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pepakura??? Anonymous
okay heres the deal.
i'm new to pepakura, and the first thing i was told was to never trust pepakure to get the unfolding right.
<------------ here's proof!!

i desperately need any help i could get.
a tutorial, or how to edit the model to unfold right
i need help

thanx for helpin a noob out,

PS i'm a 3d modeler, so if you teach me how to use pepakura i will make tons of great papercrafts for this site XD

thanx
>> Anonymous
Mildly interested in this as well. Was doing some work on a skull kid model and got similar results. Ended up chopping up the model into less complex pieces and made some progress.
>> Anonymous
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the zipper looking icon is used for connecting and disconnecting faces
>> Anonymous
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the question mark box is for checking corresponding faces
>> Pixel-Kakashi !!m4QWeHOOFBy
>>137773
If you are a 3D modeler I recommend you to make your models really low-poly, cause sometimes people makes models too complex or too highly detailed and they are a bitch to make or sometimes impossible.
>> Anonymous
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the blue and green icon is for editing flaps
>> Anonymous
that should help a lot, but is there any vids out there?
also is there some rules that i shouldn't break when doing pepakura?
like only have "X" amount of polygons in one cut out, or never connect them if "blank"
?????????????????
>> Anonymous
can anyone explain how to reduce the poly count of a 3d model in sketchup? I'd like to work on simplifying some of the FF7 models from another thread but I can't find any decent tutorials that are of any help.
>> PMF
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>>137779
BTW penguin-anon...

"flip faces"
>> Anonymous
only have XXX polygons in one cut out, never connect them if fapping
>> Anonymous
/po/ can tell /po/eple what every button does, but that's something you can easily figure out in like half an hour by just playing with the program.
Don't rip a game model, download and install Pepakura, open the game model in Pepakura and start making what you believe will be the best papercraft evah!!
Spend some time playing with the Pepakura and the 3D software you'll be using to make/edit your 3D model (don't forget/skip this step, it's far more important than the Pepakura step).
But I get the feeling that most /po/eple mean: where exactly should I tell Pepakura to cut up the model?
But if you have to ask yourself at this stage, you're far too late: to make a good papercraft, you need to ask yourself that question while working on the 3D model, and model it accordingly. It's also just a matter of thinking logically: if you have built papercrafts yourself, you'll have an idea what kind of parts are easy and fun to build, and what parts are just difficult to build and add nothing special to the papercraft. The only way you're going to find out is to try and try again. So a good idea would be not to start with your "this will the best papercraft idea evah!" idea, but with a fast and simple one, to familiarize yourself with the software and to try out ideas you have for modeling smart (thinking ahead!) and unfolding smart (logically and avoiding difficult parts).
Since there's no way I can tell /po/eple to "make a cut here, a fold there, join these parts, add a tab there" without basically just making the papercraft FOR you, this is the best advice I can give any /po/rson.
>> Anonymous
>>137825
he he i know, i'm just lazy
>> Anonymous
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>>137922
I'm just at a complete loss what to do with a game model that has 10050 vertices / 3350 faces?! I opened it up in 3dsmax, maybe I should try some easier program? Are there any tutorials for this, even basics. "How to convert to low poly from a complex model?"
>> Anonymous
>>137929
First, if a model is modelled smart, the number of polygons doesn't matter, it can still become a very good papercraft in the hands of a good papercraft designer.
The reason why people keep mixing these two up, is that in practice models with a high polycount, usually aren't modelled very smart (in papercraft terms).
But this was what I meant: what kind of tutorial are you imagining? How could one tutor someone else on something that has so many variables just by telling about it over the interwebs..?
You just need to think logically, and mess up a couple of times and learn from your mistakes. I think the problem is that that method takes time, and everybody seems to be in a hurry and want to read how to do it, then do it like they are professionals... :(
Forget about the polygons the game designers made, look at the character and imagine breaking it down in parts which you KNOW will be easy and fun to make in paper form. Then model those parts, using the original 3D model basically just as reference.

Don't focus on lowering the polycount thinking that is the biggest problem and start deleting edges and making existing triangles into rectangles (this is NOT a good way to lower the polycount, you're not doing anything useful: the number of polygons will go down but the model will still basically be the same, meaning hard to build in paper: you really have to change it).

