job, and while his wealth doesn't increase as fast as he would want, someday soon he will be able to get his fins on the precious plastic. So a happy ending, but I keep wondering. I just can't get my head around it. How on earth could such a promising enterprise as The Taxi Turtle fail. Till this day, I have no idea. The Truely Tragic Taxi Turtle's Tale by Bert.VR, on Flickr
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[SoNE Freebuild] Mission Endor complete
BEAVeR replied to markus1984's topic in Nar Eurbrikka Archive
Somehow, you succeed to keep the amazing quality up for each and every build you make (and not just for SoNE!). And you don't just keep it up, often you improve on yourself. We thought the Endor diorama of yours was amazing. Well, now you achieve almost the same effect with much less bricks. Quite an achievement! In this build, we encounter a lot of elements that are familiar from your Battle of Endor 2.0. The trees, speeder bike and AT-ST seem the same to me. It would surprise me if they weren't, because you already attained a very, very high level with those sub builds. Most people would be happy to have built a nice AT-ST. For you it just seems a smaller part in a much bigger project (just like this diorama is part of a much bigger story line (BTW, in your summary of the past chapters, Part IV should be 'Foreign Systems'!)), and with such ease you seem to build everything. Still, you try to improve and change things. The integration of the saw in the AT-ST is nearly perfect. Maybe other little details could be changed too, but that is already asking much from probably the best AT-ST model out there. There is something peculiar about that saw however. It is positioned too high. The equipment wouldn't create little tree stumps at all, but leave quite big monolithic remnants of trees, unlike the stumps that are already visible. Lowering the saw would be an option, but that might look weird. Another option would be to have a smaller piece of equipment to further cut down the remnants to smaller stumps. That would also add a new interesting element to your diorama that would make it more unique. I like the placement of the trees: the mix of thick and thin seems very natural. And the destroyed ground slowly growing out towards the other trees is a great touch, and it is very logical to have the troops and the AT-ST coming from here: good thinking there! The troops going a bit deeper into the forest to hunt Ewoks make sense, and I love the feeling of a chase going on, with predetermined outcome in favor of the Empire. Of course killing Ewoks isn't my favorite hobby, and that fire seems a bit unnecessary, but it works, and the way you've constructed that fire is quite good. Maybe you could use some lighting techniques (with e.g. a red laser pointer shining into the flames) to create a visual more striking image, so that the fire wouldn't look that plastically. Some black spots would be nice as well. The eventual cages for the Ewoks are very nicely build, but now it really isn't clear whether you just burn the Ewoks (in which case there wouldn't be bodies), or imprison them (in which case, using fire seems quite like an overkill). so there might be a slight contradiction there. That foliage is a real work of art. Of course, you have the parts to do it, but you have the skill to do it right as well. You keep all of the ground vegetation quite low, but don't shy away from relief (there should always be some, as it really depicts the struggle for light of the plants). And there are quite big patches of the same species, while there are heavily mixed areas in other places. So you really give us a diverse and plausible biotope. Some colors different from standard green would be welcome, like dark and lighter green, and maybe olive and tan. That way you wouldn't only have texture in shape, but also in color. The tree stumps in the darker brown area aren't my favorite elements of the build. They seem to have some natural cause, and don't seem to be cut down. If so, there would be a clear, quite smooth surface (of course some splinters could be there) in a tannish color. Now it almost seems rock-like. Also, rather than being somewhat random in creating the texture with plates in that area, you could make the ground higher towards the tree, as if the soil is pushed slightly upward by the roots of the colossal tree. that would be a very nice and subtle piece of nature building, and I think it would go great with the level of detail in your build. All those remarks and suggestions are just details, because you do everything right. The AT-ST is astonishing. So are the trees. The other vegetation and the colors of the ground are perfect. I can't possibly imagine I can give some useful advise in the future, if your builds are becoming so professional, MOC after MOC. But of course, that won't take my appraisal and enjoyment of these builds away. So keep it up, keep improving if you can, and keep being awesome! -
Congratulations fellow Imperials! Finally, after our long struggle against the Rebellion, we've stricken back. It's a reward for all the hard work all of us delivered in all previous episodes, and I hope this will motivate us to go on, become better and better, and defeat the Rebellion for once and for all! Especially with this new weapon we will be invincible, and certainly with the Rebels having access to zero plans. What can possibly stop us? So don't delay, and continue being proud serving the Empire (except for some minor exceptions with moral problems). And then, soon, this war will be over! Thanks again to the wonderful SoNE staff for organizing yet another innovating episode, and for continuing to answer all of our questions. It's great to see SoNE still so alive after almost a year. And that wouldn't be without your creativity and dedication (and that of all the builders, of course), so a big 'thank you' and much admiration to you! I speak for myself, but probably express the thoughts of many, if I say this contest/community build (on one side, some competition that makes everyone deliver better, but on the other hand the incredibly warm feeling of collaborating on something bigger with such much lovely feedback, so the perfect combination!) helps all of us to become better builders and storytellers, and perhaps even better persons. So thanks to everyone who keeps making SoNE such a delight! As for this particular round, I am very pleased my story got received well, and even made me promote a rank. But most importantly, more important than the points, I'm very grateful that 'different' stories can achieve a lot here too. And the tag is of course a welcome token to show off to people how proud we are to be in this adventure (yes, I do want it!). Let's hope more and more people will join and SoNE will keep growing, inspired by what has past. I wish every one a good journey!
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Introducing the Turtur Eurobricka Beaverina It just so happens that on my holiday pictures, I noticed a strange shadow in the background I hadn't noticed before. It turned out to be a turtle. I asked people at specialized turtle identification forums to see what turtle it was, and what turns out? It's a completely new species of turtles! It looks quite ordinary, but seems to be missing a tail. And curiously, the bones in the fin seem to glow in the dark... ( ) As I had discovered it, I named my new species after my favorite Lego forum, and as is usual, after yours truely (unfortunately, naming conventions don't deal well with all the capital letters). Instead of offering you that rather shady holiday picture, I built a small model for your enjoyment. And it just so happens it qualifies for this contest. Coincidental, isn't it? Turtur Eurobricka Beaverina by Bert.VR, on Flickr
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Wow, this is a wonderful contest, and I have no doubt it will provide us with loads little creative turtles. I'm very pleased to see that I can enter digital models! A little question: does the entry has to depict only a bare turtle, or can it be part of something greater. e.g. would a stone turtle with a stand like a statue still be okay, or would the entry have to be just the stone turtle?
