This token and an ever-expanding list of others like it is available for free in The Forge.
I like to run a test print before I start posing a model, just to see where the problem spots are going to be. Consumer-level printers like the Replicator are hindered by gravity and overhangs; one can’t print too far out into empty space without the melted plastic drooping and bunching up.
The base pose for the Beast isn’t too bad, but I can see that I’m going to need to angle the head and chest up so that the printer creates its own support as it prints.
The long filament coming off the back of the base is leftover from the printer clearing its nozzle at the start of a print.
You can download the completed model here, completely free.
No printer? I’ll print you as many as you need at my Etsy Store. A half-dozen should do it for most games.
I’m preparing the model for posing now. No more geometry edits.
The idea is that each bone in the character’s skeleton affects the vertices around it. Rotate, translate, or scale a bone and the vertices go along for the ride. This is Character Rigging 101, no fancy dynamics or muscle deformers or puppeteering controls.
Maya does a pretty good job of deciding which vertices are affected by which joint, but sometimes it needs a little assistance. I help it along by painting weights on a per-joint basis. Black vertices are not affected by a given bone, white vertices are totally affected. Gray vertices have a percentage assignment, which helps smooth out transitions between two joints.
The rolling format of this blog is such that a model might slip through the cracks if you missed it the first time around, so here are three designs I did a while ago that are apropos for April Fools’ Day.