In the end if you're doing it right, you'll probably only be using a few of the actual original polygons, if any (well, usually there are SOME you can still use lol)

The more awesum and complex a 3D model looks, the more work you have to do getting rid of the complexity. ;)

And you need patience. Lots of it. LOADS of it.
>> Anonymous
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Some guidelines for the buttons are actually pretty nice. Then again, I haven't really had a chance to really play around with Pepakura yet. Still working on a model in Sketchup. This thread caught my interest, just wanted to say.
>> Anonymous
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>>138185Some guidelines for the buttons are actually pretty nice.
You mean like this? After starting Pepakura Designer, press F1.
The Help files. Do you read them?
Disappointingly, no, I guess...

It's why I always figure people want /po/ to tell them exactly how to cut up the complex models they have, since just an explanation of what the buttons do seems kinda... stupid, since you either figure that out by trying them by actually clicking them and see what it does, or read about it in the help files that some smart guy at Tama Software said: "hey let's put a "how to use this software" WITH the software when people get it!"
But maybe it's just that I'm so fucking genious to think of that. I'll start working on that cure for cancer after dinner, should have it done by tomorrow (the cure for cancer I mean, my dinner I hope to finish a bit sooner).
>> Anonymous
>>137934
Are you a model maker? You're giving more information on what not to do than what to do.
>> Anonymous
>>138221
Yes, that's why I can tell you which commonly made mistakes you need to watch out for. Telling you what NOT to do will help you save lots of time, LOADS of it, because I have seen that most people do not have the amount of patience they actually need to try something like this. Since I do not know if you (or anyone else that reads this thread) do, I try to save you/them some time. Most enthusiastic ideas that never make it are because they just give up because it takes more effort/time than they realize. They make an awesum model, then Pepakurarize it, it comes out like crap, they cry, and that's the last anybody hears of the project.
After all the things you shouldn't do, now for a thing that you SHOULD do then: think things through before you do them, make sure everything is okay with your 3D model before you try to Pepakurarize it (again, this is a HEUG timesaving tip, don't get mad) and testbuild and fix it before you release it as a final version.
>> Anonymous
look when i made this post i wasn't looking for "what button does what" or "tell me how to make my model"

all i wanted was some techniques or helpful hints that i could use to make pepakura a little easier.

i have patience, but it would be nice if people would help instead of complain about how "noobs can't do anything and only want us pros to make the models for them"

thats not what that was about
i appreciate everyone that has tried to help.
thank you, and keep posting your hints and tricks
THANX
>> Anonymous
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>>138220
>Then again, I haven't really had a chance to really play around with Pepakura yet.

Yeah, so fucking genius you apparently didn't finish reading. When I say I haven't had a chance to play around with it, what I mean is I haven't even opened it yet.

OP was just looking for some freakin' advice, and all I was saying was that it was nice of some people to take the time and try to help.

You, on the other hand, like so many others before you, took the time to write up a nasty response without apparently even understanding what was going on. Bravo, anon.
>> Anonymous
>>138339When I say I haven't had a chance to play around with it, what I mean is I haven't even opened it yet.
Next time, open the software first before coming here asking questions about software you haven't even opened yet. Protip: /po/ is not here to do your homework for you.
And when somebody on 4Chan says he feels superior to you and is a freaking genius and is going to cure cancer, take a hint and realize he's jokingly making fun of you and he just means: my god, what a stupid question that is that you could have easily figured out yourself if you just opened the software first.
Welcome to 4Chan. Don't get offended everytime somebody says you are stupid. Sometimes they're right, sometimes they're not. But all the times, we laugh. All those people that aren't here from 4Chan originally, you guys need to loosen up or else you'll go insane, we've seen it happen. ;)
>> Anonymous
>>138467
Ugh...
A) I never even asked a question.
B) I'm not offended.
C)Learn to read. I didn't say OP because I like to refer to myself in the third person. I said it because I'm different from OP.
D) I know what sarcasm is.
E) Not a newfag.
F) ???
G) I know my alphabet!
H) ...Profit?

Hey guys, I know, let's make more assumptions! That fixes everything.
>> Anonymous
THIS IS TURNING INTO FAIL THERAD
ONLY POST IF YOU GOT USEFUL TIPS
THANX
>> Anonymous
This is the best /po/ thread EVAR!!!
>> Anonymous
>>138589A) I didn't use a question mark.
I would like to know who fixed this. See how that works?
>> Anonymous
>>138836

...wut?