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Thursday, 14 March 2019

Filth and Unwholesome Feasting…

Some things finished, and some more painting progress over the last week.

First up, that which is finished

Abhoth, lord of filth and pestilence. In the mythos, things grow in Abhoth's lair, repulsive, unwholesome things that are often re-absorbed or eaten by Abhoth itself.

In the game, Abhoth spawns Filth tokens, which are a sort of monster, and Abhoth's spellbook is acquired, Filth prevent enemy gates from gathering power.
 Another side shot, showing off the brain and tendrils again. Lots of ragged flesh too—and during the painting of which I learned a lot about wet-blending, an advanced technique. I'm actually trying to use more advanced techniques as I move through my collection here so I can improve myself as a painter.
A reverse shot showing decaying skin, bone, and some unfortunate soul slowly dissolving in Abhoth's trail of filth…
A low angle shot, showing dripping slime on the tendrils and body—and also giving an idea what those poor mythos investigators must be seeing.









 Along with finishing up Abhoth, I managed to complete the great old one for the Tcho Tcho faction.

Ubbo-sathla is a writhing mass of flesh and hungry mouths bound by arcane powers to feed the plots of the Tcho Tcho.
 In game, he's nothing special—except he gets summoned for free in the Doom Phase if you sacrifice a priest, and his power grows even he's dead…
No wet-blending here, more playing with OSL (object source lighting) to show off the glow on the stone tablets.










Cultists for the Tcho Tcho—these are custom sculpts, and were part of Onslaught 2. Having just received Onslaught 3 I now have custom cultists (unpainted as yet) for all factions. Expect a large picture dump to show off everything.







Proto-shoggoths, the only monsters the Tcho Tcho get access to. Pink make for an interesting faction colour to work with—and I'm trying to work within that limited palette, rather than around it.

That said, I have blended down to red, and then used some heavy washes & drybrushing to give better definition, but overall it still looks very pink, and characteristically repulsive, which is the point.

Tuesday, 12 February 2019

The Sleeper wakes; Tsathoggua hungers…

Bit of a delay between posts, I know, but they're finally done. Sleeper has been completed. Apologies about the bad lighting, but it was an improvised setup. I might try and make a decent lightbox in the near future for better photography of stuff like this.

The Sleeper faction, in its entirety. Painting so much orange was an interesting challenge. I've also stayed within what seems to the meta for painting Sleeper bases and have glowing lava in the cracks on black rock.








Top down of 4/6 cultists, showing off the individual spellbooks they each have. Each spellbook is either related to an actual Sleeper spellbook, or a game action (like building gates, or summoning).








The other 4/6 cultists (yes, I caught the middle two twice). Spellbooks, and you can see the attempt at the lava effect on their bases much better here.

Close up on a single cultist, showing the faction glyph on the tabard, and the dagger at his belt.

These guys are the Wizards. Not much in combat, but their spellbook is outstanding… they can take an action in the area where a battle occurs before the battle starts. Any action.

Figuring out a decent colour scheme for these guys was actually quite challenging, and in the end I had to go with a lizard style beast, and a simple human rider.




The Serpent Men, who are more useful outside of combat than in it. This is because outside of combat, they can copy the unique ability of any faction. The possibilities for insane combos are excellent.

My first attempt at snakeskin. Note that these were actually mostly painted before I started Yig and his many snakes…




Formless Spawn… these bad boys are where Sleeper gets most of its combat heft. They're expensive, and weak at first, but the more there are, the stronger each one gets, and stronger still if Tsathoggua is present.

The OSL glow on the maws was actually easier than expected. The underglow from the bases was much harder, and involved many steps of shading and drybrushing, but I think the end result was worth it.


Showing off some more detail on the great beastie himself, Tsathoggua. The skin was painted to be like the lizard flesh of the Wizards, embedded with solidified versions of the material the Formless Spawn are made from. The orange fur was mostly to make it easy to tell which faction he belongs to—but it works well against the lizard skin and black rocks.

The base is painted with OSL techniques as if the lava was immediately below it. I'm not 100% sure I got the technique right, but for now, it's good enough for me.


