Helldivers 3D Printing Model Guide
This Helldivers 3D printing model guide explains how to take a game asset from a mesh file to a painted display piece, and where plastic printing stops and metalwork begins. It is written for makers and engineers who want to judge wall thickness, orientation, and finish before spending resin or machine time.

In this article
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Key takeaways
What a game asset looks like before it is printable
Files pulled from Helldivers 2 are game assets, not printable models. They ship as triangulated meshes with zero wall thickness, open edges, and sometimes inverted normals. A helmet shell that looks solid on screen is often a single surface with the inside missing. Before any printer touches it, the mesh has to become a closed, manifold volume with a real wall.
Start in a mesh repair tool. Run an automatic repair, then check for non-manifold edges and holes manually. Most game exports contain a few hundred open edges around thin geometry such as straps, cables, and antenna tips. If you skip this step, the slicer will either refuse the file or fill the gaps with unpredictable geometry.
Decide the target size before you scale. A 1:6 figure of a Helldiver is roughly 300 mm tall; a display helmet at 1:1 is about 280 mm wide. Scale the mesh once, then rebuild anything thinner than your minimum wall. Thin game panels do not scale into thick printed walls.
- 1Merge duplicate verticesGame exports often split vertices at UV seams; welding them closes most phantom holes.
- 2Check normalsFlipped faces render fine and print as holes. Recalculate outward before export.
- 3Cap the interiorIf the model is a shell, thicken it in CAD or add an offset surface instead of printing a paper-thin skin.
Resin or FDM: picking a process by part size and detail
Resin printing, either SLA or DLP, holds detail down to about 0.05 mm layer height and reproduces fine panel lines, mesh texture, and helmet vents that FDM loses. It suits busts, helmets, small weapons, and any part where the surface is the product. The trade-off is brittleness and limited build volume, typically 200 × 125 × 200 mm on common desktop machines.
FDM suits large, hollow, structural pieces: a full rifle body, a backpack frame, a display base. A 0.4 mm nozzle with 0.2 mm layers gives strong walls and cheap material, but visible layer lines and rounded corners. For a 400 mm prop, FDM is often the only desktop option that fits in one piece.
A mixed build works well. Print helmets and heads in resin for detail, then print the body, stand, and large armor plates in FDM and finish them with filler primer and sanding. The joint line disappears under paint if you leave a 0.2 mm clearance and use a locating pin.
Size is the first filter, detail is the second. If the smallest feature on the part is under 0.5 mm, resin wins. If the part is longer than 250 mm and mostly flat, FDM wins on cost and warp resistance.
Wall thickness, hollowing, and drain paths
Solid resin parts crack. A thick section cures unevenly, traps heat, and pulls itself apart during post-curing. Hollow the model to a 1.5–2.0 mm wall and add drain holes at the lowest points of the print orientation. Two 4 mm drains per enclosed cavity is a workable starting rule.
Wall thickness also sets how much sanding the part can take. Below 1.2 mm, a resin shell flexes under finger pressure and you will sand through it at a seam. Above 3 mm, you waste resin and increase the chance of delamination. Stay in the 1.5–2.0 mm band for display pieces.
FDM walls behave differently. Three perimeters at a 0.4 mm nozzle gives a 1.2 mm shell that is stiff enough for a prop but still light. For parts that will be handled at events, go to four perimeters and 20 percent gyroid infill. Solid infill adds weight without adding much stiffness.
Drain holes must be reachable. If a hole ends up against the build plate, resin stays inside and slowly leaks onto the paint. Plan the holes in the slicer, not after the print fails.
- 1Resin shell1.5–2.0 mm wall, two 4 mm drains per cavity.
- 2FDM shellThree to four perimeters, 20 percent gyroid infill.
- 3Avoid thick blocksSections over 6 mm solid should be hollowed or split.
