WIP--1/100
MG Sazabi
The English speaking Gundam internet (a series of tubes, as I
understand) modeling community has had a few evolutions. In the late 90's through ~2002 the Usenet
group rec.arts.anime.models was one of the best
places to talk Gundam models. Now
largely obsolete due to slicker web forums like FichtenFoo,
Hobbyfanatics or CoM, it still has a trove of reviews and modeling tips.
One of the more interesting reviews, in its 8 printed page
glory, was that of James E. Doyle on the Sazabi back in Sep 2000. Probably the most thorough build review of
the most expensive MG to that date, it still has echoes across this World Wide
Web thingy. The review can be found here,
and highlights the pros, cons and gross
frustrations of building the kit. In
short, it is a lament on how close Bandai came to getting it right (the sculpt
is pretty OK), but also of how much they missed the mark in wholly fixable ways
(uncovered polycaps in places, shallow molded details, etc.). While this kit is the first MG I will
complete, I have worked on several, and I agree with J.E.D.’s assessment
overall. In a lot of ways, this kit is a
half step between a true MG and a decent HG kit (not HGUC—most HGUCs I’ve seen
are better relatively speaking—there is only so much you can do with most 1/144
kits). J.E.D. ended his continually souring
relationship with this kit in March of 2007, and I am now the owner of the very
kit immortalized in the War and Peace sized review.
So, here is my take on the kit, and what I have down to fix
it. I set a 3 week goal for completing
the beast. I was smoking crack—at least
another three weeks were needed. I was
greatly helped by J.E.D., who, even though only snap fitted the kit, did a fine
job cleaning up the majority of sprue attachments and minimizing sprue scars.
The Anime—Char’s
Counterattack
Typical of Zeon “glass jaw” school of mobile suits, and vaguely
reminiscent of another hot rod, the Sazabi is overpowered and under
armored. Paint a Kampher red, and it is
the Neanderthal for the Sazabi’s Homo Sapiens.
Blazing speed, crappy beam sabers, and enough armor to deflect ripe
bananas but not much else, this suit seems to thrive on dropping the hammer and
packing a punch. Some comments have been
made as to the inadequacy of Char’s shield in the kit as looking too flimsy. I’ll go one better—in the anime, it is
flimsy, taking exactly one glancing shot from the ν Gundam before
instantly vaporizing. When Amuro busts
out the can of whoopass mano a mano on Char, the Sazabi is coming apart like a
nervous bride who’s caterer didn’t show up.
Face it, the Sazabi and Char were badly outclassed by Amuro and the
ν. BUT, and it is a big but, (like
Vida Guerra’s), there absolutely wasn’t anything or anyone else that could
touch the big red beast.
The kit
As mentioned, the overall sculpt is OK to my eye, especially
since I’m shooting for anime accurate, not line art perfect. In general, I have disassembled the kit into
constituent parts, sometimes a few times, to build in mods or fix things. There were a few detail issues I wanted to
address, though:
Major mods:
1. Fix the ankles/legs/hip joints for posing
2. Make the shoulder armor more "curvy"
3. Adjust the chest sculpt a bit
4. Add a mid forearm rotation joint so the big guy can hold his gun up and down
for once
OR
4.5 Move the gun hand polycap away from the forearm arm so it is more centered
5. Monoeye lighting
6. Monoeye clear shield
7. BIG one, importance wise--make detailed blanks to cover up the interior of
the shoulder armor where there is nothing but an UGLY seam.
8. Replace any surviving actuator cylinders with metal
Potential/minor mods:
1. Replace the arm actuator cylinders with anime accurate conductive cable
housings (yellow, like the waist belt)
2. Make the hands with bead knuckles, like in HJ
3. MAYBE make a better shoulder joint
4. Add head camera/sensor thing, making chest vents, swapping
out a few verniers
5. Detail the beam rifle
and extend the barrel a bit
The Mods—Ankle
The first mod I made to the Sazabi was the ankle joint. Though I intend to display the kit on a stand
for the “in flight” look, the ankles are pretty limited and any decent standing
pose (other than at attention) is hard to impossible to pull off. The biggest impediment is the lower most leg
frame piece, where the bottoms of the actuator cylinders are housed. The fake ankle hinge is so wide it bangs into
the foot. So, I either had to chop up
the foot or the bottom piece. The bottom
piece got the axe, mostly because the foot is OK looking, and as an engineer
the bottom piece’s lack of sense offended me.
