/toy/ - Toys and Collectibles

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Making your own toys Soldier 10/08/2020 (Thu) 07:40:14 No.4
Something I've wanted to look into for a while now is how to make your own toys and I know I'm not the only soldier interested in learning. Figured I'd start with the basics of toy production. So there's 2 main ways to go about making an action figure - either sculpting a model that can be used to create molds from and then casting your own figures or using a 3D printer. Both seem to have their merits and their pitfalls - sculpting requires skill for a beginner it seems quite fiddly, while 3D printing requires access to a printer and some proficiency with 3D modelling software. http://www.madehow.com/Volume-6/Action-Figure.html https://archive.is/4Ek6I
Found this quite useful - a comparison of different resins. https://www.youtube.com/watch?v=5cr4QQAIxpI
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A fa/tg/uy makes his own Gondolas, they're pretty cool. https://smuglo.li/tg/res/7808.html
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>>6 Gondola Anon here. I can at least offer some insight on moldmaking and resin casting, but I've never done anything as complex as an action figure. A lot of this depends on what your overall goal is, however. Wanting to make multiple copies of one figure, versus wanting to work out how to make a single, articulated, sculpted figure. For a multi-production thing, you've got a lot of complicated parts to work out for making, disassembling, molding, and then casting the pieces. For a singular piece, you might be able to get away with just creating the joints/pegs/points of articulation. Something like a revoltech or glyos peg, where you just need to seperate your pieces and then drill holes to friction fit in the pieces so you can pose the figure.
>>68 >I can at least offer some insight on moldmaking and resin casting Yes please if you don't mind.
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>>72 I'd first reassure you guys that moldmaking can be fairly cheap when it comes to getting silicone and resin, but like all hobbies, it can get more pricey as you collect more tools and equipment. Vacuum chambers, different types of resin, pigments, etc. Additionally, moldmaking is a skill that can synergize pretty well with plenty of other skills. Making replacement parts, making copies of things you like to modify or kitbash, 3D printing in one material, and then making a mold for it so can you cast it in a different non-printable material. I've even seen some people who use 3D printing as a tool for improving their moldmaking by printing moldboxes and such, for complex pieces that would be maddening to do by hand. Second is that this stuff can be iterative, especially when it comes to articulated figures and handmade toys. You can start with your sculpt, using sculpey or monster clay or whatever, mold and cast that, then refine and improve that piece, break it apart so you can add your joints and such, and then make separate molds from there, and work your way up. As an added bonus, resin and silicone do have certain recyclable properties. Resin typically bonds to resin and silicone typically bonds to silicone. So, you can break down any failed molds or castings and use them as filled to not let materials go to waste (I've got a box of old and shitty molds that I occasionally chop into chunks to fill out newer molds) Beyond that, everything else is learning the logic of molds. This mostly means planning out your mold so there are minimal air bubbles, manageable seamlines, and minimal difficulty getting a piece out of a mold. Depending on how much clean up you're alright with, corners can be cut on some of these issues. Like not caring about seamlines as much because you intend to put extra time into finishing the piece later anyways. If you're aiming for mass production for the sake of selling, it helps to invest the extra time into doing certain things in the best way possible to reduce the amount of work and failed castings that you have to deal with later.

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