A pain in the butt is not it when you find a model to publish only to find the model just ripped from a game, made it solid and uploaded it. No work, nothing done to it to enhance it - but you were hooked by them with a screenshot that gave a glimmer of hope to you for a few short moments between mouse clicks.
Every deadpool model here on thingiverse is a sport model tear. The model was ripped from the game and then uploaded to Tf3DM.com - and was probably the most overly uploaded model I've seen.
As most folks know the textures or bump maps that make a 3D model don't translate to the net they're a picture shader meant to make us think a thing has a surface that is bumped. You miss out on all that detail when the model is printed by you. You get the plain surface. Yes there is a way to convert bump maps and get them on the model that is finished, but as you know these versions are low poly. When published, so then they look like rubbish. So the trick is to make a UV map and for a very significant res model, and to be honest my 8x CPU's grind to a halt once I try and generate a UV map for a model with two billion polygons.
So I wanted to take the game mesh and add the detail on it that will help me when I paint it. That's about as low as I could go with the stitching in tact , although it's a little hefty at 45mb. The slices at the side are done so they really don't need any support.
I netfabbed them and have meshmixed both, supports are set at max 40 degrees, so they should be fine, but I've included the one that was non-supported in case you would like to generate your own.
I've included an image of the game character model that I used as a comparison for the base.
The original game mesh was from tf3dm.com