I cut out the minus mold hinges and attached them where they made sense
on the foot. The rest of the bottom
piece was butchered—the entire bottom part housing the actuator cylinders was
cut off, along with the front face. The
fronts were rebuilt with a gap to fit the new actuators, and overall the part
was narrowed to hug the ankle peg part better.
The upper housing and the actuator cylinders were replaced with metal
tubing, and the actuators were lengthened considerably so they could mount off
the ball peg piece by the ball joint. I
then shaved down the backside of the ball joint piece to swing around the now
fixed minus mold pieces. The finished
mod looks a lot better, and adds about 20° of side tilt to the ankle.
Hips don’t lie
Another
joint of contention is the hip. Hip
splay can determine the range of dramatic action pose you can get, and there
are a number of ways to achieve it.
Keeping in mind I planned to display the Sazabi in flight over a mirror,
I couldn’t afford anything too gimmicky.
Whatever course I chose had to look good from all visible angles. Keeping in mind my experience from modifying
the TallGeese hips, and the extra room the much larger kit offered, I settled
on a double ball joint mod, much like this. I was unable to
use practically any of the original ball joint block due to the replacement
joints I used, which left the joint looking pretty ugly if it were ever
seen. The middle image below shows the
double joint cups, joined by SGT, and retaining clips to hold the cups in
place. When using SGT to anchor down
ball joint cups you have to be very careful not to “freeze” the cup. If you use too much SGT along the side, the
cup will become rigid, and you will not be able to get enough flex to insert
the ball. Don’t ask me how I know this. I spent a fair amount of time building
a fairing to cover the mod done to the hip.
Copious amounts of styrene, SGT, and a part from another kit went into rebuilding this
area. The finished product hides the
joint, and the increase in hip mobility is stunning. While giving the hips a tad more front to
back splay (really not a weak point), this more importantly adds the ability to
raise or lower the hip sockets independently.
Though the Sazabi will never kneel like the TallGeese, it can still get
a lot more motion and look good doing it.
Since the Sazabi had the lower three vertebrae fused (stupid injury from
its younger days trying to impress girls—blew out its back and developed
sciatica) and therefore has ABSOLUTELY NO waist twist at all, any sort of
running or striking pose results in the torso being tilted from the leg height
difference. Raising or dropping the hip
sockets independently should help considerably with this—we’ll see in the final
product. The bottom set of pictures show
the splay angle was at least doubled, which should be interesting.


Forearm--Scratch build
I completely
replaced the interior forearm pieces. In
general,
they are way oversized compared to the anime.
Even accounting for rubber robot syndrome, they are too long but more
importantly, the forearms are considerably thicker than they should be. The Sazabi would never be able to hold the
beam rifle with those Popeye things in the way.
All in all, it gives the kit a mountain gorilla arm profile, which is
just wrong. The basic plan was to slim
down the forearm to match the anime better, give the wrist more of a built in
curve, and move the wrist ball joint more to the center of the wrist disk. A side benefit is getting rid of the wrist
beam saber polycap mount, which is awkward and exposed. By doing this, I figured there would be
enough room for the beam rifle stock to fit inside of the forearm, instead of
on top. The red armor pieces were cut
down in length and reshaped to slim them down.
The new internal forearm was built within the armor profile using scrap
parts. I planned a twist joint to the
forearm at the elbow, but this was not practical with the armor.
Work to do: Finish
assembly, remount wrist polycap and wrist “disk”.
