New Thing: Harrower Infester for Gloomhaven!
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPBlAvxwoP1N2soHy8N8m_DcCIlSexP2rDR1LJkiA7FaK8DHEpiQjkn9mFQLyFr6CsKtm1JQgeHT1haYiE7ZRcWbfWKdAJKPU1qd2YAzMr6Mk2_yuW9SEWS8RmN6oerfuxLoszE1FjK44/s320/2018-08-27+21_51_16-Photo+-+Google+Photos.png)
Those legs are remarkably parametric. I went over the robe pretty heavily with Blender's sculpting tools, in order to add the folds and creases in the fabric... but those legs are pure parameterized geometry! Here's a screenshot of some of those random bits and bobs that I used to decorate the model, with one of the leg sections in edit mode so that you can see what I did to make it:
That leg section was made of 6 vertices, with edges between them. What you can't see in that screenshot is that there is no edge between the right-most vertices (which are in the middle of the leg segment) - this was done to make the Screw modifier work.
The Screw modifier takes your geometry and rotates it around an axis. It then offsets it along a perpendicular axis, to make a screw shape. In this case, you can see that I set my Screw axis to use the Y axis (that's the long axis on this object) and I set the Screw value to 0, so that it would stay in plane. I kept the default Angle of 360 degrees, so that it would sweep my shape around the full circle and decided that I would like 32 steps, since 32 faces makes something look pretty darn round when printed at this scale (I could've probably reduced this because of the Subdivision Surface modifier that I put on it later, but it doesn't really matter). I used that same technique to make the end piece of the leg, which is the piece to the right. Then, I played around with different lengths to see what I would like and even made a really short one for the spikes that poked out of the sleeves.
I had to do a little big of cleanup on those Screw modifier generated meshes. For whatever reason, the vertices at the tips did not merge successfully, so I applied the modifier, went into Edit mode, selected the mass of vertices at the top, pressed Alt-m and selected Merge At Center to merge that mass into a single vertex. I did the same thing at the bottom, them moved forward.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7mmzJ7v7tjqx-b2-lMuC8LLJ-kLc0P5P4zahNIyKvisiXNsKitqs3Ff0pQXxDNqGEoN9gNTIsIIVAItuFpJMigTstKDZlstcYEmfi2ddkvlZtHOLPuGVm4f1aADQuaIqurOP-1h8L5wE/s320/2018-08-28+11_48_56-Miniature+Support.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRb2LuaAA5iT-yKDhkBNkvYJGFJvzfJ4qpb9OVi2eXzDRYU2XEVwwRAZsHJNKqK3-tklQf4bVt-s1kPHb8L2y-HUuYL4-rq_BIQRu78IwCjbtkxiIU2o7pzR1DONHEK02EIJW1v9qTEIs/s320/2018-08-28+12_03_09-Miniature+Support.png)
With my basic leg built, I copied it (and the armature!) and then moved those copies into position under the robe. Then, I played around with each leg until I was happy with the positions that they were in, but I realized that I wasn't happy with their size. The thin legs look really good, but I figured that they'd be a real bear to print, so I should make them thicker. I wanted them to be thicker, but not longer... good thing that this shape was only posed into that complex configuration!
When you press tab to go into Edit mode on an object that has been posed, you get to edit it in its original position. So, I pressed A to select all of the leg, pressed S to scale it, pressed shift-z to scale it on not the Z-axis, and entered 1.5 to scale it up to 150%. That left me with a fatter, but not longer leg. And, when I pressed tab to get back into Object mode, that new fatter leg was perfectly in place under the robe, where I had put the first one. I repeated that process for the other 3 legs, and was good to go! Throughout this whole build process, I actually did a lot of little touchup work on the leg poses, to either help make the robe sculpt look more natural or to make sure that the mini would fit on my 25 mm base without clipping through a number stand.
And there you have it, creepy insect legs for the mini! I think they actually look better when they're fatter, anyway!
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