New Thing: Gloomhaven Night Demon

Just as he does in his videos, I started with a cube that has a Subdivision Surface modifier on it to make it roundish. I then extruded faces to make the very general shape, doing a very rough version of the extrusion-shaping that Miguel Zavala has perfected. Since I knew that I would be doing sculpting work, I didn't worry about adding in details the way Miguel does. Because I'd be making left-right copies of the individual body parts, I only bothered making one arm, one leg, and one crazy back arm thing (the Night Demon Artwork is particularly cool looking).

Fortunately, at this point, I only needed to adjust a grand total of 8 vertices to fix that issue. So, I selected them and then moved them upwards until my torso conformed a bit more closely to human standards. I adjusted my leg to match the new hip location, and ended up with a rough form that I was much happier with.
With the rough shape in place, it was time to sculpt! I decided to work on the torso first, using the same Clay Strips, Smooth, and Crease techniques that I wrote about on the Flame Demon. I turned on X-Axis symmetry and started making my rough spheroid into a torso. The original artwork has interesting ridges instead of normal ribs/pecs, so I did some aggressive work with the Clap Strips to make them. I then added on the abs and other musculature details. That put me at my first decision point: how do I want to deal with all of those spikes.
I had to decide between sculpting the spikes directly onto the body or making them as separate meshes and placing them onto the body (like I did for the Living Bones model's pauldrons). Since I had decided that this was going to be a sculpting exercise, I decided to go with the former and sculpt them in. To do that, I used the Snake Hook tool, which is really impressive with Dyntopo turned on.
Snake Hook grabs some geometry and stretches it out, making new geometry as needed to create a drawn out spike. As you'd expect, this worked perfectly for making all of the crazy chitin spikes on the Night Demon. I made some of my spikes too small, so I just used the Inflate tool to embiggen them a bit, which I figured would help when it came time for printing. When I invariably made them too round via my inflation, I just used Crease to sharpen it back up.

As you can see on the Thingiverse thing, I ended up separating the head for printing purposes. The body can be printed upright (with supports), but I think that those tendrils on the back of the head need to be printed pointing upwards. Since the head was a separate mesh already, this was really easy to accomplish; I just made a quick copy of the head (and moved it to the side), then put a Boolean Difference on the body to cut the original head mesh out of the neck. To make it easier to glue back in place, I scaled up the head to 1.04, then hid it (by pressing H), leaving me with a headless torso.
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