The Forearm--casting
After
reworking the parts, the next step was to cast resin copies. I had 2 reasons for doing this. First, I didn’t have the time/energy/parts to
scratchbuild two sets. Second, the parts
I made the forearm out of were quite flimsy, and I needed something solid and
strong for the arm. The RTV molds for
the outer armor shell were based on the technique I perfected for the HyGogg, and
were much simpler to execute. Just like
the HyGogg, using a children’s medicine dispenser was key to forcing the resin
into all the corners of the mold and resulted in a prefect cast every
time. Unfortunately, I made the
injection side wall of the mold a tad too thin, which resulted in some leakage
while injected the resin. I mostly fixed
that problem by tightly clamping the mold between two flat plates, and
injecting through the vent hole.
Injecting “backwards” worked, but resulted in more voids/mold
issues. The internal forearm was a
unique challenge as it was the first hollow tube I ever tried to cast as one
piece. I was able to make this work by
filling half the tube with clay when making the mold, so there was a seam line
inside the hollow forearm where it wouldn’t matter. This method worked very well, producing the
strong, single piece forearm I needed. I
wasn’t shy about vents for this mold—it is a lot easier to trim those off the
finished piece that to deal with a void.
Elbow/Upper Arm
Narrowing
the forearm also impacted the elbow joint on the upper arm. The upper arm has an odd double pivot elbow
joint with more actuator cylinders. In
addition to providing absolutely no useful function, they are poorly detailed
plastic. Similar to the ankle, these
were replaced using metal tubes to the kit hinge piece. To fit the new forearm, I had to narrow the
elbow by about 2mm. Fortunately, the
“bicep” area matched the narrower elbow, and I didn’t need to do any
slimming. In order to better match the
arm proportions in the anime, I ended up thickening the biceps by wrapping the
armor pieces in thin sheet styrene.
Thin forearms + thick biceps = better match to anime proportions.
Shoulder
Moving on to the shoulder joint itself, there is
little I see
to do here for mobility’s sake. Aside
from the ridiculous 2-handed beam saber windmilling attack Char pulls out on
Amuro during the last bit of their fight (I assume there is a “windmill” button
in the cockpit of all mobile suits in case the pilot forgets basic melee weapon
combat skills), there is little more to ask of the joint. I did replace the current ball joint with
much stiffer aftermarket acrylic parts (gotta keep that in mind for the
GP-02…). For detail, there are two small
conductive cables (like around the waist) that should run up the shoulder from
the elbow, which were assembled from SS sized Max pipes. The gaping blank chest side of the joint is
another matter… As for sculpt, one
change I made to the kit shoulder was rounding out the outer shoulder armor in
the front view. In the anime, those
pieces are almost round, not angular like on the kit.
Work to do: Rebuild the detail
rails on the outside edge, which were removed or covered by sanding.
Chest/Torso
The side plates on the chest are probably the worst detailed
attempts imagined for an MG kit—a blank wall of plastic with some fairly
inaccurate shallow details around the edge.
I cut out the blank and the bottom edge, and replaced the bottom edge
with scratchbuilt details. Cutting out
the blank also exposed the chest/shoulder joint internals a bit, which gives a
pretty nice look—at least something is there.

Work to do: I carved out
the vent slots on the chest front; I need to cover with an appropriate screen
Head LED

The head is
a standard single mooneye, which moves in only one plane—only one axis to deal
with. I removed the kit mooneye and did
some major excavating of the cockpit around Wee Char’s leg stumps (recall Wee
Char has no legs), after soldering, bending to fit and insulating the LED/wires
together, I used a drink stirrer straw to enclose (with SGT) the wire
bundle. I used another section of straw,
split down the side to fit over the LED straw, and more SGT to make the pivot
for the LED. As for power, I can drop a
single 3V coin cell into a hole I made in the torso, or run wires down a leg to
an external adapter.
Weapons
One minor mod here—I extended the barrel about 1 cm, and
replaced the detail on the front top of the barrel with an aluminum tube. I also used a Kotobukiya detail part to
replace a really badly molded part on the back of the rifle.
Painting
For
paint my idea was leaning towards the darker red, like madder red, with perhaps
some iridescent worked in--subtle, but there. The interior frame part will all
be metalized and dark, the joints lighter metallics to match the anime.