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[SoNE Ep. V] Many Bothans Died... Well At Least One
BEAVeR replied to MKJoshA's topic in Nar Eurbrikka Archive
These stories are getting more and more intense! And the builds grow with them. You've reached quite a high level already! The build is quite refined, and i'm surprised to see some really, really nifty details. The layout of the factory is nice. the conveyor belt (where most of the work happens) is the focal point, and all of the other elements make sense as well. The hole in the wall (in black to make the connection with the belt!), the crates, the chute, the crane... all those elements tie in with the factory feeling, and everything seems to make sense. That's certainly well thought out. I think all the elements are there for a nice factory scene. The problem is that there are no traces of work. Sure, you really went for the battered look, but there are no traces that give us hints as to what happens there. Something like a darker track of tires on the floor, or a trail with more battering than usual. Or perhaps a pile with defective material, or a stain where once some oil or something-like-oil-but-with-a-very-techy-Star-Wars-name-like-carbon-repulsor-hydrofluid was spilled. So instead of random battering and debris, you could think of what wear regular factory work could cause. Showing that in your build, would achieve a new level or realism. Thinking in that way, you would also see that using those round tiles as wear maybe isn't the best choice, as the resulting negative space has a weir, unnatural geometry. It is much more likely that a panel got loose or something like that, resulting in more rectangular damage (a 1x1 tile could be missing somewhere, or could have another color), or chipped of corners (like you achieved with the wedge plates). Protrusions from the floor would make for detailing, but would physically be a bit strange. You should use the same insights you used when decorating the walls, as with decorating the floor. Because damage often reveals something. The bars you see through the cracks in the walls are really masterful, and remind me of reinforced concrete. So in the same way, damage to the floor would reveal what's underneath the tiling. Again, tubes could be shown here, or just a filler of another color. And creating the floor in SNOT, by the way, would offer you more possibilities for damage, and would help you to have the seems between the panels a bit less present (it's fit to see them, but they are really a bit too clear). A sentence back I was talking about color. I agree with MstrOfPppts that the build lacks a bit of color. And unlike with the Death Star, where that lack of color really works, here I have my doubts. There's something a bit off, but I can't say what. Maybe the color scheme is too light, and everything would be better with dark grey? Or maybe it's the lighting that isn't very realistic for a factory (something more bluish and sterile would be better, I guess). And because the factory is worn down, some color variation would be nice. I'm not referring to very bright coloring. Sure, there could be a piece of equipment all yellow, but that's not a requirement (although striking safety signs would be a good idea). No, I would suggest to work with dirty bricks. you said that those white elements refer to more glorious times. You should keep the white then, but you could use a couple of yellow bricks. The grays could be mixed with the old variants (and there could be sections where everything looks crisp after a reparation for instance). And on a higher level, there could be touches of brown and dark red in far off corners, acting as rust. These kinds of more subtle coloring would already bring much more life and realism to this contradictory facility, which has wear and tear all across but somehow looks a bit sterile. But all in all, this is a very nice build. All the details are very good, and I like things like that combination of grill tiles and minifig levers. That column was a clever bit of layout. And all borders are pretty nice. The cracks are beautiful (although showing some studs at the inner edge would make for a more worn look), the door design is nice (although the fact that it isn't perfectly symmetric works on the nerves of my autistic side), and the story is just thrilling. I like all the action that is going on, and the fact that you have such a clear, well worked out story.my favorite part is the conversation though. You really get to see that they (or better, you) are brothers, both having a strong opinion and the will to fight for it. But the varying perspectives and opinions offer some strong points of view on that war. It should be clear I'm fond of that kind of deep thoughts about what is actually going on. And no matter how interesting I find it, you don't let it get boring and then there is that deus ex machina... which turns out to be the bad guys and... wow, you really had me there with all the events. Hat off for the gripping story and the beautiful build (in fact, the only issues I have are pretty vague, aren't they?). Amazing! So when is the book coming out? -
Artizan, you have permission to land: your MOC is beautiful enough to be associated with the Empire. Over. Yes, that's a very nice MOC. It's a bit weird to only see the cockpit of the shuttle, but if you look past that, you see that that is quite great. The general shape of the cockpit is pretty accurate, and I think it's better than the one on the official set, since you integrated the curvy parts better. I see you spent a lot of attention to the details as well, as you can see at the side windows. Still, it isn't perfect, and I doubt a perfect rendition of this ship is impossible. Your cockpit doesn't get wider towards the ship. The official one does, but too much. The only way to integrate this well, would be to angle the side panels, but then you would have to use wedge plates on the cockpit, thus exposing studs. Not ideal. So maybe you have the perfect solution, untill some genious shows up with a better idea. The fact that the windows on the side are there, nicely delineated with that white stripe, is already great. But the execution once again isn't perfect. Those windows really should be at the side. Maybe you could make the white structure less wide (and a bit shorter, so that the proportions still add up), so that the sides of the windscreen touch the side of the white part. Or you could plate a black slope part in the void. Also, the white stripe is a bit too wide ( ), and that could be solved by placing a bar or something similar there. Finally, try to make the tiling on the cockpit symmetrical, because now that's a bit disturbing. When MOCcing, you should pay attention to the shape and the details of your model all right, but also consider (unwanted) effects caused by the nature of the bricks, like the seems here. It often are these small things that can make your MOC that much better, without much effort! I can see you included some details on the top of the neck. But they are covered from view by that sticker-ed part. I think you should have more confidence in your building skills and let us see those brick built details instead of the sticker (which actually is a bit out of place because the shape is off). Then the shape of the cockpit, with the 'tips' at the end, would be more visible. I would say that brick-built details always get more appreciation than a well-put sticker. So don't be afraid to go brick-built, and show us what you've got on detailing skills. Also, highlight them in your pictures, because now we only get small hints, and don't get to appreciate your MOC at the fullest. You dealt pretty well with the rounded sides of the ship. The studs are a bit a pity, but the shape is right. And while you can't get rid of the studs on the rounded parts, you can tile up the straight parts. That would be better, since those few studs would appear more as a decorative element rather than a unwanted artifact of the bricks you used (and here we are again). Also, considering the effort that went into the shapes and proportions on the cockpit, this region is rather simple. That gives a rather sharp contrast that could easily be avoided. There's clearly more detail in the source material, so you could bring more life and relief to the part that is sticking out. Try tiles on different levels, grill tiles, tastefully placed studs... That parts that are sticking out at the sides could even be a stud thicker. You could make use of the extra space to give a more rounded look to the cannons (e.g. with a gear). Give it as much love as you gave to the cockpit, and don't slap it on, tired of building that cockpit. Treat each section equally, because one section that is a bit less refined can already make the whole MOC a bit worse. So give more attention to those protruding sides, and put more effort in brick-built details. And don't be afraid of showcasing them. That way the elements that already are very beautiful in this MOC, can be part of something that is bigger than the sum of its parts. So keep the good building up, through the episodes and within single builds, and then I'm sure we will see some amazing things, growing from these MOCs that are very fine already!