Orientation and support strategy that protects detail
Supports leave marks. Put them on flat, hidden surfaces: the underside of a helmet brim, the back of a backpack, the inside of a shoulder pad. Rotate the model so that the face, chest plate, and any engraved text point up or sideways, away from the plate.
For resin, tilt the part 15–30 degrees. A flat face parallel to the build plate creates a large suction area that can pull the part off the supports mid-print. Tilting reduces the cross-section per layer and lowers peel force.
Support tip diameter matters more than support count. Use 0.2–0.3 mm contact tips on detail areas and 0.5–0.8 mm on structural overhangs. Heavy supports on a face will tear the surface when you remove them, no matter how careful you are.
FDM orientation is about strength and surface. Layer lines run along the part, so a rifle barrel printed vertically is weak at the muzzle. Print long parts flat, accept supports underneath, and sand the underside afterward.
From raw print to painted display piece
Resin parts need washing and full post-cure before sanding. Wash in two stages, clean solvent then clean solvent again, and cure under 405 nm light for the time your resin data sheet lists. Under-cured resin stays soft and clogs sandpaper; over-cured resin turns chalky and brittle.
Sanding sequence for a display piece: 240 grit to knock down support nubs, 400 to flatten, 800 wet to blend, then filler primer. Repeat primer and 800 grit until the layer lines disappear under raking light. Three cycles is typical for a helmet.
FDM parts need filler primer first, because layer lines are physical ridges, not surface roughness. Two coats of high-build primer, sanded back with 400 grit, removes most of the staircase. Then treat it like a resin part.
Paint adhesion on resin is good; on FDM it depends on the filament. ABS and ASA accept primer and acrylic well. PETG and PLA need a light scuff and a plastic adhesion promoter or the topcoat will lift at the edges.
- 1Wash twiceDirty solvent first, clean solvent second, then air dry.
- 2Cure fullySoft parts never sand flat; follow the resin data sheet.
- 3Prime in thin coatsThick primer fills detail you spent hours printing.
When the part should be machined instead of printed
Some Helldivers pieces are handled constantly: a keychain crest, a belt buckle, a desk plaque, a challenge coin. Printed plastic wears at the edges and loses paint within weeks of pocket carry. These parts are better machined from aluminium or stainless, then anodized or polished.
CNC machining holds ±0.005 mm and reaches Ra 0.2–0.8 μm on a polished face. That matters for a crest with fine lettering, where a printed part shows layer steps across each letter stroke. Laser engraving on a machined face gives a crisp mark with a minimum character height of 1.5 mm.
Metal also changes the feel. A 6061 aluminium badge with a bead-blasted face and clear anodize reads as a real object rather than a painted model. For a desk display, that difference is the point.
The route is not either-or. Print the large display figure, then machine the small metal accents: buckles, plaques, pins, and stand hardware. Each process does what it is good at.
Common failures and what they tell you
Cracks along a thick section mean uneven cure. The outside cured before the inside, and the shrinkage pulled the shell apart. Hollow the part and cure in shorter, repeated cycles rather than one long exposure.
Support scars on a face mean the orientation was wrong, not the support settings. Rotating the model is faster than sanding out torn surface. Move the contact points to hidden geometry and retry.
Warped FDM bases come from a cold build plate or a draft. Enclose the printer, raise the bed temperature, and add a brim. For long parts, split the model so the longest dimension stays under 250 mm.
Paint that lifts at the edges usually means the part was handled before priming. Skin oil is the most common cause. Wipe with isopropyl alcohol, let it dry, then prime within the hour.
Where printing stops making sense
Printing is economical for one to a few dozen pieces. Setup is nearly free and there is no tooling. That changes when you need a hundred identical badges, plaques, or buckles. At that point, per-part print time and hand finishing dominate the cost.
For small metal-look parts at volume, CNC machining from billet or die casting becomes cheaper per unit and far more consistent. The first part costs more because of programming and fixturing, but part one hundred looks exactly like part one.
