New year, new Grizzly. As always, printing has come such a long way since I started. I'm on an Elegoo Mars 3 now and wanted to take another go at seeing what kind of detail I could get if I spent some time sprucing up the original meshes. I've been slowly adding to the mesh and filling in the details over the years.
Here's my fourth revision of the Grizzly M60A7 from the Battlezone game:
I've yet to paint it, but I'll post an update once I've given it a stab. I'm tempted to try something special (maybe a really battle-damaged Black Dogs Grizzly?). I also want to add some extra little details here and there (I started with the bar and container, but want to add some more WW2 style crew attachments).
It was also an experiment in modularness. The hatches technically all could be posed open (I glued them shut for this one). It's also hollow and I'm contemplating adding a small cabin that can be seen from underneath. I'm also pretty happy with the scale of these now. I think I've found a good balance between print stability, speed and detail level. Gun tip to rear it's roughly 105mm. I'm also pretty satisfied with the balance between accuracy to the game and improvised detail.
If you're interested in a comparison in detail in the mesh from the 2nd to 3th generations, here's a comparison (the first prints I did were legacy game, so not detailed at all):
You can also find the other Grizzly renditions here to look at:
And finally, some work-in-progress shots. I captured and just remembered I kept:
For my future reference, and in case you're interested, here's the Ingredients used for the parts and paints of this build:
Part of the 'The Battlezone Project' series.
A project to create action figures of each ship from Activision's 1998 Battlezone reboot.
Here's a few articles I recommend if you're looking for things similar to this one.
I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.
From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.
I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable and Portal Knights. You've probably also heard my music in random TV commercials at some point.
I use various bits and bobs to craft my shiz.