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A, the perfect trap for the Rebels... although there isn't a huge landing platfrom, and provided that Ewok (do I know him?) won't talk. But otherwise, great idea! The bunker itself is quite nice. The big surfaces and the angled bricks in between make for something very Imperial (and it looks like a smiley too, from the side ). Those profile bricks and tubes add a lot of detail, so that it isn't just a block of concrete but well-functioning bunker. The inside isn't less impressive, and it's great to see that you gave equal attention both parts. The cutaway structure is really, really nice as well, and it serves as a viewport in the bunker and shows that it still is in construction. Well thought out! The tiled surface sets it apart from the environment, and I like the edge between the grey and brown plates. So really nice bunker, but it could use a bit more work. You could avoid straight sections altogether and work only with angled walls (just like in the real bunker), or keep a small amount of vertical sections as detailing. And while the parts spread across the ground help to convey the construction feeling, there could be more. Parts could be placed in nice stacks ready for use (like bricks on pallettes). Then the construction wouldn't only become apparent in the bunker in half finished state, but also in the surroundings, with parts and tools waiting to be used (and maybe some material for the lunch break ). Because now the bunker is a bit just popping up in the jungle, instead of slowly being built. So try to spread elements that link to your focal point throughout your build, and then you will have a clear and realistic story. But all in all, you did a really good job in depicting the construction of the bunker itself: it isn't random, and you have a clear plan. The jobs are well distributed and you didn't make the mistake of making everything look half-finished. E.g. you first finished the floor neatly and then began building the walls, layer after layer, thus not ending up with a weak triangle-like wall, but with a solid looking thing, suited for a bunker! It seems you understand the ways of construction very well! I already pointed out that it is important for your focal point to affect the environment in several ways. It seems that you already did that to some extent. Take those chopped down trees, which are very nicely built: they achieve a lot with minimal parts. I especially like how your tried to depict the roots. Still, it seems there are some anomalies. The inner part of a tree enclosed in the bark should be something tan-ish (or black, if it has been burnt). And what happened to the other parts of the tree that have been cut of? It would be nice to have a heap of them somewhere, or maybe some ashes to indicate what happened to them if you don't have the parts to go big. And where did that tree come from? There is no part of soil that looks like there was a tree once. A simple plie of plates (now that I think of it, they don't have to be connected) could indicate loose soil. So once again, even for these smaller details, the environment should show traces of the action that is happening right now, so that your MOC will seem like world on it's own. Of course, not everything can be shown, and there can be room for imagination and (optionally) suspense. But keep in mind that IRL, everything leaves traces, and nothing vanishes into thin air or happens without a cause. But implementing that level of detail really is a higher level of MOCcing, I think, and you should not be ashamed of not thinking about that. I'm not really complaining about anything that is present in this MOC (and would be bad), but more about things that aren't there. So nothing to be ashamed off. Then environment itself is quite nice, and I think you did your best to conceal the fact that you don't own a lot of vegetation. The clear area around the bunker certainly makes sense, and that river is something unique to break things up. So I think that layout is genious for someone to get the most out of his limited supply of bricks . It's a bit weird though that the ground goes up towards the river... that doesn't quite look natural. But you should put all of your MOC on a higher level to get rid of that, and I don't think that's quite in your collection's power. You could have your troops build some kind of little dam though. They have to ensure their little bunker doesn't get wet, so that would make sense and solve your problem. I like the relief you managed to put into your terrain. The hill with the tree is very nice, and small slopes throughout the build foretell it. Still, the soil in general is quite flat, and I would suggest some plates here and there to break it up, especially on places where the soil should be massacred a bit by building. But back to the hill. It's great how it is covered with foliage and builds towards the tree, but there could be more then greenery there. Some roots sticking out of the hill for example. Or a small hole for an animal. The tree itself is quite nice with the layered foliage and with the couple of green twigs. The structure of the stacked 1x1 rounds don't quite please me though, since they don't represent the structure of bark very well. Might I suggest to use brown Technic axle connectors (like part 6538 and 59443), that also posses some degree of detailing, but more suitable for tree bark. And the base of the tree isn't quite natural as well. Maybe a cone would be better than that sudden 2x2 round brick. Or cover the base with plant pieces. Or use a part like 4588 or 2566 to make it more interesting and (maybe) more realistic. Experiment with some more specialized parts, and don't only consider the basic parts. And if you don't find a suitable solution, always try to find a way to hide your mistakes. Not that there are a lot of mistakes in this build. In fact, it is quite beautiful, with nice details like the soldering equipment, and clever layout choices like the river and the hill. You showed that you are quite resourceful with your plant collection, and I really appreciate that kind of creativity, that is just a good as an NPU. So very well done! Now finish that bunker, maybe boobytrap it, and keep being an excellent trooper for the Empire! You've had quite a nice carreer already!
