Rat Rogue! He's ready to plunder the nearest dungeon of loot, sack at the ready to haul it back in! Perfect for homebrew races like Ratfolk, Ratkin, etcetera.
Scaled to be roughly in line with 28mm, will comfortably fit on a standard medium size base, and with a little shuffling and scaling would fit on a small base if you can print very fine details!
I've provided both baseless and based versions for however you desire to print, but be warned that the base is barebones; maybe find a nice dungeon tile base for him!
If you liked this model and want to help support me make more, consider buying me a coffee!
Printed with flat-footed with a 0.4mm nozzle, at 0.4mm width walls, and 0.12mm layer heights. For finest detail, I'd recommend thinner layer heights and using something smaller, like 0.2 through 0.3mm nozzle, or SLA printing, if possible. Auto-generated S3D supports, with one added underneath the pommel of the dagger.
Simplify 3D users may want to increase the Horizontal Size Compensation by +0.10 or more to help with fine details.
If you have a hard time getting the feet to print without the base, don't worry, so did I!
I had good luck lowering the z-axis in my slicer by about -0.01 or -0.02 mm in order to get a little bit more surface area, as well as using a skirt/brim that -just touches- the edges of the parts on the first layer.
Cleaned up sketch from a simple doodle (I don't consider myself much of an artist, sorry!)
Rough, simple shapes made with a lot of proportional editing of cylinders and spheres.
Started with a sketch, then re-created the sketch with simple primitive shapes in Blender 2.8. Adjusted the shapes to match the body parts best as possible without being overly time consuming. Subdivision Surface modifiers were added to all parts to smooth them out, with proximity loops added where needed, and then body parts were joined together separately from the props.
Then details were added in all over using the sculpting tools and voxel remeshing; once it was how I liked it, all remaining loose parts were booleaned together, the polycount decimated (7.5 million tris down to 136K!), STL exported and run through the Netfabb online service, then sliced and printed.
After printing, I learned what parts were too thin to reliably print and went back into blender to thicken them up using the inflation tool in the sculpt palette, and the STL was exported again.