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Anonymous
hey guys is cloud papercraft finished yet?
>> it suppose to be done... Anonymous
but i dunno i couldn't make it.
the folding line are so messed up..
the hair was hard and the face very messy to fold.
>> Anonymous
post the template pls
>> here I upload it...enjoy... Anonymous
hope you can make it ^.^
http://rapidshare.de/files/35165233/FF7-Cloud.pdf.html
>> page1 jamis
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It's complex to fold but it does work. Clouds head was seriously the third papercraft thing I have ever built. I made a cube type thing, a virus (the one that looks like a spider) and then I tried the originally posted template of his head.

It's a bit of a pain but if you want it easier, it'll start losing detail. Remember that this is a polygonal character from playstation 1. They made it pretty much as optimized as they could.

It's also sorta been put on hold until I scrounge enough money to either buy a new color printer cartridge, a new printer or get to kinko's to test the colors. The printer I have is a POS...

I did break out the playstation and I think there are a few more additions that need to be added to the template... but they won't be hard to add at all.

Try it out!
>> page 2 jamis
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>> page3 jamis
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>> page4 jamis
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good luck.
>> Anonymous
>>24497
It may just be that I'm a papercraft nooblet, but I can't get the torso to fold right. It's the last part I need to finish the model. Could someone take photos of a correctly folded torso to show me what I'm doing wrong?
>> Anonymous
Okay, now do the cloud that does not look like a popeye midget.
>> jamis
I just realized I need to fix a bit more up... I'll get it tomorrow morning.

I'll also get started on the better looking cloud...
>> Anonymous
Will there be a version with no fold lines? Great job btw :)
>> Anonymous
Now all we need is everyother character, how about Zack next since you already go the body just change the head.
>> Anonymous
No, now we need a Buster Sword :)
>> Anonymous
>>24694
second
>> jamis
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So really there's two issues here

First, the template as it stands doesn't work ::blush:: I'll fix it when I have time monday morning. In the least, I'll make the lines less obvious...

Second, This template is for the low polygon character model when yer just walking around the map in the game. I got all the stuff together to rip a better model (he is in the pose of holding a sword... and I should be able to get him to hold the sword.

The problem is I need to play with the software a bit more. I'm unable to rip the highest resolution model because the ripping software doesn't support it... but I should be able to make the noticeable changes pretty easily (like the spikes that are supposed to go on his shoulder plate).

I need to install 3D Studio Max and see if I can get the medium quality rip to import with all the pieces where their supposed to be. The screen shot is of what cloud looks like when he's ripped from the dat files incorrectly....

So the paths I'm going to take are as follows:
1. Fix the current model and make sure it's working correctly and completely.
2. Start trying to make a template for the better model.

The first model was a good practice session but now I wanna make a really nice looking model.
>> Anonymous
>>24888Word of caution, the higher resolution model will probably have as much detail on the rest of the body as the current one has on the head.

This one does seem a bit überpoly for a papercraft... You'll have to do a lot of editing to fix that. And the bigger you make it, the easier it'll be to fold. But to make this one easy to fold, it might have to be 1:1 scale (that *would* be cool, but I'm not gonna make it (about 250 pages of cardstock printed in color?))
>> Anonymous
if there still a problem with making it work work with pepakura, i'd sujest taking the model as a reference and model it from scratch. I mean, lets face it, cloud is super low-poly even in the 'hi res' version.
>> jamis
roar... Making a template from scratch would be an adventure...

But I don't even know where to begin with that...
>> jamis
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so, as you can see, I got one of the versions of cloud into maya...

I'm going to try texturing the model in 3d before I output to papekura this time... maybe it'll make that part of it a bit easier...

He really doesn't seem all that complex... not much more then any of the other templates around here...

I'll work more on this later today.
>> Anonymous
please post that maya file. obj or ma!
bump
>> jamis
The sword and Cloud are separate objects and you'll have to scale and rotate them both to sit in the "correct" orientation.

http://rapidshare.de/files/36119678/cloud_b_sword.zip.html

What I really need now is to break out my 3D Studio Max discs and start doing the editing with it instead of Maya. Maya likes .obj files but it doesn't like the .mtl files that tell what faces are what colors...

hope they work for ya
>> Anonymous
>>25079He really doesn't seem all that complex... not much more then any of the other templates around here...

