File :-(, x, )
Sketchup/Pepakura-Help Skubu
I have tested Sketchup to create my Cryptex-Box.
And yes, it's much easy than a Vectorprogram and a calculater.^^
Only the Pepakura-Designer is a bit difficult.
When I load the *.3ds in Pepakura, why there is so much "garbage"? Can I fix this, in sketchup or pepakura?

(sorry for my bad english)
>> Anonymous
I believe that you are getting the problem from the sketchup model. I have noticed when you open a sketch up model in 3DS or Maya, you often get the same "garbage" in the polygonal model. I would check to see if all the verticies are merged,(select all the certices, set the merge vertices property to something very low, like .025 and then merge the verticies. I don't like sketchup becuase i find that it does weird things to the models. maybe someone who uses sketchup more could be of more help. But i whole heartedly believe the problem is within sketchup and not pepakura
>> Moo !XBOXgikTFw
     File :-(, x)
The innocent seeming "garbage" is a secret line code telling you to shoot yourself. DELETE THE FILE AS FAST AS YOU CAN BEFORE IT STARTS INFLUENCING YOU.
>> Wolf
I've noticed the same thing from sketchup... It's a great little program, probably the easiest to learn... But it does generate alot of 'junk' when you try to use it with other software... I've downloaded alot of great models made in sketchup, but have had to spend hours cleaning them up to do anything with them... Your best bet is to take your sketch work, export it as 3ds, then use Metaseque or some other basic 3d program to tweak it and cleanup any loose lines & points... I believe the new version of Pepakura has a 3D editing function, but I haven't played with it yet...

Wolf
>> Anoniempje !tT6cNWqI0g
Actually. It can be fixed :)
Here is how.

Build your model.
Go to the export screen where you can browse to the destination. Set the file type to 3ds
And to the right under Ok and Cancel is a new Options button. Click on it and uncheck the Export stand alone edges box.
that should fix it.
>> Anoniempje !tT6cNWqI0g
But I now support KMZ (Google Earth 4) exports since that can be done with the free version of SU.
(one less thing to pirate ;)
Also Pepa supports it in the latest version.
>> Skubu
thanks, Anoniempje
that helps a lot
>> Anoniempje !tT6cNWqI0g
I had the same problem when I first started
:)
>> M.
>>42427
Ahah, awesome ! I was just wrapping up the basic structure of a model of the school I work at for the paper models club kids and was wondering about how to clean the mess...And there was /po/.

The /po/lice delivers again !
>> Skubu
I have another question:
when i colorize the Sketchup-model, pepakura doesn't import this color (model is black), but it works with other textures. How can i get an one-color object in pepakura?
>> Anonymous
For those of you who don't have it yet:
http://rapidshare.com/files/23096630/Pepakura_Designer_v212_with_keygen.rar.html

Pepakura Designer 2.1.2, not the latest version but what the heck
>> M.
>>42440
When it comes to this, I'd really suggest you use something else (The GIMP, Photoshop, whatever you prefer) to colorize your blank development. But that's just how I work, maybe Wolf or Chamoo have a different take on that ?
>> Anonymous
>>42440
when i model something and take the textures included in google sketchup to colour the model they work in pepakura designer but if i take a custom texture it works in sketchup... but not in pepakura!
>> Anoniempje !tT6cNWqI0g
You are importing 2d files as textures right? and not images or photomatch.
>> Anonymous
I have problems when I use *.3ds format in Pepakura as well. What I usually do, is:
1. Rip a model/model one from scratch and open it in Metasequoia.
2. Edit the model in Metasequoia (less polygons, no unneccesary "fold lines" etc) apply textures (texturing you need to do on the 3D model, NOT in Pepakura). You *could* texture on the 2D template afterwards, but it's a lot more difficult, especially if it isn't just a solid color but a real texture, that you need to align properly.
With *.mqo format, I never had any problems with the textures in Pepakura, they transfer just fine. With 3DS, I've had many problems, so I don't use that anymore. ;)

Check in Pepakura Designer: 3D model Window -> Set texture. There should be a list of all the textures used in the model, and you can "reset" the texture, and browse your harddrive to use any image file you want as the texture. But ideally, this should already have been fixed in the 3D model. If there's no list of textures, exporting to 3ds has gone wrong with the texture. Try another format.
Most problems people have with Pepakura are in fact problems with the 3D model. Like all the stuff you circled in OP? Pepakura does not add parts or something, it just "unfolds" anything you modelled. So that's likely "trash" you left behind in your 3D model. There's a "check face" option in Pepakura, which let's you click the part in the unfolde window, then shows you where the part is in the 3D model. See if you can find out where the parts are, then go delete them in the 3D model.
>> Anoniempje !tT6cNWqI0g
>>42538
The thing is, You then have another program to learn and tbh, metasequoia is not as well documented as lets say SU or as popular as Pepakura. So I'd like to think that the bility to cut back on programs used is a pre for newbies.
SO newbies,
The free sketchup version,
Pepakura designer full version or the share ware version with a PDF printer.
>> Anonymous
>>42564
Well yeah, obviously the best thing to do is start in Metasequoia right away and skip the SketchUp step. But OP uses SketchUp so that's why. MetaSequoia (nor SketchUp) needn't be well documented because they're so easy to pick up by trial and error (c'mon, how many people read a manual? And how many people just start up the program and try stuff out? I think it's about 5%-95%...)
But yeah, Metasequoia is more difficult to model from scratch. So most people use SketchUp.
>> Anonymous
Is there any good tutorials or programs of importing 3d models from games?
>> Anonymous
>>42457
images are 2d files?

