The shoulders and biceps of the Halo: Legends and Halo 3 CQB variants are similar enough that I was happy to stick with the models that
MoeSizzlac designed with slight variation to match the in game model for this variant instead of the Mk. VI he designed. Check out the different angles that showcase how they kind of just don't have anything in the location of the shoulder bell. That just means that my under suit is going to need a bit of extra detailing. The other interesting part is that the armour kind of just transitions straight into under suit which poses a bit of a challenge and the only solution I can really think of is a velcro attachment point to maintain that transition during movement. Any ideas are much appreciated.
Do you folks like the more in depth design posts for modelling of objects or do you just like big fancy pictures? One of the reasons I spend as much time on this forum is to both learn and teach techniques, if there's something I can do to help with teaching the different approaches I use I'm all for trying out different things. For this post I've left it as a tl;dr video that goes through the Fusion 360 design timeline of the shoulders but if you like the specifics laid out into steps I can cover those in future posts and build threads.
One of the benefits of the CQB shoulder is a wide canvas for your player emblem but unfortunately Daisy just has pure red which is rather boring. I leaned more towards the Halo 3 design with the bolts and venting to help break up the wide panels. To add a bit of extra flair I added a "stamped in" manufacturer mark on each side, the right has a Misriah Armoury stamp and the left has a Skookum Props stamp which I hide in all my 3D models. A channel for lighting was left in the model as well as a recess for mounting hardware to be attached. I'm going to have the option for interchangeable shoulder pads with alternate paint schemes, one that is Daisy specific and one that is generic multiplayer with player crest and Canadian Regiment/Delta Battalion crests.
Rigged onto the Armorsmith avatar you can see the way that the bicep and shoulder overlap which will allow for hidden slotted steel plates to be used for the shoulder armour changes without drawing too much attention.
Pictured below is the glue up of one of the the plates, luckily there's only a little bit of body work required near the edges where there was slight peel up from the print bed, other than that there's lots of room to maneuver the larger sanders so cleanup will be quick on this already nice print.
Also included is the attempt I made after attempting a repair of the y-stepper motor, slowing down the acceleration and jerk settings in the effected axis. For the majority of the print it was enough but as the model became more narrow the print head needed to transition and change direction more frequently resulting in more layer shifts. Not a complete failure and worth using as a test in fit for the part but I'll likely be attempting it once again once the dead motor is swapped with it's replacement.
As promised, a tl;dr version of the design process in Fusion 360.
Until next time folks, and keep that feedback coming!