File :-(, x, )
Vivi coat Anonymous
Old Vivi thread is gonna get pruned soon, but I really want Chamoo to read this, so:
>>42475
Now I know the left picture (the way Chamoo made it now) is probably exactly what Vivi looks like in the game, but as you may know by now, I'm a big fan of "making it look good" rather than "making it look exactly like the "real" thing": Is there any way you could release a version where the back of the coat is all blue (maybe on the simpler, solid colors model..? ;) and not with the white panels? I believe you when you say that's what he looks like in the game, but it looks... weird to me. ;)
If not, I'll try to change it myself on the 2D template, but obviously, it be musch easier when done on the 3D model or in Pepakura.
(PS: it's okay to laugh at my crappy Photoshop skills ;)
>> chamoo232
     File :-(, x)
the blue bad across the back is actualy over the white part if it was a real coat. its a belt thing to tighten up the coat. from the cg movies it look like the blue is tissue and the white is leather. I like it with white but im planning on putting an empty template with the releasse. people will just have to open it with photoshop and work the colors on a layer underthe lines and be able to put any color they want since I have too many request of different colors
>> chamoo232
     File :-(, x)
the blue part across the back is actualy over the white part if it was a real coat. its a belt thing to tighten up the coat. from the cg movies it look like the blue is tissue and the white is leather. I like it with white but im planning on putting an empty template with the releasse. people will just have to open it with photoshop and work the colors on a layer underthe lines and be able to put any color they want since I have too many request of different colors
>> Anonymous
>>42721
Any chance of releasing the pdo? Then we could just "reset" the concerning texture in Pepakura to any color/texture we want, works better and much easier then changing it on the template (texturing should ideally be done on the 3D model, but I can understand you wouldn't want to release your original model).
>> to Chamoo232 digerman3
if you want moar pics of figur sheaps weapons go here http://gh.ffshrine.org/art.php
Final Fantasy IX Artbook
>> Anonymous
I LAUGH At j00
>> Anonymous
>>42740
I didn't get what you were laughing at at first: crappy photoshop does look crappy lol
But the papercraft does look nice when the back is blue, even if it isn't exactly like the game.
>> Anonymous
did you get the template from chammoo? if so could post it please?
>> Anonymous
>>42746
SPOILER: that's just a shop
>> Anonymous
>>42746
lol yeah, the original picture was from Chamoo, then I just colored the coat blue. I thought that was obvious... Chamoo hasn't released the template yet, but I'm sure she will when it's finished.
(But she needs a little more time to make another version with a entirely blue coat (I hope lol ;)
>> Anonymous
The before looks better.

Further, Vivi has a HUGE ass. :-D
>> Anonymous
>>42752
that's because photoshop skills are so bad
I never even knew the back looked like that I guess it's why in most pictures they don't show her back lol
(that and the fact that most people like to see the front)
>> Anonymous
>>42756
not to be rude, but i think i like the orginal template much better, it looks like the coat is worn and tattered which i think is quite fitting for that model
>> Anonymous
>>42758
The white part is not because it's a hole or something becuase it's torn and weathered, it's just a strange design of the coat, or what do you mean exactly..?
>> Anonymous
As long as Chamoo232 delivers the coat as seen in FF9, I'm good. I do not need any wierd, DIY colour-magick.

I just hope that when the final template comes out, it looks okay enlarged – because 6" is too small. I am hoping to pull off 9 or 12 inches with no discernable loss in quality.
>> Anonymous
>>42775
That version appears to be finished already, seeing as Chamoo already built it herself. ;)
And enlarging it should work fine as well. 1.5 or 2 times normal size should be possible without much loss of quality.
Although if it's on pdf again, how do you scale it? When I open a pdf, and want to print it, there's no box to input 150% or 200%?
>> chamoo232
on metal gear ray everyone wanted me to reverse the letters "marines" on the left arm because it was upside down. small details but it wasnt "like the game" and now people want alternate colors... well ill releasse my template and an empty one for those who want different skins.
>> Anonymous
>>42779

I don't scale it in program. I just use executive (11x17) cardstock and let it print to fit.

