Hey! This thing is still a Work in Progress. Files, instructions, and other stuff might change!

Lich King Resculpted (45mb)

by Geoffro, published

Lich King Resculpted (45mb) by Geoffro Jun 11, 2014


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Sorry for the short story, but necessary..
(printed version shown is only 7cm tall, very tiny)

This Lich King hi res model is an example of reverse-reverse engineering a game character mesh. If you have ever been into making games, usually it's the other way around - you rely on the game engine to do all the fancy shading, modifiers and texture mapping to make a low poly model look good, the less poly's the smoother the frame rate and so on... it's not rocket science. A cruddy model can have a smoother applied in real time to avoid the square edges etc, so if you have ever wondered why the models look so bad that are taken from the warehouse, this is usually why, they were originally designed for a game, not printing (some of them designed well before 3D printing)

Now, I am not a WoW player, never have played it (was a Star Wars Galaxies fan...) but I do love the WoW Artwork. I have included a picture of the original mesh file, which was pretty much unprintable without fixing (this is the one from the google warehouse) Now it was put up there by a person names Mandun, but if you actually view the guys profile, he has uploaded alot of game mesh rips, so either he made the original for the game or its a direct game rip , who knows - so I'll give credit to Blizzard for this base mesh :)

All I know is the model had a tone of errors and missing faces and reversed normals, so I fixed all that first and then did a resculpt on it in blender, increased poly's and tried to fix up any rough areas the best I could, then I moved it into Modo where I finished it off.

I am printing a 10cm high version now, it says 3 hours with raft and support at 0% infill and 2 shells, so yeah its a long print, fairly detailed, would look awesome in resin.

This is a work in progress! There is so much detailing left to do, the sword especially and all the skulls, elbow joints.. but it does appear to be at least printable now.

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This is pure magic!

sorry for bumping an old design, but do you intend to give more notes on the "recreation" of the model?

like what is harder, where you should pay more attention, how to subdivide the mesh without screwing the details, etc?

thank you kindly

Sep 1, 2017 - Modified Sep 1, 2017
Geoffro - in reply to DukeMagus

This model is pretty awful I have to say, it is very bloated and probably alot larger than it needs to be.
I used to simply sub the models and sculpt the details back in but now I build a low poly mesh around the other mesh but with a topology that is actually meant for being converted to high res, rather than a game model like this which really only looks good under shader processing and has all the textures etc slapped over the top. I did this conversions some years back and to be honest am seriously considering re-doing it all over again.

If you are into blender and want to know the best way, honestly I would look at some of the tutorials there for modelling a human head, there is some awesome tut's on youtube that teach you how to correctly apply edge loops and how to actually get a head in proportion. Once you have that down you then apply the same to the game model, essentially you are using it as a reference and modeling a new tpopolgy over that , ie start with a plane in blender, merge at centre, create a vertice... extrude the vertice to another.. make a quad... press F to fill the quad etc..

Cool! I was trying to repair the other file to no avail. This is going to be tricky to print though still, if I even can, but I'll try!
Some of the armor especially the shoulder guards will be difficult because they're barely connected.

My print is at 90%, let me see how that turns out so I can then make some modifications, I was relying on the supports inbetween the forearm to act as bond for this test, and the wrist guards need alot more work.

OK awesome, it'd be cool if you could sharpen up some of the edges like the sword and all the spikes too if possible.

ok have added the photo, I will do your suggestions and a tonne of other things that went wrong. The shoulder pads come off too easy - might even make them seperate prints, much quicker over all. Eveyr piece of armour needs to be thickened, arm joints re-inforced etc.. Sword I might tilt upward to it requires no supports.