










Grindy
September–October Challenge Submission – Dragon Forge Environment
This concludes my entry for the September–October challenge. ![]()
I focused on creating a handcrafted environment and aimed to make the space my own while staying inspired by the provided concept.
I chose a dragon theme, a personal favorite, and pushed myself to sculpt, texture, and light the scene in a way that reflects ancient grandeur and mythic character.
This project came with challenges and learning moments along the way, but it was extremely rewarding to work on. I’m very proud of the result and grateful for the opportunity and inspiration. There were moments I had to rethink my approach and learn new tricks, but that’s what made this project fun. I’m very happy with how it turned out!
You may recognize the runes. It is from the game TES V Skyrim, the names of four main dragons: Alduin, Paarthurnax, Odahviing and Durnehviir. The ruby crystal in the center is inspired by more Elder Scrolls lore, the Amulet of Kings.
The red and black banners, a little inspiration from house Targaryen. ![]()
I’d love to share the final piece on ArtStation, if allowed.
Thanks for a fantastic challenge!
I'm always happy to improve, so if you spot anything that could be pushed further or refined, feel free to share feedback!














Vastra
Project Overview
Hello! My name is Mat Nicholas, and I am a professional Game Designer with over 20 years of experience in the video games industry. In my spare time, I’m developing a new tabletop miniatures game built from the ground up to leverage 3D printing and modular customisation.
The game can be played both as a tabletop skirmish wargame and a narrative role-playing experience, set in a world composed of stolen realities—where past and future collide, evolution takes many paths, and the humanoid form emerges again and again in strange, diverse species.
I am looking for a freelance 3D artist to help prepare and expand the first character model.
You’ll be working from an existing 3D model (a female wolf warrior) and supporting the following key areas:
1. Mesh Cleanup
Remove artefacts, non-manifold geometry, or other printability issues.
2. Model Segmentation
Split the model into modular parts to allow post-print assembly and pose customisation.
Target segmentation includes:
Head (with ball joint)( a few different variations)
Torso
Left Arm (a few different poses)
Left Hand (Holding weapons, open fist)
Left Shoulder Pad
Right Arm
Right Hand (Holding weapons, open fist)
Right Shoulder Pad
Legs
Tail
Additional accessories (pouches, packs, weapons, etc.)
3. Modular Design Approach
Avoid pegs where possible—hobbyists are comfortable gluing parts.
Use rounded joint bases (e.g., head, torso) to allow flexible orientation and more natural posing.
Separate components such as shoulder pads, tails, and accessories for better kitbashing potential.
Consider the tail as a key expressive element—this may be the only part that benefits from a sturdy peg connector.
Models will be scaled to 40mm height with a 1-inch square base (to be tested and confirmed).
4. Pose and Part Variations
Create alternate versions of key parts (e.g., arms, hands, heads) to enable mix-and-match character building.
Example: open/closed fists, pointing hands, different arm bends or head tilts.
The long-term goal is to develop a modular miniature range where components from one character can be reused and recombined with others—maximising variety and customisation. This is the first, but I plan to do many more and many more races with the same modular compatibility.
Hourly rate and estimated time to complete the first model, and therefore your rate per character.
Portfolio or examples of relevant 3D work (especially modular or tabletop designs)
Any suggestions or considerations for optimising models for efficient printing and assembly
If you do not include this information I will not reply.




Pinkfox
I would just make a spline and extrude that to make the width of the tape. If you use less points, and use bezier knots to smooth it out, it will give you smoother curvature. Then look at it from an angle, and move points up/down to prevent interpenetrations.Arby said:Anyone have any idea how to model this tape pulled out of the cassette?
Eric Chadwick

Eric Chadwick