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This build showcases probably some of the best vegetation and storytelling of this entire episode, maybe of all episodes! Yes, I really like how dense that foliage is, and I think you're the first to really create that enclosed jungle feel! And it's not just about using a lot of pieces. More important here is the way you use them. The combination of those three-heart-leaves parts with the bamboo parts is really well succeeded. The heart shaped leaves always cover up a lot, but they look shallow from the side. And the top of a bamboo piece isn't quite natural. But by combining them the way you did, you created some marvelous ground vegetation. Splashes of color like the flowers and the mushrooms brighten it up a bit, and that really makes it more interesting for the eye with all that green and brown. Speaking of vegetation on the ground, the soil itself is quite good as well. The way you've created the pathway (with kinda the same technique as in your previous entry, but it's still beautiful) quite nicely, and you can really see it's a path. If I'm not mistaken, I think you used another shade of brown for the lower level in the path (I think old brown instead of reddish brown?). But even if it is just an effect from the shade, it adds depth to the scene. The ground holds quite some detail with the rounded plates and a couple of those root pieces. I really like the diversity in details you get everywhere. My only suggestion would be to add some extra diffuse (rectangular) plates and cheese slopes here and there to break things up even more. Especially in the area of the uprooted tree that would be a bonus. Because now the soil looks a bit too clean, with all those creatures walking about. Each and every tree is quite stunning as well. There's everything from tall bushes to slender trees and more chunkier pieces of wood. Again, the amount of variety is quite unbelievable, and shows a lot of creativity and dedication from your part. I'm missing some bigger, more substantial trees though, that are so characteristic for Endor. The uprooted one is the only one around. Those kind of trees would make the climbing also more believable, since they would be stronger and would offer more cover. And then that one big uprooted tree would be in the companion of trees of the same species, what would make sense once more. Maybe this is stretching it a bit, but when you're building all kinds of different trees, why not one with needles? That would instantly offer a richer vegetation because of the distinct variation. Instead of just being trees, you could also more distinct features to them. That parrot is an example. I would also like to see a nest somewhere, or a small animal, so that you can see why the bird is there (okay, it could just be passing by, but what's the fun in that?). You could show the vibrant life that thrives in the forest, and that would allow for some further original brick-built creatures (or you could use some from the Friends line). There could be holes in the ground and holes in the trees, and that would allow you to show creatures running away from the noisy troopers, further increasing the tension on a subtle level, enhancing the thrilling story you're telling. As for the story, I really, really like it. The tension is everywhere. Yes, it is a bit like those over-heroic US Army movies, but the suspense is still there, and the story really has a purpose and a meaning. Once again, you give us a very cinematic experience, with moments of silence, sudden events and a climax. I hereby repeat my request for a movie one day! I also like how a lot in the build is so related to the story, like the bird and the uprooted tree (on that matter, the surface where the tree seperated should get another color and texture than the rest of the tree, to make it clearer and more realistic to the viewer). The posing of the minifigs is also quite remarkable, the murderer hiding behind the tree being my favorite. Still, there are some minor issues (see what I did there? Well, i have to have a bit of fun in these long comments...). It kind of seems a strange place for an ambush to me. The forest isn't really very dense, so you're not completely hidden. I would like some denser foliage where they could hide better. There could be thermal visors to still allow for good vision. And having a piece of road with no way out (so once again, much denser vegetation) would also make more sense in case something would go wrong. Since you probably don't have the pieces to make something that big and that dense, going smaller could be a solution, but it would get really crowed with the other troopers... So you'll have to buy extra bricks I guess... Or you could play a nasty little trick and place you're foliage some plates higher, so that it looks way more impenetrable from the minifig's point of view: they really have to wade through a pool of green, so to speak. Of course, the sides should still be covered quite well. This raises another small issue: the troopers have no equipment whatsoever with them to make their way through the forest. they could go on good luck, but I think they would take some saws and other equipment just in case of a roadblock. And backpacks for provisions would accentuate the fact that you always have to be ready in that jungle, always ready to survive. You see that are micro-issues there, I hope. Micro scaled, especially in the face of this MOC that deserves miniland scale appraisal at the least! The story, the building with marvelous vegetation, trees and animals... you deliver the total package once more, and don't give in in a single aspect. Bravo for that determination to give attention to everything.
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Creating parts list in LDD
BEAVeR replied to Bering's topic in Digital LEGO: Tools, Techniques, and Projects
You don't even need third party software to generate a simple parts list. In LDD, go to File -> Export BOM (or as a shortcut, you can press Ctrl+B), where BOM stands for Bill Of Materials, just another name for a parts list. The program LDD Manager creates a detailed parts list as well, and allows you to export to Bricklink etc. So you could check that out as well. There's even a thread on this forum for it. I hope you find this information usefull! -
Wow (this is me acting surprised ), what a beautiful piece of micro building. I know how hard it is to build in micro scale, and you deliver both great vehicles and a nice overall composition! The story is great too, and after a bit research I found that everything is perfectly canon (like the AT-CT)! You must have a thorough knowledge of the EU, and it's great to see so much thought put into an entry, even though it isn't very big. When I say I like the composition, that might sound a bit abstract. Let me clarify: I like how your MOC really is built from the ground. you have the natural earth colors there. Then the static platform emerges, all grey. And suddenly you have some splendid colors. The yellow of the drones definitely screams construction. And the dark grey of the platform ensures the light grey walker is still visible. The yellow markings are a great touch too. The drones seem really busy too: their actions and positions seem to have purpose, as if they're very dedicated to building. This forms some nice contrast with the pointless looking walker. Staring around without purpose, without something to do, with all the action of the drones and the shredder around. This composition already tells a story on its own. You could make the feeling stronger by putting the walker nearer to an edge and not facing directly to the action. That will make it look really absent, and could produce some pretty homorous effects. The build itself is quite nice as well. The platform does a lot with a few pieces. It's clear what it represents, and the octagonal columns and Technic bricks deliver the details to keep it interesting. That area where the columns suddenly gets narrower at the connection gives it a weaker impression though. And I think that gap could easily be closed (in fact, I know, since I tried it out on your model ). There are two options. 1) Place that super SNOT brick at the top of the two-plate-high construction, and put the two 1x1 plates below it. This will connect seamlessly to the existing construction, since it uses the fundamental SNOT property that 5 stacked plates are as high as a two plates at their side. The disadvantage is that you'll have a hollow stud at the top. 2) Leave that SNOT brick with 4 studs on the side where it is, but flip it, so that the stud faces downward. You can connect it (again seamlessly) by placing the 2x2 round plate with hole in the middle (15535) on the column. You could even reinforce with a bar. At the top, you would end up the 'inside' of a plate, which makes for some nice detailing. And the round 2x2 plate is better then those angles sticking out with the 2x2 square plate right now. - This might be a very technical section on a little detail, but it is to show you that there are often multiple solutions to solve problems that seem rather minor. But when building on micro scale, those small mistakes count, so they deserve attention as well. You have to build very carefully... The vehicles are nice as well, and I think they are as good as it gets with micro vehicles, when you only use basic parts. They are all really nice builds, and it's clear what they have as function. And I like the articulation you've crammed in some of them. but while coo, they lack a bit of detail. So you could improve by using more specialized parts (and because you're using LDD, you have acces to them anyway). Take the AT-CT. When looking at reference material, the thing I notice first (these are the most important features, and are the elements your micro build has to depict to be easily recognizable, so these are the things you have to begin with) are the rather odd tractor beam claws. Yours tries to depict it, but not accurately enough. Using Wolverine's claws (10187) or Hassasin Braces (88811), you could add more detail. And that cone maybe isn't the best representation of the nozzle, as it is too prominent and badly placed. A specialized plate like the one with a click hinge mounted vertically on it (30383) would make for more accurate detailing. I can't really comment on the other vehicles, since they're not based on existing vehicles. But keep in mind that small, specialized parts (mostly found as minifig accesories) will make your micro models look way more detailed, recognizable and interesting. It really pays off to have a closer look at all available parts (LDD is a good place to start). Then when you see a vehicle, you can almost see the parts you need appearing before your eyes, and then you only have to connect them to a nice model. But then you'll begin from the crucial features, which is crucial for micro building. At least, this is the way I work, and I hope that that method has resulted in some nice builds. I hope this tactique will make it easier for you to build stunning micro models. And it goes beyond micro building, because sometimes very detailed builds are just an arrangement of micro pieces. So get to know your parts, and your models will become way more rich! A final paragraph goes to the environment. I think you tried your best to give us some realistic and detailed vegetation. The color variation and height difference is very good, although the height difference could be a bit expanded on. The stems are just okay though. First of all, the fact they're even there is a bit weird, as you would expect that the entire site would have been cleared before the construction. Maybe it has grown back, but then it wouldn't be so high. So they don't have to be there, and that would save you lots of problems with micro foliage. To prevent the area looking empty, you could fill it with something that would make more sense: resources for the construction. Because now we don't see where the parts that are being assembled are coming from, and that makes the build a bit less comprehensive. You would use the shredder though, so you could place it more to the side, and that would make the connection with the walker stronger. Or make run across the front of the MOC (a straight line would show some more methodology too). The you could really see the path of destruction behind it: some 'fallen stems', represented with e.g. lightsaber blades, would be extra nice and more unique. Or a studded path behind it and a tiled path before it. And alternatives for the stem pieces would be the very basic flower pieces that come in Creator houses (part 4727 and the like), or those bracelet pieces (33291).Or you could be more creative and use specialized parts that where never intended to be used as vegetation (see previous paragraph). So I hope these tips (that are rather specific, but hopefully speak of a more general approach) can help you to make even better micro scenes. Because we already have some great stuff right here, and I would love to see more micro building of you! But if I don't, well, I already have this nice build. But please continue, if not for me, for all the XP you could gain (you greedy trooper! ). In the end, all I want to say with this complicated babble is just that I really adore this tiny build!
