Megumin from KonoSuba

anime 3dmodelling 3dprinting airbrushing painting

Here's a 3D model, print and paint of Megumin from the Anime KonoSuba

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Was also a test of airbrushing and painting to practice a nicer finish. It came out okay, though when I printed it, I was assuming 60mm would be quite big (it's tiny)!

Pretty happy with how the airbrushed red clothes come out. I shaded them a little and had them gradient darker the further down. Cloak also came out nice despite being a pain in the arse to 3D model. I've now come up with a technique of modelling things like this for future cloaks and capes.

Next time I think I'll try doing small details like the zig-zag pattern with a template and airbrush rather than painting. The seam where I seperated the arm and printed it by itself is also visible. Doing it again, I would stick the arm onto the body before priming and painting.

I also still need to spend more time removing defects from the print before painting. I just get impatient. I have putty/filler but not tried using it to fill in the holes/donks caused by removing the supports yet.

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Bigger Megumin from KonoSuba

Who I am

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.

What I'm using to develop

If I'm needing raw power, I'm most likely utilising C++ in Visual Studio 2008 (I know, I'm behind the times).

To knock up quick and effective systems, I'm usually using nodeJS in Visual Code.

If it's games stuff, you'll probably find me pottering about with Unreal Engine with a mixture of C++ and Blueprints.