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This sword belongs to Thancred from FFXIV. Some games will have more high-poly models than this, but most of them rely on textures and various image files to make them look... well, not like that.
Occasionally I see people talking about "ripping game models" to print for props, so I thought I'd toss up an example of why you generally cannot do that. The low-detail sword is the game rip, the detailed one is mine from scratch.
I did two variations on the hand guard, one more literal to the show and the other more curvy/organic. These are cut for 200mm and 300mm printers.
LRT it's cool to see my models turned into jewelry... I'm stunned that all the tiny details came out so well on such a small scale, like look at this tiny nub -- it's like a 1/4" on the full 72" lance, but you can see if even scaled down.
Wrist armor. I'm going tweak shapes and proportions after I've test printed a set for fit.
The client's printer is 200mm squared so that means it prints in a lot of different pieces.
So months and months and months ago when I did the rest of the Ingrid kit, I DID do a cat-ear -- but it was wide af and didn't look right so I never printed it. The struggle is honestly that lace pattern around the edge; doing it manually was basically impossible.
Actually, I’ll start the keyhole right now. I know some people have interpreted this as a raised piece but I think the cut out bit is her shirt underneath. I think that may be how she gets her head through? It doesn’t matter.
@marquisvestra Yes! Looking at the game render, they're literally diamonds coming off the sides of her calves and then one side as a spike coming off one of the back planes.
And the renders; I managed to model them so I only have to print and mould one calf, one knee, one fan, and one spike -- saves me about $300 in moulding supplies and labour, not counting the print and bodyshopping hours.