Thank you. This is exactly what I've been looking for. I've been wanting to create 3d resin prints from my own designs, and although I'm ok at Blender hard surface modelling, I was unsure on the correct approach to modelling a character's pose and clothing it for 3D prints. To see it from start to finish gives me hope I can do the same. Now I can hope to start my 3d UK (cold water) style drysuit wearing divers!
I don't know if this the "correct" approach as such but it has worked for me :) I too had trouble finding how to do this when I started learning Blender so I feel your pain. I am very glad this has been helpful for you and remember that if you need them I have more detailed videos for each of the steps to get from a cube to a print :) Thanks for the feedback!
Hi, NVGG! I have a request :) Can you please make a video tutorial or suggest a workflow for the following: there is an MMD model (obviously not meant for 3D printing) in T-pose with armature. I understand that I need 1) pose the model; 2) turn thin geometry to something printable; 3) emboss patterns on clothing based on the textures for easy painting. and now unclear steps: 4) remesh to truly merge geometry; 5) split the model into better printable and paintable parts. More things to think about: let's say I want to prepare as much as possible (deal with thin geometry, embossing patterns) before posing so I reuse several steps for the model in different poses. how do you think the steps above can be rearranged? Also, there are some issues with clothes, there is no physics so things look broken after posing. btw, cool videos. I like how you explain things. Thanks!
Well there is a lot here. There can be physics with clothes and it works pretty well. Occasionally something might poke through the clothes but you can deal with that with just hiding the offending part of the model. Re-meshing is a major undertaking that I actually find quite relaxing but tools like quad remesher are often good enough for 3d printing though I might consider doing a video for this. I already have a video for cutting and keying a model for easier printing and painting :) It is not difficult to do with Blender. However, I do get what you are saying, you want to do the posing last really which kind of makes sense but there is so much that can go wrong that I am not sure if it is worth the effort of setting up. I'll give this some thought though and see if I can come up with anything.
Is it OK if my model isn't "watertight" ? Like I want to print a soldier, the mesh for the helmet, ammo pouch, the weapons he is holding etc arent the same exact mesh, is it still ok ? Because it's going to be a HUGE pain for me to redo all that skin, and using the remesh option is very not good because the quality is shit
They don't have to be the same mesh as such but each mesh needs to be watertight itself for 3d printing. Of course separate meshes also all need to be touching each other for printing unless you print them separately and glue them together afterwards.
Thank you. This is exactly what I've been looking for. I've been wanting to create 3d resin prints from my own designs, and although I'm ok at Blender hard surface modelling, I was unsure on the correct approach to modelling a character's pose and clothing it for 3D prints. To see it from start to finish gives me hope I can do the same. Now I can hope to start my 3d UK (cold water) style drysuit wearing divers!
I don't know if this the "correct" approach as such but it has worked for me :) I too had trouble finding how to do this when I started learning Blender so I feel your pain.
I am very glad this has been helpful for you and remember that if you need them I have more detailed videos for each of the steps to get from a cube to a print :)
Thanks for the feedback!
amazing job
wow this is very good
Thank you very much! I was pretty pleased with the delivery dog :)
Hi, NVGG! I have a request :) Can you please make a video tutorial or suggest a workflow for the following: there is an MMD model (obviously not meant for 3D printing) in T-pose with armature. I understand that I need 1) pose the model; 2) turn thin geometry to something printable; 3) emboss patterns on clothing based on the textures for easy painting. and now unclear steps: 4) remesh to truly merge geometry; 5) split the model into better printable and paintable parts.
More things to think about: let's say I want to prepare as much as possible (deal with thin geometry, embossing patterns) before posing so I reuse several steps for the model in different poses. how do you think the steps above can be rearranged?
Also, there are some issues with clothes, there is no physics so things look broken after posing.
btw, cool videos. I like how you explain things. Thanks!
Well there is a lot here. There can be physics with clothes and it works pretty well. Occasionally something might poke through the clothes but you can deal with that with just hiding the offending part of the model.
Re-meshing is a major undertaking that I actually find quite relaxing but tools like quad remesher are often good enough for 3d printing though I might consider doing a video for this.
I already have a video for cutting and keying a model for easier printing and painting :) It is not difficult to do with Blender.
However, I do get what you are saying, you want to do the posing last really which kind of makes sense but there is so much that can go wrong that I am not sure if it is worth the effort of setting up.
I'll give this some thought though and see if I can come up with anything.
Is it OK if my model isn't "watertight" ? Like I want to print a soldier, the mesh for the helmet, ammo pouch, the weapons he is holding etc arent the same exact mesh, is it still ok ? Because it's going to be a HUGE pain for me to redo all that skin, and using the remesh option is very not good because the quality is shit
They don't have to be the same mesh as such but each mesh needs to be watertight itself for 3d printing. Of course separate meshes also all need to be touching each other for printing unless you print them separately and glue them together afterwards.