Bending a winged skull emblem onto a curved shoulder pad

Oct 11, 2026 Last reply: 2 hours ago 3 Replies
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The trickiest bit of this build is the gap between a flat emblem and a curved pad. A winged skull that sits proud of the surface looks wrong on a finished miniature, and the maker tackles that head-on with a bend workflow in Blender rather than leaving the emblem flat.



The walkthrough uses two downloaded models, a winged skull known as the Aquila and a shoulder pad, both grey sci-fi pieces. The first step covered is locating imported models in the software, then setting the origin of every object to its geometry, which the narrator calls best practice. From there a Simple Deform modifier is added through the Modifier Properties menu, the Bend option is selected, and the Axis and Deform Angle settings are adjusted. The Aquila is then positioned and rotated by hand until it follows the pad's curve, and once the placement looks right the modifier is applied so the model is ready for export.



The detail that stands out to me is the contrast shown between the bent emblem, which hugs the pad, and the flat one, which sticks out. That side-by-side makes the payoff obvious.



The open question for me is scope: the technique is aimed at custom regiment shoulder pads and, per the description, shields too, but only the pad is demonstrated. The roughly one-minute length keeps things tight, though in my view it leaves room to ask how the same steps would handle other shapes.



Project by iPaintSmallThings. Watch it on their YouTube channel:

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The origin-to-geometry tip is the cleverest part of this for me. Rotation pivots around the origin, so getting it right before adding the deform modifier keeps the bend predictable instead of wild. It costs a few seconds per object, which is a small price for not fighting the model halfway through.

Does the Deform Angle need to be re-tuned for each pad, or does one value carry across pads with similar curves? I ask because the Aquila is rotated by hand after the bend, and I am curious whether the manual adjustment is mostly fine positioning or whether it also corrects for the curve not matching on the first try.

A nice variation would be running the same Simple Deform bend on an emblem meant for a shield, since the technique is described as suiting shields as well as shoulder pads. A shield has a different curvature to a pad, so seeing the Axis and Deform Angle settings reworked for that shape would show how flexible this workflow really is.

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