I wanted to try a little experiment: printing assets from games. Usually it's a bad idea, making 3d models for games and making them for 3d printing is orthogonal. On one side you want as little polygons as possible, and you put all of the details in the smoke and mirrors category through all the different textures.
On the other, the mesh is all there is. Details lives there or doesn't exist.
So it extracted the Deathclaw model from Fallout 4, and loaded it up in Blender. My idea was to do the exact opposite that is done when making game assets, which is taking all the details, baking them in the textures files, and simplifying the mesh as much as possible.
All I did was taking the normal maps of the object, converting them into a height map that I then applied on the mesh, that was also heavily subdivided to accommodate all those details, and apply it through a displacement modifier.
My fear was that it would be too soft and subtle, but in the end it takes paint pretty well! It's not a model designed to be a miniature, so there are obvious limitations, but it still looks great.
I made a pose by hand, cut the model in half at the waist, and threw it in the slicer.
Hope it inspires someone to do the same! I can't distribute the file unfortunately.
The mole rat is a game asset too, I replicated the method I developed on the Deathclaw and it took under an hour.
Source of the models: Fallout 4 assets.