Showing posts with label Build Log. Show all posts
Showing posts with label Build Log. Show all posts

Thursday, September 11, 2014

Upgrading the Ultron 5 Helmet

This blog post originally appeared on the blog for Freeside Atlanta, a hackerspace located in Atlanta, GA where I do the majority of my work.

Part 1: Building the Armor

My most recent major project was to upgrade a costume I built last year of the Marvel comic's character, Ultron. The costume owner wanted a new and improved helmet, made of cast resin and full of all sorts of lights. It was a big and ambitious project, and I was very excited to get started.


 Here's how we got there.

From the outset we decided that we wanted the master sculpt to be 3D printed - but for those of you familiar with 3D printing, you know that extremely large prints are difficult if not impossible to produce. Most often, you will have to break your model up into many different segments, which you then assemble like a 3D jigsaw puzzle. We opted not to do that, and instead outsourced to a professional 3D printing company based in Florida called TheObjectShop. They have a Zcorp 650, which is a very large printer that prints in a plaster like material, which is then hardened with cyanoacrylate AKA super glue.

The resulting print, while expensive, was absolutely phenomenal.


 Like all 3D prints, the surface had a texture to it that was unsuitable for our needs. I set about cleaning up the surface to as smooth as I could get it, a process which took about 2 and a half weeks. The process is simple - spray the piece with filler primer, fill any large problem areas with bondo or spot filler, and use increasingly finer grits of sandpaper - but extremely tedious and time consuming. I started at 80 grit to knock down some of the bigger problem areas, and worked my way up to 800 grit wet sanding. The results were a helmet that was nearly flawless.




 Now that our master sculpt was completed, we had to create a 2 part jacket mold out of silicone. This would allow us to produce many different copies in urethane resin later down the line. Urethane resin is lighter weight and more sturdy than the brittle plaster 3D print. These are important factors, considering it would be worn for 6-8 hours a day (if not more) and require a bunch of electronics glued and bolted inside of it.

To create the 2 part mold, first we have to make a parting wall all the way around the helmet, which will be the interfacing layer where the 2 sides of the silicone molds touch. We use the end of our Xacto knife to create little bumps all along the edge, which are registration keys that help the two halves line up properly.




 Once the first half of the silicone mold is applied, we flip the whole thing over, remove the parting wall, and apply a coat of releasing agent before we apply the second half of silicone. The releasing agent is absolutely critical - silicone will not stick to anything except other silicone. Without the releasing agent, we would essentially create a big silicone bowl which would be next to impossible to use for our purposes.



Once both halves of the silicone mold were created and fully cured, we created an outer rigid mother mold. This is used to keep the silicone mold held together, once the master is removed and the mold is hollow. It is also applied in two halves, and like the silicone we use a releasing agent when creating the second half.



To make the hollow casting, we use a technique called rotocasting or slush casting. This is where you pour a bit of your urethane resin into the hollow mold and rotate it around so that it evenly coats all of the surfaces with a thin layer. This is done 4-5 times using several small batches of urethane resin, so that we ensure every surface has an even thickness. Because the mold weighs around 10 to 15 pounds before we put a drop of resin into it, and because each layer requires about 5 minutes of tossing it around, I decided to build handles to form into the mother mold. This makes the mother much easier to hold onto during the already strenuous rotocasting process.


After you are finished casting, it's time to remove the mother and the silicone mold. What you are left with is a perfect reproduction of your master sculpt in a much lighter material. The casting process itself is a bit of a learning curve as every mold will be different. Certain areas will come out to be thinner than others, and the exact amount of material you need to use for each batch will depend on a lot of factors. What this means is that the first few castings will tend to be "duds", meaning they are unsuitable for your ultimate purposes - in our case, a wearable costume.



 However, you can still dress up one of these bad casts and stick it on a mannequin to live in the space!


While we were working on sculpting the master and producing the molds, we were also working on the electronic guts that would go into the helmet. Specifically, there would be a set of LEDs set into laser cut acrylic, and a custom made 8 x 24 LED matrix for the mouth.

The eye LEDs are rather simple - I drew up a 2D design to bridge the width of the helmet's eyes, and then cut that out of 2 layers of opaque white acrylic. The inner layer was made of 6mm acrylic which the LEDs were set into and glued into place, and the outer 3mm layer was flat. The results are menacing glowing red eyes.


The mouth LED matrix, on the other hand, is worthy of it's own individual blog post, which I will be putting up later. The short version is that we found and used an Arduino Micro connected to three MAX7219 chips, which are designed to control an 8 x 8 matrix. The matrix had to be designed and wired up by hand, a process which took about 3 weeks of work. After some trial and error with the MAX7219 board kits we used, the whole thing was put together and worked flawlessly. Here is a test video of the center matrix in our temporary holder.



