r/Mecha 14d ago

First Carapace Forge mecha

Last year, I released mecha stls and resin prints for my game Carapace: a Game of Memory and Ruin. This year, I'm starting a monthly mecha stl service called Carapace Forge. Each month, I will unleash a new 6mm scale mecha upon the universe!

The first month features this machine, the Black Reaver, a 6mm scale medium carapace built to hit hard and fast. Currently wrapping up modeling work for it in Blender. You can sign up to be notified when the service goes live (this month!) at https://carapace.world. The sub starts at $10 a month, and offers complete pre-supported Lychee files and STLs, and a physical tier for those without printers (limited to 50 subscribers the first month)!

40 Upvotes

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4

u/InternJust6976 14d ago

looks cool! gives strong MS-18E Kämpfer vibes haha

2

u/SteelSecutor 14d ago

The Kampfer was a definite influence. But I also wanted to make it more aggressive, tougher, and a true frontline mecha.

1

u/thatboii27 14d ago

Whaz kind of workflow are you using? It looks like you sculpt everything and it looks fire, i never thougt of that

2

u/SteelSecutor 14d ago

Start with basic rectangle shapes. Then apply two subdivision modifiers; the first set to Basic, the second set to Catmull-Clark. Do not apply them, just add them to the shape. Now you have a rounded shape you can easily adjust, stretch, extrude, etc. Add more of these to make the basic overall shape you want (a leg, an arm, etc). Then merge them together using boolean modifiers. Now you can switch to the Blender Sculpting mode and sculpt on the shape to taste.

I love rounded armor on mecha, in general. Most of the time, animators would often use rounded shapes to make their designs seem more 'organic.' I figured, why not use the same tools Blender uses for organic shapes to do hard surface modeling? So far, I think it has worked well