Introduction: 3D Printing-Modeling a Lego Batman in SelfCAD

Picture of 3D Printing-Modeling a Lego Batman in SelfCAD

Personally I love Lego Characters and generally Lego Movies and films and that's why I decided to create my own printable Lego Batman. Many people have made these characters before but I wanted to take a different approach in creating mine. That is, through the use of new 3D software called SelfCAD. Sincerely speaking, creating a printable Lego Batman is highly demanding and something difficult to many people even those skilled in various CAD software. However, that should not be the case, this is because SelfCAD-An easy to use 3D software is here with us. Simply follow this instructable and you will be set to create your own Lego Batman easily even if you don't have prior skills in CAD.

To work on this project all you will need is to launch SelfCAD. If you haven't registered visit www.selfcad.com

to claim your 30 day free trial and later pay only $4.99/m. But if you are a student or teacher SelfCAD is free, click here to register SelfCAD for students

Step 1: Start Modeling

Picture of Start Modeling
  • After registering and Launching SelfCAD, it's the time now to start modeling. As you can see on my first Image above the shape is symmetrical so I will create only one arm, head and leg and later combine them.
  • To begin we need to add a reference image with Lego Batman model. To do this click Reference Image in the View button. (check mine in the 4th Image). It's important to create a reference image because it gives you direction on what you are modeling.
  • Scale (Using Scale tool) and turn on drawing mode (found in the create section). Using the drawing tool, I will draw the leg. After I have a closed contour, I will then move points using the Move tool (found in transformation section). Set the height, in my case I used 32 and finalize the shape by clicking the Right sign on top-right section of the workspace.
  • After finalizing the leg move it to the sketch, as seen the 5th image above. Move and rotate the leg according to the sketch. After that, scale down a little and rotate according to the sketch (Check the video version if you are not understanding ).
  • Select and delete the foot polygon using Fine polygon tool (found in the region selection tab). Turn on Add volume and set thickness and click Apply button.
  • Scale the leg according to the sketch again and scale the area in the middle in the same way.

Step 2: Making the Head Section

Picture of Making the Head Section
  • Click on the cylinder (found on Basic Shapes section), scale it and move to our sketch. (Tip: It's easier to scale when you look at the projection of object on the plain. Copy the cylinder and position it on the arm base (as shown in the second Image above).

Check the video to know how to scale it.

Step 3: Modeling the Arms

Picture of Modeling the Arms
  • Click on the Sphere and make it a half a sphere by setting the Arch to 180. Decrease the number of vertical and horizontal Segments to 16. Adjust and move it to the sketch using the Scale and Move tools.
  • Select the polygons on the cut of the sphere using Fine Polygon tools.
  • Using the extrude function, push out the selected segment by one and then move and rotate the extruded area. Keep doing this until you get the shape you need (check our shape on the 4th image).
  • Scale down the arm as you do closer to the rest.
  • To fix the size of the arm, use the Cube Selection tool, and make sure the other selection is turned off so that you may not cut the polygon and rather you select you need.
  • Scale the arm now and delete the polygon just the way we did with leg and use Add Volume tool. When this is done, move the arm to the contour cell.
  • I will need now to cut the arm. I will create a part of contour cell using drawing tool.
  • We are going now to use the Boolean operation. So select the arm and the drawing we have just created. Click Boolean difference found on top-left, select the object to extract and click Apply

Step 4: Transforming the Legs to Fit in Model

Picture of Transforming the Legs to Fit in Model
  • To do this, take the cylinder and scale it down and move it to the base of the leg. Copy the cylinder from the head section and move it to the legs section as shown in the 3rd image above.

Step 5: Modeling the Hands

Picture of Modeling the Hands
  1. Click Torus (Found in the basic shapes). Increase the number of Tubular segments and Ring Radius to 12 and 21 respectively.
  2. Stretch it by Y-co-ordinate and using the cube selection select the top polygon and scale it down by Y-co-ordinate, do it the same with the bottom.
  3. Select the middle section and select Inverse selection (in the region selection tab) and scale them. Select the bottom polygon again and scale them so that they may become flat.
  4. Add a cube and move and scale it so that we can later cut and remove the unguided parts of our Torus.
  5. Using Boolean difference, extract the torus. Add the cylinder and scale it as shown in the sketch.
  6. After positioning the cylinder in the torus, we shall then use the Boolean Operation Union. Check the final outcome in the last image.

Step 6: Modeling the Head

Picture of Modeling the Head
  • Select the torus and increase the number of tubular segments to 14 and using the cube selection, inverse selection, scale and move tools move and shape the head.
  • Create a new cylinder and set the horizontal segments to 3 and position it to the center of the other cylinder.
  • Scale it down to the size of the smaller one and using the Fine Polygon and group selection on, select a loop of polygons and scale them.
  • After scaling the cylinder, move it to the center of the workspace. In the head, select the inner polygon and scale them down. The reason for this is to prepare it for the next Boolean Operation.
  • Move the head to the center of the workspace, rotate it, adjust the cylinder position and use Boolean Union.
  • After this adjust the size of the head and combine it with other parts that you have already prepared.

