Work on my Doctors for Carnevale continues and I think it's clear that when we get to the Ordnance Doctor and the Apprentice Doctor, we are reminded that not al PhDs are medical.
The Ordnance Doctor brings heavy ranged weaponry into a game where, so far, my collections most significant ballistic missile has been a crossbow bolt or a pistol shot.
The Spirit Cannon is not only a powerful gun, but also the Ordnance Doctor can draw on the energy of nearby madmen to make it vastly more dangerous.
Increasingly, I'm leaning into painting my Carnevale miniatures with contrast paints. I'm finding that they do a really good job with the more detailed sculpts, particularly the decorative elements.
The down side is that I'm having much more of a battle with mould release agent than usual, even though I do clean the resin. However, I've found that even contrast paint can swamp the issue if you are persistent enough.
The Apprentice Doctor is an interesting character as you can choose to give him a special ability or attack type of one of the other Doctors at the start of each game.
Obviously, with this sculpt holding a gun it makes sense for the Apprentice Doctor to imitate the Spirit Cannon (without the ability to upgrade it) or risk causing all kinds of confusion.
Again, I went with contrast paints for the most part, and I'm finding that I'm much more happy with Darkoath Flesh as a base skin tone than I've been with Gulliman Fresh previously. Also, I'm really liking Gore-Grunta Fur as a way of achieving red hair.
So the Doctors are almost done, and there's only one model to go. She's a big one though.
I'm really happy with how this game is coming together as the muted palette ties them together and the pale blues present here and there really make them pop.
Painted: 168
Lead Mountain: 391
Excellent work on the two doctors, the color schemes work really well, I'm surprised they are using a release agent with resin, but I guess it depends on what type of mold material they are using.
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