Here's a shot of the Technician enemy from Quake 2. The intent is to give it a print and paint, so I wanted to add in lots of extra details and bits and bobs, but stay really true to the original:
It ended up at around 1.6m polygons with quite a few sculpted changes to add damage and imperfections. I also remodelled the head to make it look more like the in-game texture. I'm pretty happy with how turned out. I did cheat with quite a few kit-bash packs I've bought over the years, but quite a lot of it is hand-modeled/sculpted too.
Speaking of - I'm trying to get into ZBrush again, so this is my first proper foray into using it to sculpt a print. Absolutely hating the UI and workflow, so we'll see how I get on. I may well try switching sculpting in Blender again.
As always, I'll post more pictures once I get it printed and painted.
If you want to try printing this yourself you can now find the STL over on my new MyMiniFactory page here. There's lots on there for free but you can use the code blaketoys50 for 50% off!
I finished up the model and remodelled the head to match it to the in-game version a bit more.
You can now find the finalised, printable figurine over on my new MyMiniFactory page here for the price of a coffee. Use the code blaketoys50 for 50% off!
The sculpt still isn't quite finished yet, but I gave it a test print to get a sense of scale and feel for the model:
It wasn't a bad wait. 5 hours (though I did spin up four printers to do it in sections). Because of the modular printing nature, once I've finished the details on the helmet it should just need that part reprinted, as I think the bumpers and arms are done now.
Here's a few articles I recommend if you're looking for things similar to this one.
I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.
From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.
I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable and Portal Knights. You've probably also heard my music in random TV commercials at some point.
I use various bits and bobs to craft my shiz.