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SoNE Episode V - the Emperor does not share your optimism
BEAVeR replied to Pointblank's topic in Nar Eurbrikka Archive
Very, very nice! You introduced yourself quite neatly with such a nice build and story! I have to admit it's all a bit sadistic, but i'm happy to overlook that with such a good build. The vehicles are both very good. The AT-FC (I agree, the name is rather ironic) could have been just another walker, but you succeed in giving it a distinct enough appearance. The fans/blades really help, and things like the tubes and the powerful equipment at the back help to connect to the special function of the vehicle, thus giving it identity. I like that mudguard for example, and the walker feels great as a whole, without any part getting less attention. It's a bit hard to distinguish against all the greyness going on though. It would be a very bold move, but it could work: you could make it all red (or yellow or orange). That would give even more personality to it, and would kind of make sense (again, laying the ironical link with fire-fighting equipment ). I don't think any one would forget it then. Because now, while being great, maybe it's still a bit too close to more generic AT-RT's. The hoover lift, on the contrary, is quite unique and succeeded. It has a great combination of sloped and curved elements, and appears to be the only Imperial vessel with railings. The use of that Bionicle/HF piece as liftarm is pure genious, and easily gives it a lot of detail. On the other hand, it really looks like it could be the common workhorse of the Empire. I also like the way it's tilting forward a bit, as that really gives us a sense of work being done! The yellow elements in the arm easily make the connection with the container, so that everything seems to make perfectly sense. And I really don't mind the container being yellow. I do mind that it's a bit plane. Instead of using those flat panels, maybe a wall with SNOTted tiles (so that it resembels a real container more, or would be something entirely new) would create more relief, and so more color variation through shadow. Then it would be a bit less intrusive, and since it draws attention by its color, would deserve a closer look as well. Because having a rather simple construction in the spotlight, often discourages people to take a closer look, and we don't want that to happen to this fine build! You've done a pretty good job on the environment too! I really like the way how the build goes from the bunker and rocks to the bare dark tan soil, to the low vegetation, to the real forest. Each section can go with some little improvements though. The bunker and rocks look very nice, but I don't really get what those brown log bricks are doing there. They make the rock suddenly end, which doesn't feel quite natural. And the way the rock ends at such a nice clean edge suffers from the same problem. The foliage in the back is really nice by the way: low but detailed. Good color variation and setting things at angles was a good idea. On to the bare soil. The use of color is good, but it is too flat. It would be nice to make it more irregular, making the ground look a bit torn apart from all the machinery. There could be some embedded tiles as well. A more irregular transition into the still green area would be welcome as well, as now the lines of the big plates come through, which reminds us this is Lego we're dealing with, and we kind of want to forget that. Plates in different configurations would be good here (make sure to put the green on top of the tan!), or even some rather bleak pieces of foliage, form the sort you used in the back of the build, to really give the trampled look. The vegetationa bit further is quite nice, and all those cactus pieces make it look quite rough. I also like the way they tend to cluster and connect to the other stem pieces. It would be nice to see some leftovers from the shredder though, so that the path isn't clean all of a sudden, but bares the traces of it passing through. Like with that piece of trunk on the ground. The idea of fire was good, but still it doesn't come over quite convincingly. I think more pointy pieces would be better, replacing those round plates with trans cheese slopes for example. It would also allow for a more 'cohesive' form of fire, because now it consists of a series of distinct columns, and I don't think I've ever seen such fire. And instead of using greys to indicate fire damage, I think black would be a far better choice. Still, the ideas are very good. Lastly, the Ewok hideout. It was quite nice to include this, as it kind of comments on the scene. I don't see the Ewoks using that kind of ladder though, but rather a rope ladder or a plain rope. And the tree itself has great foliage, with nice color variations and some odd parts (that's good!), but it looks to geometrical. The branches are too nicely distributed, and really form these levels, which doesn't really work for such a tree. This is a very nice scene, and I love all the different things that are going on: it is well staged. I enjoyed your writing too, and I'd love to see this journey continue (no matter how violently ) with great builds and great stories! -
You never fail to amaze me with your builds. And this time you've proven yourself to be not only the master of MOCs in general, but a genious in making forced perspective work as well! Bravo. I don't think I have a favorite part in this build. Everything is awesome, and it really comes forward as a whole, and not as a combination of a minifig and a microscale build. So good job on the integration! Maybe it works so well because of the consistency between the scenes. both have comparable color palettes, and both feature natural and technical elements in a nice balance. Things like that path running from the minifig into the micro domaine tie the two parts nicely together in a nice MOC. Also the composition is quite perfect, and setting the two parts on different levels creates the illusion of a hill, which makes the transition work beautifully. I think there's a lot to be learnt from you on the subject of forced perspective! Of course there's more to this build than just the forced perspective. You have some beautiful building in there. It already begins with that transporter. We already could admire it in Markus' entry, but here we get to see another angle, and we see how it connects to the environment, so still we get something new. And it's nice to see a common element run through the different builds. That tree there is also quite beautiful, although it is much like Markus' (admittedly perfect) tree. It's great to see the relief in there, and the slopes towards the bottom are really well implemented to give a smooth transition between the trunk and the roots. the texture is good with the studs, tiles and jumpers, but maybe some color variation with dark browns and old browns could take it a step further. The vegetation on the ground is very good as well. I like how those root pieces emerge from every one of those bamboo pieces, like if they are one plant. And the fallen trunks in combination with the leaves at special angles make for some nice destruction. I would like to see some more consistency in this destruction though, because that cactus piece standing upright kind of contradicts the destruction immedeately around it. And it would be great if everything we can see would have vegetation, because that empty area we can see under the ramp is a bit disturbing compared to how wealthy the vegetation grows elsewhere. Finally, and this is a rather stupid question, I wonder why we don't get to see the Ewok getting shot. Is it to not upset the weak of heart? Anyway, let's have a look at the less violent part: the micro build. i like the consistency of the same micro vessels returning, as it keeps the feeling we're still in the same universe. And we get to see what all those preparations where for. Some specialised buidling equipment would be welcome though, because now we get no clue how those pipes and tubes (lovely touches, and I love how they are so neatly arranged) are transported to the actual site for use. They're just laying there, and we have no clue how they will fit in it all. Also, rather