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Anonymous
>>45355 You shouldn't try ripping a game model, and then directly importing it in Pepakura. Get yourself a free, simple 3D modelling program that can open obj files, and first open it in the 3D modelling program. Then you can see if the textures are applied properly, if the model needs fixing (most ripped models do) and once everything is in order, then you can open it up in Pepakura. I use Metasequoia myself (http://www.metaseq.net/english/index.html) works like a charm with Pepakura. You can open the obj file, then open up the Material Panel (CTRL+M), make a new material and load your texture. Then click OK, select everything (CTRL+A), and in the Selected-menu, Set material to faces to see if rip affected the UV mapping... You can even check and edit the UV Map itself if necessary (at the left, there's a button in the Command menu called UV) Anyway: very short tutorial on Metasequoia, and maybe you'd rather use a different 3D modelling program alltogether, so I won't go on here. :) But my main point is: the problem is in the 3D model, NOT in Pepakura: you need to take a step back.
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