The crossover is not fixed. A simple flat plaque may cross over at a few hundred units; a complex crest with fine lettering may cross over sooner because hand finishing a printed version is slow and inconsistent.
If you are unsure, order one machined sample and compare it against your best printed version. The decision usually becomes obvious in your hand.
Step by step: file to finished part
A repeatable sequence for a display-grade Helldivers model.
- 11. Repair the meshWeld vertices, close holes, recalculate normals. Target zero non-manifold edges before export as STL or 3MF.
- 22. Scale and thickenSet final size first, then offset surfaces to a 1.5–2.0 mm wall. Rebuild thin panels rather than scaling them up.
- 33. Hollow and drainAdd two 4 mm drain holes per cavity at the lowest points in the print orientation.
- 44. Orient and supportTilt resin parts 15–30 degrees. Keep 0.2–0.3 mm contact tips off visible faces.
- 55. Print and cureFollow the resin or filament profile. Wash in two solvent stages, then cure fully.
- 66. Sand and prime240, 400, then 800 grit wet. Repeat filler primer and 800 grit until layer lines vanish.
- 77. Paint and sealBase coat, detail brush work, then matte or satin clear. Let each coat flash off fully.
Choosing a route by part type
Match the part to the process before you slice.
| Part | Best route | Wall or stock | Finish target |
|---|---|---|---|
| Helmet, 1:1 | Resin SLA | 1.5–2.0 mm hollow | Ra 0.8–1.6 μm after primer |
| Bust, 1:6 | Resin SLA | 1.5 mm hollow | Fine sand, matte clear |
| Rifle prop, 400 mm | FDM, split in 2 | 1.2 mm, 4 perimeters | Filler primer, sand |
| Armor plate | FDM or vacuum cast | 2.0 mm shell | Paint, weathering |
| Display base | CNC aluminium | Solid billet | Anodized or bead blasted |
| Crest badge, metal look | CNC 6061 or 316 | Solid, 3–5 mm | Ra 0.2–0.8 μm polish |
The practical verdict
Print the large, detailed display pieces in resin and the big hollow shells in FDM. Machine anything that will be carried, worn, or handled daily. If the part has to survive a pocket, make it metal.
Helldivers model questions
Can I print a full-size Helldivers helmet on a desktop resin printer?
Not in one piece on most desktop machines. A 1:1 helmet is about 280 mm wide, and common resin build volumes sit near 200 × 125 × 200 mm.
Split the helmet into a crown and two side panels, add locating pins with 0.2 mm clearance, and join with resin and filler after curing. The seam disappears under primer.
What wall thickness should I use for a hollowed resin model?
1.5–2.0 mm is the working range for display pieces. Below 1.2 mm the shell flexes and you risk sanding through it.
Above 3 mm, cure becomes uneven and the part may crack along the thick section. Add two 4 mm drain holes per enclosed cavity.
Is there a metal version of Helldivers models?
Not as a licensed product in this guide, but small custom pieces such as crests, buckles, plaques, and coins are commonly machined from 6061 aluminium or 316 stainless.
CNC holds ±0.005 mm and reaches Ra 0.2–0.8 μm on a polished face, so fine lettering stays sharp.
How long does a printed display piece take to finish?
Print time depends on size and layer height, and finishing usually takes longer than printing for a display-grade surface.
Budget three primer and sand cycles for a helmet. Each cycle needs full dry time before the next coat.
Why do my supports tear the surface when I remove them?
Contact tip diameter is too large for the detail underneath. Use 0.2–0.3 mm tips on visible faces.
Better still, rotate the part so supports land on hidden geometry. Removal is then a non-issue.
Can I scale a game asset straight to 1:1 without editing it?
Scaling changes size, not topology. Thin game panels stay proportionally thin and may fall below your minimum wall.
Scale first, then rebuild anything under 1.5 mm as a solid or thickened feature.
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