Such a pain in the butt isn't it when you find a good 3D model to print only to find they just ripped the model from a game, made it solid and uploaded it. No work, nothing done to it to improve it at all - but they hooked you with a flashy screenshot that gave you a glimmer of hope for a few fleeting seconds between mouse clicks.

Every single deadpool model here on thingiverse is a game model rip. The model was ripped from the game and then uploaded to Tf3DM.com - and has been probably the most overly uploaded model I've seen.

As most people know the textures or bump maps that make a 3D model pretty in a game don't translate to the mesh itself, they are a graphic shader, tomfoolery meant to make us think a flat object has a bumped surface. Sadly you miss out on all that detail when you print the model. You just get the plain surface. Yes there is a way to convert bump maps and get them on the finished model, but as you also know these models are low poly. so even then they look like rubbish when printed. So the trick is to make a UV map and for a very very high res model, and to be honest my 8x CPU's grind to a halt when I try and generate a UV map for a model with 2 billion polygons.

So I wanted to take the game mesh and add the stitching detail on it which will help me when I paint it. It is a little hefty at 45mb, but really that's about as low as I could go with the stitching still in tact. The slices at the side are done at 50 degrees, so they really don't need any support.

I have meshmixed both and netfabbed them, supports are set at max 40 degrees, so they should be fine, but i've included the non-supported one if you want to generate your own.

I've included an image of the original game character model that I used for the base as a comparison.

The original game mesh was from tf3dm.com

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