Space Wolf Dreadnought - WIP

Hi,

I was feeling creative the other day and decided I wanted to make a Space Wolf Dreadnought, this created a few problems:

1. I don't really like the GW Dreadnought.

2. I have no ability at all when it comes to sculpting.

So I decided to try to use up some of the thousands of spare bits I have gathered over the years and make my own dreadnought.

Here it is:

WolfDreadWIP.jpg


Please let me know what you think any comments good or bad would be appreciated, please bare in mind that he is not completed yet and I am not a sculpter so I am limited in what I can do.

One question I have is, is it too tall to be a dreadnought ?

Cheers for looking :)

Rich

The Miniature Workshop
 

Micha

Member
Interesting, I do not really like the legs, however, they are much too thin and spidery to supports such a massive torso, especially with the weapons attached in the future. I also hope yu are not going to use this in gaming, for if you do you shall 1. get problems with true line of sight (your dread will see what no other dread sees) and 2. the weapon configuration is not in line with the codex (flamestorm cannon + lascannon - can the SW have that?)
Apart from this it´s a nice design
Micha
 
Thanks for the comments,

I was thinking that it was probably too tall to be a dreadnought but all the decriptions of dreadnoughts say they are supposed to be about 3 times the height of a space marine, which is roughly how tall this is.

It's not going to be used in any games it is purely an artistic piece, I just want to create something that looks good and people think is cool.

I know what you mean about the legs being too thin Micha but I didn't have any materials to hand that would be more suitable, I wanted the legs too look more skeletal than the GW ones as I think they are too stumpy, I wanted to make it appear that the Dreadnought would walk rather than waddle along.

Rich.
 

GeM

New member
IMO the height is good and i agree with all the comments concerning the legs.
But you could add some plasticard or a lot of cables in the future.
But i enjoy looking it (in an artistic project because for the game it's another stuff) !!! ;)

glue the arms and send photos (face and back) that we could have an "almost-ended viewing" ! (don't know exactly about the words, sorry)
 

BPI

New member
Hi Miniature Workshop, that's a fun looking Dread :good: Looks a bit spindly on those legs, less because of the height/thinness than the pose I reckon. If the full weight is on the left leg while the right steps forward, shouldn't the three toes be fully splayed rather than raised?

Mouldlines down front of both legs, zap them now :D

If the weapon arms are quite low slung (below the main body) I think it will help with the balance of the whole, coming straight out of the shoulder will look far too top heavy I reckon. Still mounted from the shoulder, just with long "bicep" section of arm to drop them.

You might want to try miliput rather than greenstuff for the areas where putty is required, I find it easier to scrape (as per plastic mouldline) to a smooth finish to hide my kack-handed gap filling!

Cheers, B.
 
here's a couple of pics of it tacked together, I know its learning quite a bit to the left but this will be sorted when I finalise the pose.

WolfDreadWIP2.jpg


BPI I like your idea of having the weapons mounted a little lower at the end of some sort of arm, I just need to figure out how to do it with the parts I have. I will also sort out the toes and mould lines when I get the chance.

cheers

Rich
 
here's my last update for the day,

I have added a little padding to the upper legs to try and make them less weedy looking, I have also lowered the position of the weapons as BPI suggested and I think the model looks much more balanced now.

The right arm now seems a bit detached from the rest of the body but I will sort this at a later stage.

Let me know if you think i'm heading in the right direction.

WolfDreadWIP3.jpg


Rich
 

mud duck

New member
nice work of a bits box
a couple of ideas.
something in the crouch area, a box. just something to connect the two legs together
armor up the shoulder joints, makes the the arms look less weedy, saves on adding lots of detail to make it look like it work mechanically. and it gives you something to detail up with chapter icons and what nots.

play as a knight?
 

SkelettetS

New member
i think it look pretty fragile? not as bulky as the original dread. actually, it doesnt look that much dread anymore, more like a walker of some kind. really nice conversion anyhow :)
 

ThriKeen Priest

New member
..the right arm now seems a bit detached from the rest of the body but I will sort this at a later stage...

The piece has a somewhat steam-punk look to it. As for tying in the right arm, you might consider some short pieces of wire with a shorter piece of insulation on one end of it, lending it the sense of a hydraulic actuator. A few such elements could 'thicken' the right arm, adding texture & mechanical plausibility.
 
another little update (I think i'm getting obsessed with this project)

I have added a should pad type thing to the right arm, not sure about it though ?

I have also given it a "crotch" :)

WolfDreadWIP4.jpg
 

BPI

New member
It's probably the photo angle not helping but...

If he's got his weight on his left foot, he needs some tilt at the hips to lean the weight that way.

Then I was thinking that it would involve less fiddling if you set up the basing around the foot shape. In which case he's braced back with his right foot against a boulder/rubble.

Or leaning back against a wall.

But that made me think of a shadow looming over him. Which it shouldn't because he's the big baddy. So does the head angle need tweaking?

Is he leant back shooting down a spaceship/glider-thingy or is he going to loom over a smaller foe & turn it to toast?

The photos at the moment (& lack of paint I suppose) give me a feeling of him staring off into the distance. I want more focus! :D

Nice ambitious bit-box build though. My only interest in building roboty things is perhaps using one of those Forgeworld troop transporters to make a Mek-Quake & then some of the big stompy war robots in the early Kev O'Neill ABC Warriors, problem being I need many many kits & it'd be 6 foot tall! Just a daydream :)

Cheers, B.
 

GeM

New member
I think your dread is on a good path... the war path !!!
Keep up and send photos regularly.
that's the better way to have feedbacks and BTW to improve your skills. ;)
 

DannyBoy2k

New member
it kinda reminds me of this beaut now...


Ooooh, Timber Wolf! Yes please! Want one. Just for the 'offensive driving' aspect. Who needs a hummer, or a jacked-up pick-up? 75 tonnes of bipedal warmachine capable of doing 84 klicks an hour...while carrying enough firepower that any heavy, and quite a few assaults, will at least think about it beforehand...
 

delta 408

Member
I am interested to see what you plan to do with the blank areas of your dread. To echo what most of the folks have said, it would be nice if the legs were a little bit more bulky. This is a nice project by the way and I'm looking foward to see your updates too. :)

Cheers!
 

Whirligig

New member
I really like this. I was discussing SM dreadnoughts at the store today. The consensus was 'they'll beat the ork dredd, but they don't look anywhere near as cool'. This fixes that problem nicely. :cyclops:

One thing that occurs to me. Looking at the head shape and overall feel of the model, it has a horus heresy feel to it in parts (no idea if that's what you were aiming for, but that's the sense I get). You might consider looking at the various forms of power armour around that time (Lexicanum has a good page), and seeing if there are any features you could add to the dread to tie it into the space marines a bit more. Personally I'd try and put some form of studded leg guards on the model, a la heresy armour (Mk V). That would make it look more SM, and less steam punk. (Not that steam punk is a bad thing...) You could also add studs to the left shoulder guard, if you wanted.

Just a couple of ideas. Can't wait to see what the model looks like when it's painted.
 
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