Saturday, 26 January 2019

They stir, but do not wake…

So, weekly progress starts with the cultists and the Serpent Men. Just a few finishing touches required here and there, and then basing. Serpent Men just need basing really. Cultists need cult glyphs and skin shading, along with inked spellbooks.
 Tsathoggua, the Formless Spawn, and the Wizards. Wizards got a lot of progress this week, as did the Formless Spawn, which are now nearly done save for basing and the last stage on the teeth.
Mother Hydra, something I have completed this week. The flesh is about 17 different stages of layering, washes, highlights, and glazes.

The scales were metallic blue, with a wash of Secret Weapon Stormcloud, followed by a thick coat of my iridescent blue-gold paint.
And another angle on Mother Hydra, better showing off the hair (painted to be like kelp), and the gill slits down her side. Most unwholesome.

The fins on her arms were painted the same way as the scales.

Saturday, 19 January 2019

From N'kai, and the Abyssal Depths (WIP)

So, another week down, and some more painting done. Also got to play a 3-player game of Nemesis on Tuesday night (the Intruders won).

So, on to the painting. First up are the cultists. They just need speelbooks, faction glyphs, and some skin. The example cultist on the left has albino skin, which I think is most fitting for the cave dwelling Sleeper faction. The Serpent Men in the background just need some more runes on their cloaks, and then basing. They're actually the closest models to being complete.

The Formless spawn. Full OSL on the mouth and teeth of the finished model, and ready to apply the orange candycoat after shading and drybrushing the rest of them.
Wizards, who have rather more paint than last time. I finally decided to go with a naturalistic scheme, and have the riders orange robes be the tie in with the faction colour (along with the bases, that is).

The blue OSL from the beasts maw may or may not extend across the base, I'm not sure yet.
Tsathoggua, flesh and fur done, and 'arm rocks' glowing like the Formless Spawn. Said rocks also need an orange candycoat to knock the colour back a bit.








This is Mother Hydra, my other painting project for when doing so much orange/bronze/gold drives me nuts. I've gone for blue-green metallic mer-scales, with an unhealthy swarthy but greenish flesh.

The 'hair' is going to be painted like kelp, but only has a shade layer down right now.
Another view of Mother Hydra. The gill slits down her side will be painted pink inside, to look as much like fish gills as possible.

She's meant to be most unwholesome, and in-game serves as a maternal counterpart to Father Dagon's crippling influence.

Friday, 11 January 2019

Stirrings in lightless N'kai

With the recent move I've found a lot more time to be painting. It's quite good actually, and means my Sleeper forces are progressing apace.

The cultists so far. The one on the left is nearly complete (spellbook, basing & glyph required), the others are in various stages of having the finishing touches done.








This is the Formless Spawn, just one for now as I try to figure out how best to integrate black and orange into a unified scheme. Most of it is reverse highlights (highlighting as if the light source was underneath) using mixes of black and orange, then an orange candy coat, and some OSL for the mouths.

The Wizards in the background haven't seen much love, but I'm still working out a hybrid scheme for them and their bonded creatures.
The back of a Serpent Man's cloak. It may be a bit hard to see the ophidian runes (really just Futhark, with some angles changed to soft curves) around the edges, but the Sleeper glyph in the middle helps set off the block colour wonderfully.

The big gribbly himself only has some basic colouring for fur and flesh, but I plan to do the 'rocks' on his arms in the same way as the bodies of the Formless Spawn in order to tie them together.

Saturday, 5 January 2019

New Year, New Yig

So at the end of last year I didn't get a lot done due to preparations for moving house, and all the crap involved with that (and a number of screw-ups and damages along the way, most of which came from the moving companies).

Anyway, onto the new year, and I've already completed one monster this year: Yig, Father of Snakes.

This is the father of snakes. In Mythos lore he turns those that have displeased him into snakes, specifically spotted snakes. As such, a number of the snakes making up his 'head' are spotted, speckled, or use patched patterns found on vipers and pythons.

The other snakes are far more colourful, ranging from deadly coral snakes and the infamous black mamba to the relatively harmless milk snake and the emerald tree boa.

I figure the father of snakes should represent as many families of snake as possible…









The view from the back of Yig. The plates were given a heavy drybrush of khaki over over a german green-brown base, followed by a wash of chestnut ink, then another moderate drybrush of khaki and a highlighting drybrush of buff.