Step 7: Further Modeling

Picture of Further Modeling
  • Add a cube and adjust it's size and cut out the middle section using the Boolean difference(as shown above image) and make sure you cut the original object on.
  • Adjust the model and modify the initial cube in order to fit in the model as shown above.
  • Select the blue cylinder, select the polygons using the cube selection tool and move them towards the middle section.
  • Then make a hole in the leg of the model and make sure it's in the middle so that it may be in line with the leg, (look at the video to see how I made the hole).
  • After making the hole, make a copy of the cylinder and use the resolution tool. Set the resolution level to 2 or 3.
  • Using Fine Selection with loops selection on, select the loops and modify it as shown in image 3 and insert it in the hole we have just created. Scale it down a little to secure the leg and then create a copy of the leg.
  • Position the copy symmetrically (as shown in the 4th image)
  • Then we are going now to use Union in order to join the two model. We are going to do the same to the hands. However, this time round the holes will be on the sides as shown in the 5th image and this is achieved by deducting the volume of the models.
  • Cut the hands cylinder a little and try to fit it in the model.

Step 8: Creating the Image of a Bird

Picture of Creating the Image of a Bird
  • To do this, we are going to use the ImageGenerator tool. Click it and select your image.(as shown above).
  • The Amount Setting sets the depth of the intrusion. That is, negative pushes in the image, positive pushes out the image and the smoothness smooth the extruded parts. For our case we shall set the amount to -20 and smoothness to 2. Check how it will appear in the second image above.
  • Then take a cube scale it and position it in such a way that it intersects only the bird and uses Boolean Intersection. In the Union Section select Intersection and click apply, and your results should be like the 3rd image above.
  • Then we are going now to use the Magic Fix tool in order to fix and make the shape smoother. You achieve by selecting the Magic Fix tool in the Tools section and ensure "Keep original object" tab is selected then you click apply.
  • Position the bird to the middle and select new cylinder and scale it down in the middle of the bird as shown in the 4th image above.
  • Pull the bird down a little and use the Boolean Difference. When doing this, make sure that the "Keep the original Object" is kept ON.
  • After doing, create a copy of the Cylinder. And using one cylinder, we are going to create a hole in the middle section using Boolean Difference.
  • Take the other cylinder, scale it down a little and connect it to the bird (as shown in 6th Image) using Boolean Union.

Step 9: Modeling the Belt

Picture of Modeling the Belt
  • Add another reference Image and delete the previous one (check thei image above).
  • Add a cube and model the belt by creating copies of this cube (check 2nd Image).
  • After creating and positioning all the parts of the Belt, we are going to connect them together using Boolean Union.
  • Move the Belt almost to the middle section and scale down to fit in that area.
  • Then create a copy of the Belt and extract the original one from the one in middle.

Step 10: Create the Head Notch

Picture of Create the Head Notch
  • Beginning with the head, position and scale the cylinder. Connect the original cylinder in the middle section
  • Make the copy larger and position it in the middle of the head and extracted using Boolean Difference.
  • If you look at it well you will realize that there is a hole in the hand of the model and we need to fix it by taking the cube and connecting it to the hand using Boolean Union.
  • Save the scene with objects.

Step 11: Creating the Helmet

Picture of Creating the Helmet
  • Create a new scene for helmet and upload the reference image.
  • Take a sphere and reduce the number of segments to 16 and set the arch to 180, after adjusting the sphere to the image, select the cut of the image to the sphere, extrude it by one point and move the extruded area.
  • Using the Fine Polygon, select the polygons you need and move them up to create the Nose.
  • Using cube selection with Exact selection ON, select a few times the area around the nose, and this will create some extra polygons around the helmet as shown in the 3rd image above. You can then add some little fixes to the nose and scale them up.
  • After doing this, delete the polygons on bottom of the Helmet and your image should be like the one in 4th image above and use the Add volume tool.
  • Rotate the model in order to model the ears. Select the polygons on top of the helmet and use Extrude tool.
  • Using Move, Scale and Rotate tools, make the desired shape of the ears.
  • After finishing the ears, take the cylinder, scale it down and position it where you want the eyes to be.
  • After making the adjustments on both the Helmet and eyes using Fine Polygon, Move and Scale, create a copy of the cylinder for the other eye and position it symmetrically.
  • Using Boolean difference, cut out the eye holes, and use the Magic Fix to smooth the object and turn on the Sculpting.
  • Then use the following brushes, Standard, Smooth, Move, Flatten and Crease in order to make the model more detailed. Don't forget to turn ON the symmetry.
  • After finishing, click Remesh and finally Finalize.
  • Open the previous scene and adjust the size of the helmet. When doing this, it's very helpful to use the wire frame.
  • Now we have all the parts of our model ready for printing.

Thank you for following this instructable, kindly leave a comment below.

And forget to Check more videos on SelfCAD here: www.youtube.com/selfcad

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