But I think the easiet way to make a 150% or 200% is to open the pdf in photoshopand split the parts into seperate pages, so when the print out to fit they are the right size.
>> Anonymous
>>42780
That wasn't because "it wasn't like in the game", but because it looked funny with one logo pointing forward, and the other pointing backward. People wanted it to look good, and in that case, looking good was the same as looking as in the game. Here it's not (obviously, not everybody will agree ;).
If you release the pdo, people could texture it all they like, just by resetting the textures, and then printing it. I would find that much easier than trying to texture it when it's already unfolded. But hey, if you don't release the pdo; what am I gonna do about it? Whine? Some people seem to think it helps. ;)
There's no need to defend yourself, it only provokes a lot of BS replies. We'll see what and when you release. It's all we can do, is it not? ;)
>> chamoo232
>>42789
I would releasse the pdo but its too big. for some reason the format I use make the pdo very big. I did try many other format including google heart 4 format but most of the time either the texture dont work or they are messed up. and if I releasse the pdo I would also need to releasse my textures to be used as guides for new textures if someone want something else than flat shaded colors. so ill just include a pdf with no textures that could be used both as folding reference but also as a template editable in photoshop. im basicly all done now. I just need to set my website and take some pics and upload everything. 1 or 2 hour and it will all be done and posted everywhere lol
>> Anonymous
>>42804
It never seizes to amaze me how you can get a pdo file over 400 MB big...
On "big" models I usually cut them up into parts (arms/legs/torso etc). Not because of disk space, but it's easier to see every nook and cranny in Pepakura that way when selecting which edges to cut and which to fold.
In Metasequoia, the entire model would be 203 kB (yes, I mean kB, not MB: that's how basic a Metasequoia 3D model for a papercraft is) and the legs alone would be 30.4 kB.
Then I do the work in Pepakura in an untextured version, which is 125 kB, and when I'm satisfied, I apply the texture (which is a 1,42 MB jpg; that actually is too big, but since it's still small enough, I live with it ;) and the final textured Pepakura version is 1,60 MB.
When I add all bodyparts in textured Pepakura version, I reach a grand total of 40,4 MB. And the model is a hell of a lot more complicated than the Vivi model.
You said before the sheer disksize causes your model to "freeze" in Pepakura sometimes, maybe you should try and find out what's causing your files to be so damn big? It's a lot more fun modelling paper models when Pepakura isn't freezing up on you every time you rotate the model... ;)
>> Anonymous
>>42918
Another example, because most people seem to use SketchUp rather than Metasequoia .
A model I made in Sketchup: 444 kB
1) exported as obj file: 213 kB, then unfolded in Pepakura (untextured): 119 kB
2) exported Sketchup model as 3ds file: 101 kB, then unfolded in Pepakura (untextured): 768 kB so that is 6 or 7 times bigger than when I used a obj file. If it's the same ratio on bigger files as well, maybe it would be wise to switch from 3ds files to obj files?
There used to be an 8-hour trial version of Sketchup Pro, which lets you convert to all kinds of formats, including obj. Many people model their stuff in the free version, and then open it in the trial Pro version only to quickly convert it (30 seconds, tops). So you can convert many models before the trial runs out.
>> chamoo232
>>42920
I have sketchup pro. I tried many format but obj with a 500mb pdo is the one that give me the best resust. and isnt it good results even with a weird way to do it?
>> Anonymous
>>42933
Well yeah, I don't care how you do it.
But I was thinking of you here (no, not like that you /b/tards...). A while ago, you told how annoying it was that the files for Pepakura were so big, so I figured I might suggest another file format that might create smaller files. I didn't know you already tried that obviously, but maybe other people haven't and it might be helpful to them.
Is the 500 MB pdo with or without textures? And how big is the obj file?
>> chamoo232
>>42935
the obj are usualy less than a meg. its after I add the textures that it get 500mb. I migh try some more format tomorow with the new pepakura. I tried loading a google earth 4 vivi I exported to test and the textures were not right and the arms and feets were completely missing.
>> Anonymous
>>42942
Then the "problem" is obviously the textures: they're much too big. In game models, they're usually only 32x32 pixels, or around that size. Obviously, that's much to small for a papercraft model that needs to be printed, so you use a bigger texture. The trick is, to get a good looking texture while the filesize is still quite small. It needs to be bigger than 32x32 pixels, but it needn't be 1280x1280 obviously. And it needn't be bmp format, but it can be jpg, which is usually a lot smaller. (again, I don't know wether you already use small jpeg files)
It may just be that you just a lot of textures (a lot of small files add up to one big filesize eventually...)
But to use many textures on a model like this would mean you'd have a different texture for each polygon. And if that's the case, then the textures could probably be measured in bytes rather than kilobytes...
Wether it's using a lot of small textures, or just a few large textures: a solution may be to use smaller texture files (size-wise and dimension-wise).