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It's been a looong time since I've played some 40K and couldn't think of a better time to come back now that a *New* Blood Angels codex has been released. I'm not a strong painter by any means and my time is pretty limited because of work. I've decided to paint a Blood Angels force using Army Painter Pure Red Primer and the Strong Tone Shade. So far I've painted five Jump Pack Assault Marines and they look pretty good. I primed them pure red and then painted areas like purity seals, weapons, bolt pistols etc. Once this was done I dipped then and shook the heck out of them.
My questions is this. The first Assault Marine I did came out very good. However, I used a bit too much anti-shine varnish and it peeled some of the Shader off. Other than that he looks good. What I can't decided is if I should keep them glossy looking or continue with the anti-shine spray. Kind of going back an forth on the look and am curious what people think. Obviously this is my force and I'll be making the ultimate decision, but I'm just not sure what will look best. I'm also concerned the ant-shine will kill more models hehe.
I'll try and post some pics this evening.
Any advice is appreciated.
I haven't used the army painter product but perhaps you didn't allow the shader to dry log enough before applying the varnish. I would probably recommend letting the shading dry overnight up to 72 hours.
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I always apply a matte varnish to dipped models- it 'hides' the fact that they're dipped, making them look shaded rather than covered in delicious gravy.
If you think Mathammer doesn't work and dice cannot be predicted, there's a whole field of mathematics called probability that would like to disagree.
But yes, Slorak is probably right. Leave the model for as long as possible before varnishing just to be safe. Also, it would probably be a good idea to use army painters own spray matt varnish, as theirs is probably tailored specificaly to work with their other products (I'm sorry if you already are, but I just thought I'd throw my suggestion out ther =] ).
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