TTRPG Miniature STL Model
AUD 250–750
About the project
I need an STL model of a TTRPG character, featuring two aspects of the same character: one human and one werebear. The miniatures should have moderate details and be suitable for gaming purposes. Ideal Skills and Experience: - Proficiency in 3D modeling software - Experience in designing miniatures, especially for TTRPGs - Ability to create moderate-detail models - Understanding of gaming functionality and requirements for miniatures Mandor / WereMandor Sculpting Design Brief Design Intent Mandor Allen MacAmon should be represented as two expressions of the same individual: Mandor — an exceptionally large, experienced military commander whose authority is expressed through quiet competence rather than theatrical dominance. WereMandor — Mandor in werebear form. Larger, enormously powerful and unmistakably non-human, but retaining Mandor’s intelligence, discipline and command presence. The two sculptures should be recognisable as the same character. The transformation changes Mandor’s body. It does not change who is looking out through his eyes. ________________________________________ 1. Core Visual Language Three principal influences define Mandor’s visual vocabulary. Simon Bisley — Mass The physical foundation draws from the exaggerated sculptural mass of Simon Bisley’s Sláine work. Mandor is not simply tall. At approximately 6’8” in human form, he possesses exceptional physical mass: • broad shoulders; • powerful back and chest; • thick neck; • large forearms and hands; • substantial legs and grounded stance. The influence should be visible in volume and silhouette, not exaggerated bodybuilding definition. Mandor does not display his physique. It is simply there. Death Dealer — Latent Menace The Death Dealer visual tradition contributes weight, darkness and the impression of contained violence. Mandor should look dangerous without behaving threateningly. Avoid overt menace: • no snarling; • no weapon flourishing; • no aggressive crouch; • no theatrical intimidation. The viewer should reach the conclusion independently: This man could be extraordinarily dangerous. Young Bonaparte — Command The strongest influence on Mandor’s bearing and face is the young Napoleon Bonaparte of the Italian campaign period: long-haired, lean-faced, attentive, confident and already unmistakably commanding. The important quality is not Napoleonic costume or iconography. It is quiet certainty. Mandor listens. Mandor observes. Mandor understands. And then Mandor decides. ________________________________________ 2. Human Mandor Face Avoid the conventional square-jawed fantasy barbarian. Mandor’s face should be comparatively long and lean against the enormous mass of his body. Characteristics: • long facial structure; • pronounced but not exaggerated nose; • strong cheek structure; • controlled mouth; • attentive eyes; • subtle signs of experience rather than conventional old age. His expression should suggest active thought. The ideal impression is that somebody immediately outside the sculpture has just finished giving Mandor a report. Mandor is considering it. Hair Long auburn to red hair should form a significant part of his silhouette. It should feel natural rather than groomed for heroic effect: substantial, somewhat loose and practical enough for someone who has spent much of his life campaigning. The hair provides useful movement against an otherwise deliberately quiet pose. ________________________________________ 3. Human Pose Mandor should not be sculpted in an action pose. His authority is stronger if the sculpture refuses to advertise it. Possible pose: • weight naturally distributed; • feet comfortably apart; • torso upright but relaxed; • shoulders down; • head slightly inclined toward an unseen speaker; • one hand relaxed or loosely interacting with equipment; • the other resting naturally or held behind him. A weapon may be present, but should not dominate the composition. The weapon is equipment. Mandor himself is the dangerous object. The pose should communicate: Confidence without arrogance. Readiness without tension. Command without performance. ________________________________________ 4. Clothing and Equipment Mandor is a working military commander. His clothing should reflect practical experience rather than fantasy rank signalling. Prefer: • robust campaign clothing; • good boots; • practical belt and equipment; • restrained armour where appropriate; • evidence of repair and continued use; • equipment selected for function. Avoid excessive: • medals; • decorative armour; • ornamental belts; • oversized pauldrons; • unnecessary weapons; • rank insignia intended primarily to tell the viewer that he is important. People do not obey Mandor because his costume tells them to. ________________________________________ 5. WereMandor WereMandor is not a generic berserk werebear. He is also not a human body with a bear head and fur applied. The transformation should begin with Mandor’s established human anatomy and deliberately redistribute it toward ursine anatomy. Key changes: • shoulders broaden substantially; • trapezius and upper back become enormous; • neck visually shortens; • torso becomes deeper and heavier; • arms become disproportionately powerful; • hands transition toward paws while retaining useful articulation; • legs and pelvis shift toward supporting much greater mass; • head becomes unmistakably ursine; • body hair/fur follows anatomy rather than concealing it. The transformation should produce something that appears capable of astonishing violence. But it is not presently committing any. ________________________________________ 6. The Critical WereMandor Principle Mandor does not become a beast. Mandor becomes a bear. Transformation does not remove: • intelligence; • memory; • judgement; • military experience; • restraint; • personality; • agency. WereMandor should therefore avoid the standard visual language of the uncontrollable were-creature. No obligatory roar. No mindless rage. No exaggerated attack posture. No suggestion that transformation automatically means loss of control. WereMandor remains Lord General Mandor Allen MacAmon. He is simply considerably more bear. ________________________________________ 7. Relationship Between the Two Sculptures Where practical, Mandor and WereMandor should share compositional elements. Ideally: • similar stance; • similar head orientation; • similar centre of gravity; • recognisable gesture; • equivalent base footprint. Placed beside one another, the sculptures should make the transformation understandable without requiring explanation. Human Mandor: That is an extremely dangerous man. WereMandor: Oh. He was being polite. ________________________________________ 8. The Eyes The eyes are the strongest continuity point between forms. They need not be anatomically identical, but they should communicate the same presence. Human Mandor: I understand the situation. WereMandor: I still understand the situation. WereMandor becomes more frightening if the viewer recognises that the enormous predator looking back at them retains the judgement and tactical intelligence of the human commander. ________________________________________ 9. Transformation Philosophy Mandor is a werebear. He is not a skin-walker and does not adopt bear form through an external skin, garment, possession or assumed identity. The bear is not something Mandor wears. It is not something that replaces Mandor. The bear is Mandor. This principle should inform both anatomy and expression. ________________________________________ 10. Scale and Presentation The pair would work particularly well as 75 mm display miniatures, where facial expression, hand position, cloth weight, hair and anatomical transition can carry significant character information. A later 32 mm gaming-scale interpretation may simplify these elements while preserving the silhouettes. For the display pair, bases should be restrained. The environment should support the character rather than explain him. No mound of defeated enemies is necessary. Mandor does not require evidence of previous violence to establish his capacity for it. ________________________________________ 11. Sculpting Test At each major sculpting stage, ask: Human Mandor Does removing the weapons make him less commanding? If yes, strengthen Mandor. WereMandor Does closing the mouth and removing the aggressive pose make him less dangerous? If yes, strengthen WereMandor. Both Do they still appear to be the same person? If no, restore Mandor. ________________________________________ Final Design Statement Mandor’s visual power comes from contradiction. He has Bisley’s mass without Bisley’s frenzy. He carries Death Dealer’s latent menace without requiring theatrical menace. He possesses the quiet, attentive command of young Bonaparte without borrowing Napoleonic iconography. WereMandor releases the physical possibilities implicit in Mandor’s human form without releasing Mandor from himself. Both sculptures should ultimately communicate the same thought: You have been relying on his decision not to.
Skills required
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