After the matrix was finished, a cover was laser cut out of 1mm clear acrylic and installed into the mouth. The LEDs were transferred into a similar housing for their permanent installation, and all of the boards were put into craft foam holders for protection and installed into the helmet. The results were nothing short of perfect!



At this point the project was finished and ready to be worn, but like any good project it has sparked a whole host of new ideas and "how to do it better"s.

Until next time!
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Thursday, November 7, 2013

Pip-Boy 3000 (Fallout 3) - From 3D model to completed prop

A month or so ago, I found this 3D printable Pip-Boy 3000 from the game Fallout 3 on Instructables. I've always been a fan of the Fallout series - nuclear apocalypse is my favorite kind of apocalypse scenario! - so I had it on the backburner to go ahead and try printing. When I began this project I was preparing to be attending Atlanta Mini Maker Faire as a presenter, and I wanted to have some simple-ish pieces to show off and pad out what my booth will have. And with that, I decided to go ahead and give this a shot.

For those of you unfamiliar with Fallout 3 or what a Pip-Boy actually is, it's essentially a wrist mounted computer that the player uses throughout the game. It's an incredibly iconic piece for anyone familiar with video game props. The modeler did a fantastic job and printing the pieces was very easy.

I also wanted to take this opportunity to address some really common issues that I see in the prop making community with 3D printing and prop building. I see a lot of people who are unfamiliar with the process calling 3D printing "cheating", or taking the fun out of building by not having to do any work, or complaining that people will one day soon be able to simply download and press a button to have their favorite props. Ignoring the fact that I don't see why that would ever be a bad thing, I want to show people what the actual printing process is like and how it is not the magic bullet that those unfamiliar with the process might think it is.

Typically for most of my builds which incorporate 3D printing - which is basically all of them, to some degree - I do the majority of 3D modeling on my own. Either modeling something from scratch, or rebuilding an existing low resolution model that was ripped from a game, or fixing up some existing models out there. Normally this process can take several weeks depending on the complexity of the prop. But this Pip-Boy is the first thing I've printed where I literally just downloaded the files and started printing.

Regardless of the genesis of the files, once you have them you have to run them through a process to generate the tool paths for your 3D printer. From there you load the file it spits out in your printer, and off to the races you go.


This is a piece from my Ultron 5 build; it's not related to the Pip-Boy print, but it's one of the better mid-print photos I have.

A few hours later, you get this. Here is 1 piece out of 15 that is pulled straight off the printer with zero clean up work done it it. Far from a "press print and have a prop" scenario.


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The "spider webbing" that you see in the middle is caused by the printer's print head oozing out plastic while it moves around from one end of the prop to the other. It looks super gross, but you can clean it up with maybe 5 minutes of sanding. You're also seeing the "raft", which is a thin gridwork layer that the actual object gets printed onto. While printing with a raft is not necessarily required, I've found that I am able to get consistently better prints when using one. The downside is that you have to cut and sand off the remnants of it, but it's a small price for making a better quality print. You'll also need to sand down all of the surfaces to get rid of the visible print lines that the printer leaves. Here is the back half of the Pip-Boy (printed in 3 interlocking pieces) in various stages of cleanup.


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At this point in the process I've spent about 12 hours of work cleaning up, and around 30 hours of 3D printing. I have the 6 pieces for the front and back half all printed and are currently being cleaned and smoothed up before bonding them together. I also need to use some spot putting to fill in some areas where I got a little over zealous with sanding and poked through the printed surface.

The next step in the process is joining all of our pieces together, or at least the biggest ones that need to be joined. For this model, the largest sections are the front and back halves, each printed in 3 prints. The reason these had to be split up is because most extrusion 3D printers can't accommodate a 10" tall object, and the ones that can may have troubles with warping or lifting. Any sort of these problems is really bad news for a print since it means you wasted print time and print material.

This model has nicely designed tabs that align the 2 parts, so after some minor cleanup, the two join together very smoothly. I use regular ole cyanoacrylate to join the two inner faces, putting glue on the inside of the tab slots, and around the face of the joining halves.


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I let that cure for a few minutes and the two parts are inseparable. There is a little bit of spot filling to be done, since one half may have had the edge rounded slightly while sanding the print lines down, but that's fairly short work.

In addition to manually sanding down surfaces, I also give the pieces a quick brushing in acetone. Acetone is a solvent that reacts very well with the ABS parts, melting and smoothing them down in to a more uniform shape. It's also interesting how the acetone reacted with the ABS surfaces based on whether it was sanded down or fresh with print lines. The deep black, very reflective areas were the fresh ABS and the other areas are where it was sanded down prior to washing.





Now that I've finished the main body, I'm moving on to the screen and cover. These parts are quite a bit more detailed, and were a real pain to clean up. You can see where where I'm gluing together the 6 or 7 pieces that make up the upper part of the cover and it was a real chore. You can also see on the one side where the raft hasn't been perfectly cleaned off yet either.


