The trouble started when translating the character’s floating, polygon-based armor into real, physical components. In the game, Norton’s shoulder plates appear to hover while the polygon strucuture warped around the animation-bones. Once those shapes were built as solid pieces though, the illusion broke down: The armor tabs locked into the collar area, restricting movement in a very real way - especially in the lower arm. Meanwhile, the figure still needed to achieve a full 90-degree arm raise, which simply wasn’t possible with the initial builds.
The solution required rethinking the structure rather than forcing accuracy at all costs. I introduced an anchored rubber component beneath a newly redesigned shoulder pad. The template for that piece was low-tech - cut from a Post-it note and refined with tape - but it allowed for rapid iteration with reinforced polystyrene. This hybrid approach gave the shoulder pad the freedom to pivot in any direction while maintaining the overall look of the original design.
In the end, it was a reminder that adapting digital designs into physical objects isn’t just about replication - it’s about interpretation. Sometimes, achieving the spirit of accuracy means bending the rules the original model never had to follow.




