PAINTING AND CONVERTING - Ogryn 2
After successfully building my first two ogryn to prove that it could be done, it was on to the next phase: finishing off the squad. I've chosen to take my ogryn in a squad of 6. Fewer and they get risked being picked apart before they have a chance to be effective, more and they stand a real risk of getting seriously tarpitted. The fact that 6 comes to a convenient 250 points seems to betray GW's intention for them to be taken at this squad size.
As such, I needed to make 4 more. My first scratchubild existed just to see if I could do it, and my second was to confirm basic principles and get a feel for the swing of things. With the first batch of ogryn done, I now feel like I've got my feet planted firmly on the ground, which means it's time to push myself. I could have focused on detail, but I can't have 4 of my ogryn looking different form the other two. As such, my first growth experience is to gain some skills in mass-production. Not only will increases in speed and efficiency help in general, but I also have to build up my burnout tolerance if I'm ever going to do larger projects (make whole units, like rough riders, instead of simply single models, like the priest). Plus, I learned from my time spent learning how to do assembly line painting, and I need this kind of whole-project level pacing to be something I can really get down.
As such, I decide to take on the ambitious task of doing all 4 ogryn at once!
As usual, the process began with the frames. I still had my measurements from my previos two ogryn, so getting the materials cut the right length was easy. It took awhile to get down what I wanted for the poses, though. In the end, of course, the final product was going to come out differently than planned, but planning properly does help ensure that the final product will look nice, even if it doesn't look exactly what I was planning for.
Once done, as usual, the first job was to do the shoes. This time, though, in an attempt to speed up the process, I also did one of the arms. This would cut down the number of basic steps I need from 4 down to 3. Unfortunately, I started the arms too fast, and had serious problems keeping the aluminum tubing in place. This meant that the arms wouldn't be able to be completely done in a single step. Likewise the boots, in an attempt to add speed, were done pretty roughshod.
The idea is that I can always keep going back and tinkering with it over and over until it's perfect, which would happen before I'd get to the detail step. I think I sort of overdid this principle though, and finding myself endlessly correcting things wound up contributing more to burnout than the time saving from not having to do it perfectly in the first place.
Once the boots were "done", they were cut down at the top, and the pants went on quickly, along with the other arm. Doing one arm at a time allowed me to do 3 steps (boots, pants, and arms), in just two steps. Definitely a plus.
More tinkering with boots, and accidentally starting on the next phase, and the end result was a pretty solid amount of work done for just a single saturday's effort:
Once this was done, it was time to finish up the basic part of the models. The fourth step saw the front, back, and bottom of the shirt (along with even more tinkering with arms and boots) as well as making some GS balls to be the base for the heads, while the fifth saw the front of the coat, the head glued on, and the nose, along with finally finishing the boots and clothing.
Having gotten all the way through the base stage and into the details with only two days of work on four whole models felt pretty good. I could have done it better, but I could scarcely see how I could have done it any faster. Needless to say, I was feeling pretty good about this so far.
... but now I was entering the detail stage. The amount of time I could spend went down to basically zero over the week, and I needed to wait until the next weekend, which was busy. The next three stages only basically got me through the face, with the weapons basically glued on. Once I got through the hands, it went to the FINE detail phase. Doing 4 different little bits of detail on 4 different models at the same time was demoralizing. Having to spend a couple of hours just to put a few little things on, and then knowing that I'd have to spend several more hours for an equally small amount of stuff was tough to power through. Eventually, before the very end, I had to start working on one ogryn at a time until it gets done, rather than the broad-front of doing the same thing on all 4 and then continuing. In the end, though, they were done.
I apologize in advance for the one picture with only three angles and one of them I primed and THEN realised that I hadn't taken a picture of it.
And then, in a surprisingly drawn-out process, they got painted:
In the end, I'm pretty happy with the results. I think these models have more character than the previous two I did. It's actually that kind of artistic vision that I think has been slowly improving over my scratchbuilds, and as I gain more practice, I can execute tougher stuff. In any case, they are definitely ogryn, and they are definitely awesome.
At first, I had assumed that part two of this project had been a failure, as far as my production goals were concerned. Instead of going faster for less burnout, it took me longer, and I got MORE burnout, in part from constantly having to pick at things long after they should have been done. Was I going faster, or just cutting corners? I also didn't feel like I got a very solid idea for pacing, which I really wanted.
But then I went back and looked at it. My first model took me like 8 weeks to finish. My second took me like 6. The first two ogryn took 4, but I got two of them. This project took me 7 or 8 whole weeks from start to finish - back at my original speed - but I got 4 whole ogryn out of the deal. As such, I'm basically down to 2 weeks per model, when I do them several at a time. Once I can get this 4-model model down to like 6 or 4, then I think I'll really feel like I can chug these things out industrial scale. Then it will be rough riders time!
Regardless of the process, the end result is what I was looking for - A cheap project that got me a lot of points of something that wasn't a vehicle in a reasonably short period of time.