View Full Version : D . R . E . A . D . H . U . L . K

04-12-2013, 03:13 AM
http://images.dakkadakka.com/gallery/2013/3/31/479170_md-D%20R%20E%20A%20D%20H%20U%20L%20K%20banner%201.0.p ng

[or 'How I learnt to stop worrying and love crazy mahoosive space hulks']

"The silent leviathan drifted inexorably through the cold harshness of the void; its massive, scabrous hull pitted and scarred from millennia of meteoritic bombardment. The aeons spent lost in this sea of darkness had been cruel. Now it was nothing but an eroded, lifeless carcass; its husk a tomb for a hundred thousand piteous souls..."


The basic goal of this project is to design and produce a massive, modular 3D space hulk gaming board for an upcoming narrative campaign weekend in 2014. The hulk needs to be large enough for up to 16 players to participate simultaneously in a game. The design of the hulk needs to be original, eye-catching and finished to a professional standard. It should also incorporate many unique components not currently available elsewhere within the industry.

You have probably noticed that this sounds like an incredibly challenging project, with highly ambitious targets. The reasons for this are two-fold: Firstly, we want to produce a truly amazing gaming experience. Secondly, we are quite possibly a few sandwiches short of a picnic. Whether or not we have bitten off more than we can chew; only time will tell!

Within this basic – if somewhat punishing – overall project objective are several vital sub-objectives, and these include:

High level of detail – Where possible, components will feature ‘realistic’ detailing (control terminals, power conduits, rivets etc)
Professional quality – All models will be finished to a professional standard
Original components – Including seldom-seen or even unique elements
Total modularity – This means a fully customisable gaming board offering many different layout options

Taking the aim even further, there is a definite requirement to design and produce components that are at least the equal of, if not superior to, existing space hulk terrain pieces on the market, as well as those individual scratch-built projects to be found on the internet. We have lots of ideas on how to achieve this, and we are very excited by some of them, too. You will find out about these in due course, as the project unfolds…

To begin with, we need to start small. It would be all too easy to become overwhelmed by the sheer scope of the project build before us – after all, this is a space hulk, and these badboys are kinda big! So, with that in mind, it would be sensible to begin with small parts such as:

Deck plating

These are the fundamental components of the hulk, since you need a floor to walk on, corridors to walk through and doors to open (or, indeed, to keep things out). Once these sections are sorted out, we’ll move on to grander elements such as rooms, intersections, embarkation decks and so forth.

Keep checking back for updates and progress reports! You can also follow this build on the D R E A D H U L K blog: http://www.dreadhulk.blog.com.


04-12-2013, 11:50 AM
So, here are some various iterations of the humble deck plate for your visual delectation... ;)

http://images.dakkadakka.com/gallery/2013/3/31/479155_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.jpg

http://images.dakkadakka.com/gallery/2013/3/31/479156_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.jpg

http://images.dakkadakka.com/gallery/2013/3/31/479157_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

More info can be found on my D R E A D H U L K blog: http://www.dreadhulk.blog.com


04-12-2013, 12:04 PM
I'm looking forward to seeing the finished project. :)

04-14-2013, 08:06 AM
Some deck plate concepts:

http://images.dakkadakka.com/gallery/2013/4/8/482095_md-Deck%20Plate%2C%20Floor%20Tile%2C%20Hulk%2C%20Spac e%2C%20Spacehulk.png

http://images.dakkadakka.com/gallery/2013/4/8/482096_md-Deck%20Plate%2C%20Floor%20Tile%2C%20Hulk%2C%20Spac e%2C%20Spacehulk.png


04-14-2013, 08:10 AM
I’ve been working on various CG concepts of the surprisingly variform deck plate iterations, and here are some more of them: the humble grid plate or grill. One of the advantages of using grills in floor tiles is that you can model underfloor details such as piping and cabling; these would remain visible through the many square holes in the plate. However, one obvious downside to this design, from a modelling perspective, is that you need to cut out hundreds of square holes even for a very short corridor. This would be extremely time-consuming (not to mention infuriating!) to do by hand, but there are always ways and means, whether it be purchasing wire mesh or even going down the laser-cutting or CAD tooling and injection moulding route (the latter of which is currently beyond the budget of this project, although further down the line… you never know)!

http://images.dakkadakka.com/gallery/2013/3/31/479155_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.jpg

http://images.dakkadakka.com/gallery/2013/3/31/479156_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.jpg

http://images.dakkadakka.com/gallery/2013/3/31/479157_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

http://images.dakkadakka.com/gallery/2013/3/31/479158_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

04-14-2013, 04:50 PM



This is an early attempt at some pipework that could be used in corridors, under floor panels, in vast enginoriums and pretty much anywhere else in the hulk. The top image shows pipework as it might appear in a corridor, with a combination of floor grills and solid metal plate panelling for the deck. In the centre of the second image is a closeup of the check valve.

One of my ideas for an area of the vast enginorium sector includes a lot of horizontal and vertical pipework formations, with raised gantries, walkways, platforms and so on, arranged into a 3D gaming space that caters not only for the standard forward-backwards-left-right movement, but also up and down.

04-15-2013, 03:53 PM
http://images.dakkadakka.com/gallery/2013/4/15/484846_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

http://images.dakkadakka.com/gallery/2013/4/15/484845_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

http://images.dakkadakka.com/gallery/2013/4/15/484847_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

http://images.dakkadakka.com/gallery/2013/4/15/484848_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

I'm now thinking about combining deck plating with other components, namely pipework and girders. The images above show several views of a short stretch of corridor, although equally this could be used as a bridge or walkway. As you can see, the pipework remains visible through the slits in the floor panels, giving an extra layer and exposing some of the inner workings of the ship.

Since I am going for a gothic/industrial architectural style, I plan on leaving a lot of pipework, cabling and machinery exposed, to give specific areas of the Space Hulk (namely the enginorium) a mechanical - and slightly harder - sci-fi feel. Whilst the aesthetic feel of the architecture is my main concern, I also want to achieve at least an element of 'believability' (assisting with the suspension of disbelief that is so important in story telling).

04-17-2013, 01:59 PM

http://images.dakkadakka.com/gallery/2013/4/17/485483_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

http://images.dakkadakka.com/gallery/2013/4/17/485485_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

http://images.dakkadakka.com/gallery/2013/4/17/485496_md-Hulk%2C%20Models%2C%20Space%20Hulk%2C%20Terrain%2C %20Warhammer%2040%2C000.png

Small doors will be prevalent within the structure of the space hulk, leading to all manner of areas, from barracks to medicae bays.

For this concept I am trying to combine the aforementioned architectural styles; namely Gothic and Industrial. The industrial shapes are heavy and angular, since I want to give the impression that these doors are solid one tonne slabs of metal. They are hinged and have conventional handles (I may or may not add a handwheel or lever-action locking mechanism). At the top of each one is a test eagle, which I will probably remove for more functional areas of the vessel.

I’m currently working on an open version of the door, since these will be working, hinged models in the final space hulk.