then just vehicles, some small temporary buildings could be nice, for the troops to sleep or for the guards to stay or for someone to coordinate the building. then we would get more variation in artificial elements, and not just a lot of the same micro vessels and a very nice landing platform. The construction you have there, really looks like it, while clearly being under construction. And it's in scale with all the vessels too! Well done. I like how the tubes return here to show how they are used, and that crance is a simple but very nice touch. The irregular ground is a great touch, but maybe you could portray clear tracks in it. And more importantly, it would be better if the green would end above the tan, because now the soil seems to lay on the green parts, what doesn't really make sense in real life... Also some more clearings that the AT-AT's and dropships made would add to the scene, and would emphasize the way the Empire entrudes the landscape better. Like that road. A small downside of it, it that it hasn't scaled with the distance, and is still as broad as where the minifigs are standing, so that the back part looks a bit out of scale. A more gradual broadening of the road, or just a less wide road in the distance would be better in my opinion. But still, it's a great element, and it would be a pitty to loose such creativity! Finally, the foliage in the distance. I think MstrOfPppts said it all. The foliage in the trees could be spread out a bit more (and ideally, slanted downward). The trunks could use some more details too. Maybe those grilled 2x2 round bricks would be ideally suited for this kind of micro work, and here and there that 2x2 plate with 4 bars as branches. Maybe there could be a 2x2 plate with 8 bars around it, and clip plates for slanted foliage... Maybe these suggestions aren't very realistic, but at least they proove there are still a lot of things you can do to make the trees more interesting, and more than some 2x2s with foliage parts. Also, those lime studs seem a bit awkward. I see why you did it, but why use lime? Another, more natural color would make more sense. Or maybe one of those bracelet parts would be better suited, or cheese slopes, or replace them altogether with those 1x1 rounds with 3 stems and leaves. And what would be totally crazy, would be to SNOT those bamboo pieces to simulare real ferns. I know half of my suggestions don't make sense, but with excellent builds like yours, there really isn't much left to improve on. And this is not an exception. I really like how Markus and you are pulling this off. Some great things have come forth of that marvelous colaboration already, and I would love to see it continue. It's amazing how you coordinate everything. How do you even do that? How do you get the stories and builds to allign so good? I'm in awe, not only because of your individual building skills, but also how you accomplish these builds like a team. in that way, you're a great example for the whole community. It shows that even very talented builders can accomplish more when working together. you guys deserve an applause, and ovation! And thank you for keeping this going, with amazing builds, an engaging story, and lots of points for the Empire!
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[SoNE Ep. V] Inspection of the progress
BEAVeR replied to MstrOfPppts's topic in Nar Eurbrikka Archive
Wow, this is a revolutionary MOC. Not only is it bigger at the top, but it has to be the first creation where my favorite part is the underside! I'll appreciate it from bottom to top. It already begins with the base. It's irregular, but not with the usual technique. But of course, because that one has studs! I really like that base, and it was a great idea to work with multiple layers there to give even more irregularity. The color variation is a strong point as well. I think this is the best solution for a clean yet natural base. It's amazing how you always seem to come up with the ideal solutions for seemingly trivial problems (another example would be the door in your previous entry), and that illustrates how good you are at this, and how much time you spend getting everything right. The foliage is a bit more conventional, but great nonetheless. You used a good mix of parts, and it's great that you included some height difference with that shrubbery which serves as a hiding place for our little furry friends (or annoying natives, as some would say). These kinds of details are easily overlooked, but that's only because they belong there, and it's amazing that you always think of those things. My only (kind of) problem with the foliage is that it seems to have been growing there undisturbed for ages. There are no signs whatsoever that that platform has just been built there. So maybe there could be a bare patch immedeately surrounding the base of the column, and heaps of ground around it. Maybe even some tracks of caterpillardrives or footprints of AT-STs or other equipment. The foliage could be more pushed over, or the color could be less saturated... there are plenty of opportunities to make that piece a bit more dirtier, showing forming a bigger contrast with the crisp platform, and indicating more that it has been freshly built. But still, it's an excellent base, and that speeder bike is a great touch. Again, it's unbelievable that you even went through the trouble of designing your own version. And a beautiful version it is! This really makes that base a gem on its own already! I agree that the shape of the column is a bit weird (very reminiscent of something dwarvish though...), but it's refreshing. Maybe you could get the best of both worlds though. You could combine the delicious geometric angles with the sleek appearance of a column. The thing to do would be to straighten the edges (and only the edges) of the column. then you would have a sleek outline, but a lot of texture in between. It would also make sense from an architectural point of view: you have the supporting structure, and the functions are embedded in it. this would be a better and faster method then designing specialized parts that combine both functions. But what you did is great already, and could be perfect as those detailed, functional parts. Because I just love the placement of all the slopes, round pieces and grill bricks. It's very tasteful, but maybe not very Star Wars (yet?). And then we get to the beautiful underside of the platform itself... amazing. I can't get enough of watching all those details. There's a lot of variety with basically not so much parts. But the combinations in which they occur is different every time... I think this is what makes good greebling: working with a set of basic components, and still succeeding in making it very varied, so that you think those parts are totally different. And you have mastered that completely. A great thing is that there is quite some verticalness in there, so that the transition between the vertical column and the horizontal platform is a bit more smoothed out. It conveys a sense of gravity as well, when you place those antennas and tubes facing downward. The overal cross-shape of the greebles is noteworthy as well. It makes things more interesting on a more general level, and gives you more surfaces to play with. I will definetly remember that kind of detailing, because the multi-layeredness of it is just genious. Yes, I really think you're the king (or rather, supreme officer?) of clean but o so interesting details! We come to the top, and - o my god, Lord Vader! I'm still loyal, sir, very loyal. Just... had a breakdown... ? I'm all better now! Few, that was close. Let me continue to compliment the greatness of our leader! I like those plates you added on the side, as it makes it more interesting, again! Maybe it sticks out too much, and then loads of headlight bricks and a lot of trouble would be the solution... Maybe it's better to make the gaps between the tiles smaller. The seems of the tiles give detail already. Still, you need to make sure that it still looks intentionaly, and not like rapid decay. Maybe adding in a grill tile would convince us more to believe it has some kind of technical function. At the very top, the regular cheese slope pattern and the white markings again make for smooth detail. I can understand why you refrained of using random crates there. But there are other ways to fill the space. There could be a grill in the floor. Or there could be signaling lights (an ideal place for one would be on that square in the corner, because now it seems a bit like a sloppy solution for the meeting cheese slopes. Or there could be a little transport (although I see that would be a little bit unnecessary on such a tiny platform, but maybe for luggage?). Still, it would be very hard not to make it crowded, so maybe it was the best decision to leave this area very clean. Good work on the minifigs by the way, and i see you find a good solutions to make the guards hold there ... things (staffs?) the right way. Once again a clever detail! So what is there left to say? This is another beautiful and stunning creation of yours, with a lot of attention to detail and the usual cleanness. If I will get to deal with such a skilled person if I ever do something wrong again... maybe I'll change my mind . Because I will be destroyed by such great skill. I'm already on the edge of loosing my mind and drooling all over my screen of appreciation. But keep it up nonetheless. I don't want to miss a brick of this! -
