Skip to main content

3D Printing: My First Winterdale Building


A few months ago I backed the Lost Islands Kickstarter by Printable Scenery. It allowed me to pick up the STL files to print the "Port of Winterdale" set of buildings, and as an "add on" I received a discount on the earlier set of Winterdale buildings for the rest of the town.

The lighthouse: One of the several cool buildings in the Port of Winterdale set of 3d printable files.

After finishing my brutal fall production cycle at work, I finally had some hobby time again. I hadn't had much chance to print anything since last summer's pieces for my "Beyond the Black River" adaptation that I prepared and ran at Historicon last July, so I was excited to turn my attention to the files I had received in this Kickstarter. I chose the War Cottage (below) from their first Winterdale set because it was a more substantial printing project than anything I had tried up to this point (15 separate pieces), and because I knew I would get a laugh out of my wife when she asked what I was working on ("war" and "cottage" are two words a nongamer would never expect to appear together).


Promo images from Printable Scenery's website.

Another promo shot from their site.

It took quite a number of days to get it all printed because I'm not comfortable leaving the printer run when I'm not at home (I've now heard too many anecdotes of printers catching fire). Yesterday morning, though, I started the final and largest piece, the stone tower section, and about 14 hours later, it was finally finished. Most pieces printed more quickly, averaging say five or six hours, and some pieces, like the doors and floors, printed in an hour or less.

I still need to glue the two halves of the roof together and the floors in place for each level, leaving me to then decide how to help the stacked levels "stick" together (you could easily just glue it all together, but I'm probably going to drill some small holes and use 3mm rare earth magnets...I want to be able to remove the various floors and use the inside spaces as a play area).

The various pieces making up the Winterdale War Cottage.


Front


Back

Side


I grabbed the nearest 28mm miniatures and placed them around to show the scale.

Note: Gigi the cat sold separately.





Roof off reveals playable interior.








Final Thoughts and Parting Shots

All in all, I'm quite pleased with how it turned out. I only experienced one fairly minor glitch in printing any of these pieces, and it's so hard to notice that I won't even bother pointing it out. I'm very much looking forward to choosing another one of these substantial buildings and trying to get it printed over the next couple of weeks (I seem to average about a piece a day except on weekends when I can get a couple done). It also doesn't hurt that the owner of the company Printable Scenery, Matt Barker, seemed like an exceedingly pleasant guy when I got to chat with him in the dealer's area of NOVA Open (recap) last August (if he had been a jerk, it probably would have tainted my enthusiasm for their product).

My friend and fellow Scrum Club member John over at 1,000 Foot General is pretty convinced that in the next couple of years there's going to be a tidal shift in what we wargamers will be printing rather than buying. That doesn't sound too far off the mark to me. There are some drawbacks, one being alluded to above: the amount of time it takes to print something. And FDM (Fused Deposition Modeling) printers currently can't match the fine detail of traditionally produced 28mm figures (metal casting and/or plastic-injected molds). My impression is that today's resin printers can, however, already produce acceptable results and levels of detail, but they have other drawbacks: they can't print pieces anywhere near the size of an FDM printer, they're more expensive, and they're slower. I'm confident that both kinds of printers will only get better in these areas in the coming years.

For now, though, the Qidi X-Pro my wife gave me for my birthday earlier this year has been a great way for me to produce some cool pieces for my games that I would have either had to buy or craft. And with time as precious as it is for me these days, I'm happy to spend my crafting time painting 3D printed pieces rather than having to scratch build them.

