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Alchemist243's Teknician Copper Golems
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This pack uses an edit of Hoffen's model for Tango Tek's Teknician's to replace the Copper Golem.

The texture is slightly tweaked, with new variants for the various oxidized stages that have paint chipped away.
The item of the waxed statues show a waxed outline in the inventory, akin to Xisumavoid's Vanilla Tweaks.

Pack Requirements:
 - EMF
 - ETF
 - Mod Menu
 - Fabric API
 - Sodium
I do not think this pack works with Optifine instead of EMF.
I do not expect this pack to pair well with packs like fresh animations. If this is ranked higher in list order, it may be okay.

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Extra detailed bits for anyone trying to learn from this pack:
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Assets > Items & Assets > Models folders both only control the inventory GUI elements.
Those models are different, as they are in JSON format, not .jem/.jpm format.

You will note Optifine > CEM has a LOT of files in it. This is due to a variety of reasons:
 - Copper Golems have a lot of variations, with stages, waxed or not, and alive or statue.
 - I wanted to change the eyes depending on oxidation, leading to 4 different head models
 - This meant there are 12 "copper_golem.jem" files, corresponding to the 8 different eye types and the 4 extra for the flower pot (4 alive, 4 statue)
If you're making your own pack, and don't need as much variation, this can be culled.
I added the flower pot variants because the default Hoffen model was shorter than the classic Copper Golem, so the poppy floated. 
I was unable to find a way to lower the poppy, so I added the flower pot head model.

The Optifine > random folder is the only way I was able to get the various stages of oxidation to work.
I added transparent eye images in textures > entity > copper_golem so the old ones do not overlay the new model.
There are 2 types of model image, because JSON format models allow more flexibility in texture mapping than .jems. 
So, the "item" model bases don't need duplicate elements for rotations, while the entity ones do.