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bangelaminecraft78
11-16 21:00
Model Name
skaven albino seer 3d model
Tags
3d printing
3d printing fantasy
albino
character
character 3d printing
character 3d printing fantasy
character fantasy
fantasy
Prompt
// ============================================= // Snarrflesh the Ample — Albino Grey Seer (Age of Sigmar Style with Custom Robes, No Mask) // @FwdKur — Warhammer Age of Sigmar Skaven OC // Updated: Removed mask/helmet — normal head only (snout, ears, fangs, eyes exposed) // Robes: hooded with triangular collar/shoulders, belt with hanging bell/tassel, flowing ragged blue robe // Units: mm | Scale: 28mm miniature (≈60 mm tall) // Hunched, grimdark, detailed for tabletop printing // ============================================= $fn = 128; // Higher smoothness for details // === COLORS (preview only) === c_fur = [1.0, 1.0, 1.0]; // Snow-white c_skin = [0.95, 0.9, 0.9]; // Pale pinkish c_robe = [0.2, 0.3, 0.5]; // Dark blue/purple silk (image-inspired) c_accent = [0.1, 0.5, 0.9]; // Blue warp glow c_horn = [0.8, 0.75, 0.6]; // Aged bone horn c_staff = [0.5, 0.3, 0.2]; // Dark warped wood/bone c_metal = [0.6, 0.6, 0.65]; // Rusted runic rings c_lightning= [0.2, 0.6, 1.0]; // Crackling blue c_warpstone= [0.1, 0.8, 0.3]; // Greenish warpstone shards // === BODY (hunched, soft belly, AoS proportions) === module body() { color(c_fur) difference() { // Torso + belly hull() { translate([0,0,20]) scale([0.9, 0.8, 1.0]) sphere(r=12); // Chest translate([0,0,10]) scale([1.0, 0.9, 0.8]) sphere(r=14); // Soft belly } // Flatten base translate([0,0,-5]) cube([40,40,10], center=true); } // Hunched spine bumps color(c_skin) for (z=[10:4:20]) translate([0, -2, z]) sphere(r=2 + rand()*1); } // === HEAD (normal: snout, ears, fangs — no mask) === module head() { color(c_fur) difference() { // Skull resize([22, 26, 28]) sphere(r=12); // Neck cut translate([0,0,-15]) cube([30,30,10], center=true); } // Elongated snout color(c_skin) translate([0, 16, 2]) scale([0.6, 1.5, 0.6]) rotate([90,0,0]) cylinder(h=12, r1=5, r2=3, $fn=32); // Ears (torn, poking through hood) color(c_fur) for (s=[-1,1]) translate([s*8, 4, 14]) rotate([0, -25*s, 0]) difference() { scale([0.8, 1.4, 0.5]) sphere(r=6); translate([s*2, 2, 0]) cube([4,4,10], center=true); // Tear } // Fangs (exposed) color("ivory") for (s=[-1,1]) translate([s*2, 20, -2]) rotate([10,0, s*10]) cylinder(h=4, r1=0.8, r2=0.2, $fn=16); } // Glowing icy blue eyes with arcs (exposed on normal head) module eyes() { for (s=[-1,1]) translate([s*4.5, 14, 6]) { color("white") sphere(r=2.5); color(c_lightning) translate([0,0,1]) sphere(r=1.8); // Arc effect color(c_lightning) rotate([0,0, s*45]) translate([0,0,1.5]) cylinder(h=3, r=0.5, $fn=8); } } // Curved asymmetrical horns with spikes (protruding from hood) module horns() { color(c_horn) { // Left (longer, spiked) translate([-4, 2, 18]) rotate([0, -20, -15]) { cylinder(h=20, r1=2, r2=0.6, $fn=24); for (h=[5,12]) translate([0,0,h]) rotate([90,0,0]) cylinder(h=2, r=0.8, $fn=6); } // Right translate([4, 2, 18]) rotate([0, -20, 15]) cylinder(h=16, r1=2, r2=0.6, $fn=24); } } // Thick tail with sparks and barbs module tail() { color(c_fur) translate([0, -10, 8]) rotate([90, 0, 0]) { cylinder(h=35, r=3, $fn=32); translate([0,0,35]) sphere(r=2.5); // Barbs for (i=[10,20,30]) translate([0,0,i]) rotate([90,0,0]) cylinder(h=1.5, r=0.6, $fn=6); } // Blue static color(c_lightning) for (i=[0:4]) translate([rand()*2, -10-i*8, 8+rand()*4]) sphere(r=0.8); } // Clawed five-fingered hands (one extended pose from image) module hand(side=1) { color(c_skin) if (side == 1) { // Right hand holding staff translate([14, 2, 12]) { sphere(r=3); // Palm for (f=[0:4]) rotate([0, 0, f*15-30]) { translate([0, 3, 0]) cylinder(h=5, r=0.8, $fn=16); translate([0, 3, 5]) cylinder(h=2, r1=0.8, r2=0.2, $fn=16); // Claw } } } else { // Left hand extended forward translate([-14, 10, 8]) rotate([0, -30, 0]) { sphere(r=3); // Palm for (f=[0:4]) rotate([0, 0, f*15-30]) { translate([0, 3, 0]) cylinder(h=5, r=0.8, $fn=16); translate([0, 3, 