Excellent! It's sure a good thing you're building for SoNE again. Perhaps what I like most in this build is the nice contrast between the natural environment and the very clean artificial section. the low but dense foliage is very interesting, and the relief it creates is right the opposite of the smooth surface for the equipment. More to the back, you have some nice higher vegetation, and I like the combinations of plant pieces you used there. The texture you achieved for the stump in the back is very nice, but maybe it doesn't work so well because it's sticking out from the base too much. Making that stump thicker would probably make it better already. I also like the transistions in the foliage. It's good that the edges there aren't too clean, and using some curved plates helps very well there. All in all, I very much like the layout of this MOC, with the sharp contrast in it, and going from low to high in a number of directions. And things like those white studs and the tropical bird add some detail and color to the scene. The technical bits are some really sweet, neat and clean combinations, and I love that you included some kind of generator. All those things bring some life to it all. Still, I have the feeling there is still something missing, to really catch my eye. The scene might be a bit bland. That's probably due to the rather low foliage at the front. If you want to keep things low and interesting at the same time, that might get a bit tricky... I see you already put some crates in that area, and it are those kinds of things that make that area more interesting. Maybe some difference in vegetation in that particular area would be good, as those stems, while well placed, tend to get a bit monotone. You could be subtle in this matter however, You could for example place some of those leave parts you've installed on the ground there upright, without any connection whatsoever, leaning against the stems. I think they would blend in well, but still give some nice variety. A big branch that has fallen would really make it interesing, or maybe a dead animal... Anyway, in general your MOc already shows that you're concerned with bringing good variety to your scene, with those mushrooms, that path, the bird, the stump... So lots of good stuff already, but it could be expanded. The flame thrower is a nice idea, but it sits on itself in this scene, and there is not much to connect it to the rest of the build. Some already burnt pieces would be nice (maybe even a trail of devestation), and some smoke would certainly be a bonus. And formost, you have to create the necessity for the flamethrower. Because now, using it doesn't seem to help that much because the foliage isn't that dense at all, and there are already some paths... So maybe the best thing to do is to make the vegetation towards the back denser, more like a wall where you have to cut through, forming a real obstacle. That would also get rid of the beachy feeling, if people are bothered by that. But already, you've made it that we will miss you even harder when you don't show up in the next rounds, because this is some good stuff!
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I can also write long comments, if that is good for you . But your story is already pretty nice. You have some exposition, sudden events and a bit of character development in there, so well done. You're still writing in cliches (I think in each and every episode, some one has complained that he hates the planet!), so try to go for something more original next time. It's very hard to give suggestions about it, but maybe some more fleshed out dialogue with actual content rather then just this bickering (which is quite realistic though, I imagine) could give you the opportunity to further deepen your characters and situation. Anyway, I trust your capabilities! The build itself is really nice, and in fact it's very hard to tell where the build ends and real nature takes over. Well done! I like the sheer variation in landscape, with the foliage covering the ground, the bare earth, little trees and bigger ones. The touches of color are really nice and set you scenery apart. It may not have appeared in the movies, but it works and there is still room outside the movies. I like those blackened tops of the tree stumps, and the fact that there is foliage before you, but clear ground where you come from. Those details really help to tell the story of the troops cutting and burning their way through the forest, and I really like that kind of story-telling as well! the glow of the saw fits in this theme as well, and it is beautiful as well! The Ewok glider - while simple - is very nice, maybe even because of its simplicity. Some damage would be nice though, since it would be very unlikely to see such clean vessel out there in the jungle. You already modestly began with such detailing, as I see some relief with plates. Some tiles and grills would be nice, and some different shades like dark red. Maybe even a little hole... but all in all I really like that glider, and that shape is very Ewok-like, but again different from the movies. I really appreciate this kind of creativity . I also like the contrast in color with the LADV. That one is more complicated, and rather utalitarian looking. The two containers at the back with the hoses to the front are very good finds. But... I think it might look a bit too Rebel-like, and it doesn't look very appropriate to navigate through thight jungle with those broad wings. Something more slim could be appropriate, but then you would loose the ironical resemblance to a firefighter plane . Maybe foldable wings would bring the best of both worlds? I already said that I like the varied landscape. But they don't coexist very well... the transitions between the different facets are a bit too harsh. Some cheese slopes on the soil, and some height difference, and some olive green and dark tan near the border would sooth it out, both in color as in texture. Also, keep the logical height difference in mind. The bare soil should be on a bit lower level than the foliage, obviously. So you can't just place those plant pieces right on the base plate. You could raise that foliage a plate or two (consuming a lot of parts...) or working with more vertical but dense foliage. This could hang over the soil, making for a more irregular edge. Even wedge plates could be employed to get rid of the hard edges. The foliage in the distance could also be a bit higher (a little trick could be to set the plate where they're standing on at an angle). And the foliage near the trees could be a bit denser, maybe with some climbing plants. Finally, the short but thick trees aren't very realistic, especially considering the very natural background. I prefer to see them narrow and tall. The foliage on the tree could even be absent, considering the way you shoot it all. On the whole, a very nice creation. It only needs some brushing up, and then you'll have both a nicer MOC and a nicer story. And an even more impressive entry for the Empire!
