Dominion Rod
thingiverse
This is the Dominion Rod from the Legend of Zelda Twilight Princess, making an appearance in three forms within The Legend of Zelda Hyrule Warriors. Its primary function in the game is controlling ancient statues that aid in defeating enemies and solving puzzles. With meticulous attention to detail, it can be printed and used as a remarkable prop for cosplayers. This design showcases one of my favorite creations, with plans to develop more designs from the Legend of Zelda franchise. If you have suggestions or wish to see something else made, feel free to send me a message, and I'll do my best to bring your idea to life. Happy Printing! How I Designed This While not a step-by-step guide, this is an overview of how I approach designing most of my creations. Firstly, I create a rough model without details to establish a working base for more intricate parts. Once I have a basic mockup (in this case, revolving the rod's base), I focus on larger details like the fins surrounding the shaft. After determining what constitutes a significant part and what can be saved for later, I start adding other dimensions and surfaces. Using the circular pattern command ensures uniformity across all sides, eliminating discrepancies down the line. Once one set of fins is complete, I meticulously detail it by cutting designs into the surface, making it appear as if it's a single piece rather than something added on. After completing one fin, I replicate its features onto the others using the circular pattern command and refine any copied details to match the original. I repeat this process for each fin, focusing on smaller details such as beads at the top and the arrow-like shape between the fins in the center of the rod. Once those are complete, I recreate the original revolution sketch in a new plane and cut away from the original to create the band-like objects visible near the bottom and middle of the rod. After completing these steps, I add small details and tweak some sketches to achieve a more flowing and less blocky appearance, aligning with the game's theme. Given its divine origins and use in solving clever puzzles, I aimed to make it look godly and unique. Finally, I refine chamfers and fillets to emphasize certain parts, ensuring that no small details are overlooked. This approach is my standard method for designing props, starting with a base, adding more elements, and refining details until perfection is achieved – or at least what I consider perfection!
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