Color me a convert to 3D printing!

~~~~~

Comments

  1. Nicely detailed piece! I guess it is the way things will go,once we start to get a more general roll out of this technology. I do like the interiors as well!
    Best Iain

    ReplyDelete
  2. Yes, the technology is barely consumer friendly at this point, but Qidi, the company that makes the printer I bought, really does go the extra step to provide excellent customer support. That said, I think it will be a little while longer before putting these printers together and calibrating them isn't somewhat intimidating for the average person (I know I went into it with some trepidation, and it took a bit more online research after buying it to get things calibrated to produce good results than I typically like with any $800 purchase I make). But if you're willing to put in the little bit of extra work required for being an "earlier adopter," you can produce some really neat pieces for your table!

    ReplyDelete

Post a Comment

Well-thumbed posts

Take the High Road: Making Cheap and Easy Dirt Roads

I have wanted some good roads to add to my games for a while now. My first attempt was a couple of years ago when my standards were a bit lower and I wasn't sure how much I was interested in investing in this new hobby. I bought some PDFs of cobblestone roads that I sized, printed, and glued to felt. The result was okay, but the way my laser printer  produced the roads ended up being quite reflective to the point of almost being glossy looking. The combination of glue, paper, and felt also meant the roads had a wavy consistency and almost always curled at the edges. I used them once or twice but was never happy with them. My sub-par first attempt at making roads for my games using felt strips, glue, and printed designs. You can see how shiny and how wavy and curled at the edges they turned out. I never felt good about putting them on the table for our games and eventually stopped altogether. I've been meaning to take another crack at making some roads now that I have

Playing with Yourself: 'Rangers of Shadow Deep' vs. 'Sellswords & Spellslingers'

As the year crawls to an end, I'm looking through this blog and noticing a couple of posts I started and never finished. This is one of them. Back in July 2019, I placed the photos on the page, jotted down a few bullet-point placeholder notes, and then never actually went back and wrote anything to post.   The post was meant to be my informal review of Rangers of Shadow Deep after my first game of it with Josh O'Conner, who set it up for us to try in his basement. I think I never finished this post because I was not very impressed with the game but I knew Josh was, and we hadn't been gaming together long enough for me to be sure my candor about the game wouldn't hurt his feelings and sour a budding gaming friendship. I consider Josh more than a gaming friend these days, and so I'll go ahead and post this with some very short notes fleshing out the bullet points I had left as a reminder for myself back in 2019 (at least the one's I can still decipher the

Candid Photos From "Conan the Barbarian" (1982)

This post is barely gaming adjacent, but the Conan stories have informed much of my fantasy gaming since my first forays into the hobby. I've seen the John Milius adaptation more times than any other movie (probably over 50 times, though most of those viewings were on VHS or HBO as a teenager). The 1982 Conan  film was the first R rated movie I saw in a movie theater (age 12). The first convention game I ever played in was one in which I played the barbarian himself. The first convention game I ever ran as game master was an adaptation of Howard's "Beyond the Black River." For good or ill, I've spent a lot of time in that fantasy world. When I stumbled on an online trove of about 400 candid photos from various sets of Conan the Barbarian shot by somebody on the crew, it was oddly visceral for me. It generated a warm feeling getting to see these actors and sets from new angles, both in character and out, in situ and behind the scenes. Seeing Sandahl Bergman, Ge

Lost Art of D&D No. 2: Games Workshop's Holmes Basic (1977)

After Games Workshop attained the license to print a co-branded edition of TSR's 1977 Dungeons & Dragons basic rules book, they set about putting their own stamp on it, designing a new cover and replacing a number of the illustrations they deemed too crudely drawn for their U.K. market.  The cover art was by John Blanche at the very start of his career as a fantasy illustrator. Blanche went on to be a mainstay at Games Workshop, producing countless illustrations for them. His fannish enthusiasm for the material--as an artist as well as a lifelong gamer--has deservedly made him a favorite over the decades. I first encountered Blanche's work in the David Day compendium, A Tolkien Bestiary (1978), to which he contributed five illustrations that sit comfortably alongside the book's chief illustrator, Ian Miller. I have a special fondness for this book, having coveted it as a child during my incipient Middle Earth fixation. My parent's procured an out-of-print copy of t

Scrum Con IV: In Your Face!

The Second Saturday Scrum Club rejoined the fray on April 8, organizing and hosting Scrum Con IV in Silver Spring, Maryland. Although we ran a surprisingly successful virtual convention in 2021 that took advantage of its online format to invite all sorts of participants we couldn't have otherwise (Dirk the Dice of Grognard Files  in the UK ran a game, and I interviewed wargame/RPG historian Jon Peterson via livestream ), Scrum Con IV marked our return to an in-person format. Because  Scrum Con 2020 ducked right under the pandemic lockdown on the last weekend of February that year, we were anxious to see if anybody would remember us. Turns out any fears were misplaced...because Scrum Con sold out again this year! In fact, every in-person convention we've organized has sold out, but this year's Scrum Con IV was almost 70% sold out of its 225 badges in the very first week, a pace that frankly caught us off-guard. About a week before the show, we had sold enough badges that

Chainmail: Battle of Emridy Meadows

In my imagination, Chainmail has always been that shadowy precursor to Dungeons & Dragons that I was both intrigued by yet leery of. I loved the idea of a game involving mass battles in a fantasy setting akin to those depicted in the The Hobbit and The Lord of the Rings , but I also had a sense that Chainmail , released in 1971 a mere year after I was born, was likely a clunky wargame that would be too frustrating to bother mastering. It also didn't help that my first inkling of its existence was around 1980 or so when I could never dream of amassing the miniature armies needed to play out these massive conflicts. No, back then I was pretty sure Chainmail was the province of grizzled old grognards who had started wargaming before I was even born. Even after my gaming rebirth decades later in 2016, I was fine with letting the dim past remain so, and was more than content during my first couple of years back in the hobby exploring rules of a more recent vintage and managea