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I love it! you've combined very fine real world architecture with nice Star Wars elements. The things like the Rebel and Emprial side work well, especially since it's a recurring theme on the inside and the outside. And things like that Death Star (I can already see some text rotating around it! Or it could be used for laser effects!) and the carbonite Han Solo in the hallway are very much on their place. My only complaint would be to get a more thematic seperation between the two floors: you had a perfect chance to divide between original trilogy and prequel trilogy there... But you've created a succeeded museum and a unique place to display your micro models. So great job in bringing two worlds together for an awesome MOC. Well done! And this deserves a blog: Keep up that great building!
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SONE Freebuild 2: Stowaway on the Dujan.
BEAVeR replied to Lord Vladivus's topic in Nar Eurbrikka Archive
An amazing vignette just got a whole lot better! the base now does seem fitting, and that hallway has turned out beautifully (am I glad that my suggestion made sense )!!! I really like the detailing and the way the light show in creates a very nice effect. I don't think there's much to improve on now (except perhaps getting those crates away from the wall, because they clutter that area a bit, and you have enough free space), and now you've really set the bar high for your future builds. I am very pleased -
As always, everything is awesome. We're really getting spoiled here... but I won't complain . Those ships are just beautiful. I really like the way you've portrayed the big shape with the subtle but undoubtely hard to achieve angles (in the Sandcrawler category!). They really look like bumblebees in fact... but bumblebees don't have such beautiful detailing! When I look at the reference material, it seems like you included every single thing there was to see, and even added some nice touches. I really like the little guns and all kinds of details like the viewports in the front or all the grills in the back. Yes: even the details on the places that can barely be seen seem to be exquisite! This includes the back and the landing gear. But it aren't just the general shape and those obvious details that make that ship so succeeded. There's also the more subtle texture. The tiling on the engines is vastly superior then the side of bricks, because it gives you way more freedom in paneling, and right now it actually does look like paneling! And those grill bricks are nice as always. What strikes me most though, is the fact that you converted features of bricks that would normally be annoying into details. The ragged edge of the wedge plates is an example. It's also remarkable that you embraced the gaps created by the different sections. By placing groove bricks and tiles with a little gap between them, suddenly those gaps seem to make sense and to be a part of the model. Masterful! O, and you built two of these? Amazing. Especially because they aren't exact copies of each other... So all in all: great ship with great shape and great detailing. And it works especially well in the Star Wars universe and this episode in particular, so thumbs up for the choice of subject as well! The only thing that bugs me a little bit about it that the ship is just standing in the hangar for the moment. It could just as well be some kind of inspection of the ship. So it would be great to see how the troopers should board it, with a door already open, maybeto already get somedeforestation equipment on board. The other ship could stay closed, so the ship in its original form would still be shown. Or the troopers already boarding the ship would make for a more stressful entrance for our heroes, making Markus' hairstyle even more despicable . Another way to connect the ship and the scenery more would be to have some technicians do a final checkup of the ship. That would make the hangar more than just a display case for the ship, and would make for a more coherent scene. Not that I dislike what I'm seeing. you already laid some good connections by showing the planet and the micro transports (well-succeeded forced perspective by the way). Maybe it's just an excuse to see more... Finally, the hangar itself. It doesn't look like Lego at all! It's so clean, and those white lines are just so perfect, both embedded in the ground as at the side of those columns. And it has already been mentioned, but the way they connect to the ground is perfect. There aren't a lot of greebles on the wall this time, but I'm okay with that, as it would only steal the attention of the real star of the scene. It's good that the greebles that are there are mostly oriented vertically, stretching the image. And the small ones help to break up the wall without distracting attention. Still, they look a bit lost, a bit random. Maybe groop some of the small greebles and use combinations of parts rather then single parts. The most important thing about greebles is that it has to look technical, decorative and realistic. So think about what kind of details the walls could have: fans for air conditioning, detectors for fire, alarms, maybe security cameras, wires for electricity and tubes for water. Maybe there's a hub where the engineers can plug their equipment... So once again: try to give meaning to it all, without loosing the beauty it already posseses. Anyway, if it wasn't clear for some one, you're definetly on a way where you will attain things no of us ever will (or I at least). the things I pointed out are already present in your build, and could be a little more worked out, but that's all. I already mentioned the tiny ships that make a great connection, and as for the details, that cannon is a great example. My final remark is actually rather trivial: it's very hard to see the technicians, because they're all black against a black background. And if I can't see them well, maybe pilots won't see them well, and that won't be so good for the health of those technicians, I guess. So maybe giving them some kind of reflective vest (especially for the one that directs traffic), would be a little improvement, and it would bring some color as well in a logical manner. But for now, let us just admire this amazing, utterly amazing creation, and thank you for bringing us this (and for joining the Empire ).
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Another nice ship. I really like the fact how this one resembles an axe for a bit...It definetly looks like a lumberjack's ship, with all those browns and pretty utalitarian look. It's good there are no unneeded elements like way too big cannons or escape pods. It's just a piece of muscle to get the woodchopping going, so good job on that aspect! I also like the balance between straight lines and rounded pieces in this one. Those panels were a great idea, and they give the ship some personality. And it really needed that, because I'm beginning to think that a lot of your ships - while great - resemble each other quite heavily. They always have that boxed shape, and then you seem to add on different elements to make it look different. this is by no means meant as an offense, I'm only encouraging you to explore new horizons. Because a ship isn't made by it's features alone. Sometimes, the shape alone makes it interesting and different, no matter how bland the rest may be. Take the TIE fighter as an example: basically a sphere sandwiched between two plates. But that shape gives it character, and it doesn't need a lot of detailing to make it look good. that's why it's so iconic. The box concept, on the contrary, has been used a lot, and you need to make sure yours stand out. You already do that by giving it that nice battered look. But maybe something more radical wouldn't hurt. Take those rounded elements a step further, expand on those slopes - all great elements that you already have, but don't exploit to the fullest. I'm very eager to see what you will build when you let your imagination run truely free! Because interesting shapes combined with your already great ship building skills, might deliver some great ships!