>>42454
I solved my own mystery: It works with JPG textures but not with PNG textures...
>> Anoniempje !tT6cNWqI0g
>>42606
2d files, bmp, png, jpg gif, tif etc
3d files, 3ds, skp, kmz, obj etc

>>42597
That is different for each engine / game
For example the Deus Ex Security console was ripped from the game using an Unreal tool (because it uses the unreal engine)

Just look on modding sites for tools to rip, extract or export models.
>> Anonymous
>>42571
Just wondering, are you guys talking about the freeware version of Metasequoia? I was looking at the comparison of the shareware and freeware versions and I'm a little freaked out at how many options are dropped.

For instance, no:
three orthographic views
Export of LWO, 3DS, OBJ, and VRML files
and
no UV editor!
O.o'

That doesn't sound like a 3d design program, it sounds like a mere shadow of one.

I currently use blender right now and every time I export a polygon with more than 4 sides, it starts oddly subdividing the face. This ultimately ends up looking like crap in Pepakura.
And, right now I'm working on P-crafting the Pac-man arena and I started out by tracing the shapes in illustrator and importing them into blender for mesh conversion and extrusion. But when I converted the vector shape to a mesh, freakin' blender subdivided the faces hundreds of times. Why, It was a simple box?

>> Anonymous
>>42635
>2d files, bmp, png, jpg gif, tif etc
well of course, but bitmaps, jpegs etc ARE images and therefore 2d files... so i guess your "You are importing 2d files as textures right? and not images or photomatch." was confusing me for a reason...
>> Anonymous
>>42662Anyone have a good way of converting a vector graphic into a mesh/poly object, or should I just start over?
Converting a graphic into a mesh poly object? Are you asking for a program that automatically takes a 2D image and makes a 3D model out of it? There are crappy (and expensive) software that claims can do that (well, not automatically: lots of preperation and results still won't be what you expected). But no: if you only have a 2D image, you'll have to model yourself from scratch, imagining yourself what the third dimension would look like.
(PS: if this wasn't what you mean, get your 2D's and 3D's right... ;)
>> Anoniempje !tT6cNWqI0g
>>42664
well there are 3 import options in SU
Import as Textures, Import as images, import for photo match.
>> Skubu
     File :-(, x)
Can someone tell me, why i have all the diagonal lines in pepakura, but not in SU? And how can i fix it?
>> Anonymous
>>42743
Because 3D modelling is based on trigonometrie: everything is based on triangular polygons. Computers are very fast in calculating triangles, it's sort of a miracle basic shape. A rectangle will be divided in two triangles because of this. SketchUp is so user friendly that it hides this, but to keep the Pepakura small, they decided to scratch that feature and revert back to the basics.
In the development window, rightclick and a context menu pops up. Select Erase Edge and you can click any edge you don't need (Wolf, I hope you're reading this too ;).
On the newest Pepakura version, it's a little bit different. You rightclick then select Color Edge, then instead of selecting a color, you select the eraser and then again click the edges you don't want. Don't delete too many! ;)
Another Pro Tip: click all of the other options as well at least one time and just see what they do. I don't mind explaining everything (well, everything is a bit much...) but if you want to learn stuff like this, the best way is trial and error. So it takes you twice as long to create your first model, so what? I figure most people on 4Chan are quite young, so what's the rush? ;) "P" in /po/ doesn't stand for patience, I know... ;)
>> Anonymous
     File :-(, x)
>>42715
Here's an image of what blender does to my !vector! shape.
>> Anonymous
>>42867
Wow, it doesn't split a rectangle in just two triangles, but in 6 or 8 or more (20?) from the looks of it... Must be the "smart" modelling Blender does. The more basic the program, the less "junk" (parts/edges/polygons you don't really need) it's likely to have.
It would still work in Pepakura, but Pepakura is likely to cut it all apart with the autodevelopment, and you'll have to join the edges manually (and remove all the edges you don't need if you want to make it look a little bit cleaner). It's not a lot of work, but it's not a very clean 3D model... Could use a little simplification. ;)
>> Rockapella!
>>42867
Couldn't you just make a plane in front of that and extrude the plane in the pattern?