The scales had the base, but were given a highlight of 50/50 khaki/buff before the wash. The belly scutes (more visible in other pictures) were painted buff, then given a shading wash of 3:2 stone:dark sepia.







A low angle view showing off what puny mortals might see.

The rocks were painted much like the back plates, but used desert yellow for the heavy drybrush, and a wash using the same mix as the belly scutes for the recesses, then a very thin wash to knock back some chalky highlights.

Thursday, 1 March 2018

They break through…

So, it's been a while since my last post. A long while. In that time a lot has happened. Most importantly for the blog, I've completed painting another faction for Cthulhu Wars. In this case, Opener of the Way.

This is the entire faction. The standard six cultists, plus assorted monsters, and of course a Great Old One.
 Only a little thing, but the power and Doom markers are important. In this case, for the Doom marker (the coin) I've gone for a heat discoloured metal look. I chose Titanium to model it off (instead of another metal) because Titanium has an interesting oxide gradient, from straw, to brown, to purple, then on to white. For the obvious reason I stopped at purple. The colours were achieved using a combination of washes and Vallejo transparent colours.

The cultists, and once again I've given everyone a different spellbook, and have tried to paint the Opener symbol on everyone's robes. Not too clear in these pictures, unfortunately.

 Another shot of the cultists. Of note is the variation in skin tones. As Opener can start anywhere, I decided their cultists should be a multi-cultural bunch, including light, dark, middle eastern, and Asian skin tones.
The mutants. These are the basic monsters, and I've tried to do them justice by combining techniques used on both the cultists (skin tones) and other monsters (tentacle shading).

Opener's units are special in that once a particular spellbook is acquired, they can upgrade through successive forms, culminating in the Spawn of Yog-Sothoth.
These guys are the Abominations. This is what mutants turn into when they survive a battle with the aforementioned spellbook. They're also pretty good in combat, and contribute to another spellbook that lets you rain hellfire upon any location on the map.
Another picture, highlighting the tentacle shading, and other wrongness—like extra eyes where no eyes should ever be. 









 The Spawn of Yog-Sothoth. These guys were interesting to paint, being mostly smooth surfaces on one side, and convoluted masses on the other. The tentacles were shaded as for the Abominations above, and then given a light coat of iridescent blue. Said light coat turned out to be stronger than expected, but I like the effect.





These are the backs of the Spawns. Simple shading on the purple, combined with a tar/slime trail on the bases made from 1:1:2 vallejo transparent blue:transparent red:water effect. These are some of the strongest combat monsters in the game, and costly because of it. When upgrading—if they choose to—they instead explode into as many mutants as you have available, allowing the upgrade chain to begin again. 



And here we have the great gribbly himself (itself?): Yog-Sothoth, the key and the guardian of the gate. He's unique in game terms in that he also counts as a gate, allowing monsters to be summoned through him, meaning a bodyguard is never far away. He can also move gates (friendly or enemy), along with Abominations and Spawns, allowing Opener to completely restructure the map if he wants to.
Another view, showing off the 'universe orbs' Yog-Sothoth is composed of. It took several stages to paint each orb, starting with rich purple, then using a drybrush to flick white paint on to create stars, then washes for nebulae, followed by a thin coat of vallejo candy black, and another thin coat of iridescent purple.

The veins were the old GW Hawk Turquoise, highlighted with vallejo off-white, rather than straight white.













The upper tentacles (blue-silver/red) were painted with a basecoat of medium grey, then a wash of GW red ink, then liberally coated in iridescent blue to give a shifting purple/pink appearance. The fleshy bits were painted to look as unnatural as possible—for why should something so large and strange have human flesh anywhere? The flesh is also to tie into the flesh colours of the other monsters in the faction, which were at one point quite disturbingly human.













The base is painted to resemble dark granite, inspired by the mention of the rocky hills in Lovecraft's "The Dunwich Horror". This was done with a very dark grey base, drybrushed with GW Adeptus Battlegrey, followed by Army Painter Uniform Grey as an even lighter drybrush.

The glowing symbols were done using simple OSL techniques, starting with a thinner than usual paint, then highlighting only the centre of each symbol. The 'tar' effect is the same as was mentioned for the Spawns.

And now, for those that stayed that long, the next item on my list: Sleeper