5]) cylinder(h=2, r1=0.8, r2=0.2, $fn=16); // Claw } } } } // Legs & clawed feet (hunched stance) module legs() { color(c_fur) for (s=[-1,1]) translate([s*6, 0, 0]) { // Thigh cylinder(h=15, r=4, $fn=32); // Foot translate([0, 4, -2]) scale([0.7,1.2,0.5]) sphere(r=5); // Claws color(c_skin) for (f=[0:3]) translate([s*1, 6+f*2, -2]) cylinder(h=3, r1=0.6, r2=0.1, $fn=12); } } // === ROBES (image-inspired: hooded, triangular collar, belt with bell/tassel, flowing ragged) === module robes() { color(c_robe) difference() { // Main robe body (flowing) hull() { translate([0,0,22]) scale([1.1,1.0,1.0]) sphere(r=14); translate([0,0,0]) scale([1.4,1.4,0.5]) sphere(r=16); // Wider bottom for flow } // Cuts for head, arms, legs translate([0,0,30]) cube([30,30,10], center=true); translate([16,2,14]) rotate([0,90,0]) cylinder(r=5, h=15, center=true); // Right arm translate([-16,10,10]) rotate([0,60,0]) cylinder(r=5, h=15, center=true); // Left arm extended translate([0,0,-5]) cube([50,50,10], center=true); // Ragged edges (more tears for image style) for (a=[0:20:360]) rotate([0,0,a]) translate([14,0,-4]) rotate([15,0,0]) cube([5,8,10], center=true); } // Hood (pointed, covering head like in image, with opening for face) color(c_robe) translate([0,0,24]) difference() { scale([1.2,1.3,1.2]) sphere(r=14); translate([0,0,-10]) cube([30,30,20], center=true); // Cut bottom translate([0,10,0]) cube([20,20,20], center=true); // Face opening // Pointed top translate([0,0,12]) rotate([0,0,0]) cylinder(h=8, r1=8, r2=0, $fn=4); } // Triangular collar/shoulder pieces (from image) color([0.5,0.1,0.2]) // Maroon accents like in image for (s=[-1,1]) translate([s*10, 4, 20]) rotate([0, s*10, 0]) scale([1,1.5,0.2]) sphere(r=8); // Triangular flaps // Belt with hanging bell/tassel color("brown") translate([0,0,12]) { rotate_extrude() translate([12,0]) circle(r=1, $fn=16); // Belt loop // Hanging tassel/bell translate([0,12,0]) { cylinder(h=8, r=1, $fn=16); // Chain translate([0,0,-8]) sphere(r=2); // Bell } } // Blue glowing runes (scattered on robe) color(c_accent) for (i=[0:6]) translate([rand()*4, 10, 10+i*3]) rotate([90,0,rand()*20]) linear_extrude(0.4) text("ᛋ", size=3, font="Rune", halign="center"); // Warpstone shards color(c_warpstone) for (p = [[5,10,8], [-3,12,18]]) translate(p) rotate([rand()*360,rand()*360,0]) scale([1,1,1.5]) sphere(r=2); } // === STAFF OF AZURE CONDUIT (warped, AoS detailed, held in pose) === module staff() { color(c_staff) translate([16, 4, 25]) rotate([0,20,0]) { // Shaft (twisted) cylinder(h=50, r=1.8, $fn=24); for (t=[0:10:50]) translate([0,0,t]) rotate([0,0,rand()*90]) scale([1.2,1.2,1]) sphere(r=2); // Runic rings color(c_metal) for (z=[15,28,40]) translate([0,0,z]) rotate_extrude() translate([2.5,0]) circle(r=0.6, $fn=16); // Top orb with warpstone translate([0,0,50]) { color(c_lightning) sphere(r=5); color(c_warpstone) translate([2,0,0]) sphere(r=2.5); // Crackle color(c_lightning) for (a=[0:60:300]) rotate([0,0,a]) translate([3,0,0]) cylinder(h=4, r=0.4, $fn=8); } // Bells color("darkgoldenrod") for (a=[0:90:270]) translate([0,0,45]) rotate([0,0,a]) translate([4,0,0]) sphere(r=1); } } // Human necklace (hidden, subtle, perhaps the hanging item in image) module necklace() { color("silver") translate([-10, 12, 8]) { // Adjusted to hang from extended hand like in image cylinder(h=10, r=0.5, $fn=16); // Chain translate([0,0,-10]) sphere(r=1.5); } } // === ASSEMBLE (dynamic pose from image: one arm extended) === translate([0,0,5]) rotate([0,-10,0]) { // Slight hunch body(); translate([0,0,22]) head(); eyes(); horns(); tail(); hand(1); hand(-1); legs(); robes(); staff(); necklace(); } // === BASE (optional 28mm round) === color("darkgray") translate([0,0,-1]) cylinder(h=1, r=16, $fn=64); // === NAME PLATE === translate([0, 18, 10]) color("gold") linear_extrude(0.6) text("Snarrflesh", size=2.5, font="Liberation Sans:style=Bold", halign="center"); translate([0, 18, 7]) color(c_accent) linear_extrude(0.4) text("the Ample", size=1.8, font="Liberation Serif:style=Italic", halign="center");
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