When working with the LED holder that goes on front, I was unhappy with the print quality with it because it has a number of overhanging parts. I decided to go ahead and print a new one on one of the 3D printers that Freeside Atlanta has. It's a giant homebrew printer and the prints that come out of it are way better than what I was seeing before on the Cube 3D printer.


This part will need to be acetone washed, but thankfully the print is nice enough that I won't need to do much work on it after. Yay for round parts!

As far as the rest of the pieces, now 3 large parts total, they're being primered and will be getting the usual sand-and-fill.



This brings me to the current state of the Pip-Boy. I gave everything a quick hit of paint before AMMF to display it, but over the next week or two I'll be finishing everything up completely and making everything look nice. One of the guys at Freeside calls me a perfectionist because I am worrying about smoothing out and filling in the gaps on the inside even though "nobody will see it". Amateur! The next installment will cover the molding and casting process.

If you are interested in a pre-order for a casting, check out the listing on my Etsy store.

Thanks for reading!
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Wednesday, September 4, 2013

Ultron 5 (Avengers: Earth's Mightiest Heroes)

Now that Dragon*Con 2013 has come and gone, it's time to update the ole blog with what I've been up to since March!

Some months ago, while watching the animated series Avengers: Earth's Mightiest Heroes, a friend of mine requested that I make an Ultron 5 costume for him. Since I've seen so very few of these around, and because EMH was such a great show, not to mention the character of Ultron is completely bad ass, I felt compelled to go ahead and move forward with the project. Around this time, Marvel comics was pimping out an upcoming arc titled "Age of Ultron", which I was extremely excited about reading.


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As I do the majority of my creation in 3D space before physical building begins, I began searching for any sort of existing 3D model which I might be able to use as a base. Unfortunately it seems that Ultron has not been a favorite in any of the Marvel games so no such model existed. Enter a friend of mine from TheRPF, Lael Lee. He had just completed a 1987 RoboCop pepakura model which he released, and so I decided to contact him about doing Ultron justice.

After about 2 months of work, the results were beyond anything I could have hoped for!


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Since this would be worn heavily at conventions, I decided to go with an EVA foam build like I had done with my War Machine last year. I will admit that I skimped on progress photos during this stage, since I was posting regular updates on TheRPF and seeing foam builds is so common, I wouldn't be showing anything that anyone hadn't seen before. But I did get a few, which you can see below.


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It was around this time that Marvel announced that the Avengers sequel would be titled "Age of Ultron", which made me that much more determined to complete the project. I know that in the next 2 years leading up to Avengers 2, there will be more and more Ultrons showing up at conventions, and I had to make sure we were early on the trend!

Once the principal parts of the armor were completed, we coated/primed everything in black PlastiDip, which gives a nice surface for paint to bond to as well as make the foam both more durable and slightly more rigid. Again, we were in such a rush to complete painting for the project a week before the convention that, again, I had failed to take progress photos of this step.

I had also 3D printed some of the pieces for Ultron, namely the antennae on the helmet. These were printed in 4 parts, which were then assembled, sanded, primed, and then molded in Smooth-On Mold Max 30 silicone and cast in Smooth-On 65D resin. Why Mold-Max 30 and 65D? Because that's what I had laying around, of course!


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Our original plan was to use an Arduino to control the mouth LEDs in a twinkling pattern, but time permitted us from getting this done for Dragon*Con. Instead all of the LEDs - about 75 of them in total! - are lit constantly. These are mounted in to a sheet of thin craft foam, and then covered / diffused using a thin black fabric. The resulting effect gives a convincing "Kirby dots" and changes depending on what angle you're looking at the helmet.


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And then, of course, it being Dragon*Con, things got a little weird.



As with every project, there are repairs and upgrades and changes to be made. My friend who wore the costume has made a few requests, and hopefully we'll be able to have those changes made by Atlanta Mini Maker Faire. I'll leave you with some photos that we've taken and ones I've found around the net so far. Thanks for reading!

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Wednesday, May 22, 2013

War Machine (Iron Man 2)

Costume builds from the Iron Man films have been all of the rage on the internet recently. I myself am a huge fan of the MCU films. But my favorite character even from all the way back in the early 90's was War Machine, and after seeing him appear in Iron Man 2, I knew there was only one thing left to do.

In the middle of 2012, I decided to build a War Machine costume for Dragon*Con 2012. 40 days and a trip to the emergency room later, I came out on top.


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Gravity Gun (Half-Life 2)

The Gravity Gun from Half-Life 2 has always been one of my favorite video game guns, both in terms of design as well as use. It was always amazing to me that it took almost 8 years for accomplished prop builders to take a crack at it, given how iconic both the weapon and the game are to the broader gaming community.

In December 2012, I decided to start on a build of it myself.


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