You're right it might be do-able. You'll need to cut/edit the knees, elbows etc., the usual stuff. You can reduce the polygons a bit more (the arms/legs look like plain boxes, remove the triangles, also remove as much triangles as you can on the torso without deforming it too much: less is more here).

Anyway, good luck, it'll be a nice papercraft. The haird, as always, will be the biggest problem (spiky anime hair makes for difficult papercrafts).

the stance is great, allthough he might not be able to stand on his own with that big sword sticking out in front of him, he'll probably tumble forward...
>> tarepanda
You could make a simple stand (first figuring out how large it would need to be to keep him from toppling) with the FF VII meteor on it or something like that, just glue his feet to it at the very end.
>> jamis
yar maya can't keep up with that number of polygons, believe it or not... I'll figure something out...

Adding a stand in to the 3d model to start would be easy enough...
>> Anonymous
>>25079
>>25087
... maya cant handle the polys in that picture??? o_O; I've had a 5 mil poly in maya, granted it was slow as hell and crashed once in a while, but still!
>> Anonymous
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... wow, i just took at look at the file... just how many materials did cloud have?? o_O;
>> quick and easy fix Anonymous
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>>25083
really easy quick fix, just select the faces that have 'problem' and right click on it, then go to material attribute.

aftr you figure out which material it is (might be worth your time to rename it?) then go look for the material you want to replace it with. (first select the faces that needed replacing), then go to material attribute again, and find the material to replace it by right clicking on the icon, and say "assign to selected" and there you have it.

On a side note, a big ROFL for the UV map.... as in there isnt one! or there is, but they just fail :P


From what I've seen from the file, it seems that they were trying for 'realistic' shading by assigning EACH POLYGON its on specific material, so like cloud's forhead is a different material/color from cloud's jaw, thats why in the render it looks so f***ed up.
Suggestion, dont even bother using the material file. There will be a lot of work to fix the whole model already is, so its a lot better if you make new material and texture after you fixed it.
and to my experience, its a lot easier to make the template if you have already a texture on it.


Hope that helps!
>> jamis
>>25088

That is all one big object as far as maya's concerned. I tried to separate the polygons and it didn't like that at all... I'm not too worried about it because I know there's plenty of other ways to separate out the pieces
>>25080
>>25090

I'll get on the other computer and rapid share all the files I've been using to rip the meshs. Then ya can play around with em :p

That does look like too many... but it'd be better to see then applied to the model... I'd bet a lot of those are duplicates and if not that, there probably included in the over-all color pallet for the game and not used on cloud...

We shall figure this ouuuut!
>> jamis
>>25091

W))T! Thanks! That would explain the number of materials there then...

One of the major reasons I care about the texturing is to have a better idea where the different textures start and stop... Like what polygons are hair, what polygons are skin... and so on...

Now it's time to rock the edit tools!

ps. This is really motivating :D
>> Anonymous
>>25095
np :)
im trying to mess with the sword right now and again its giving me problems (1, the verticies arent welded, 2, the faces itself are in a total mess, overlaps, etc.) once I figure out what is wrong i'll post the solution and that should help out with the cloud model too!


/r/ reno & rufus! D: i want it!
>> jamis
>>25097
alright! I realized that I have maya 6.5. I'm "buying" 8 now. I have a notion that's part of my problem.

Also, for anyone that can stand a 62 meg rapid share download, here are all the files ya need to extract FF7 3d models. It's all one big happy-rar-family:

http://rapidshare.de/files/36132492/FF7_ripping.rar.html

Sorry it's so big, the monsters data file alone is 60 megs...

How about the Ruby weapon sometime down the road... Halloween?
>> Anonymous
>>25098
The file is 21MB (not 60).

Whatever is in this thing, is this for the PC or Playstation version of ff7?
>> jamis
>>25100
wow yer right... sorry... 21 megs

This is the PC version. I have no way of ripping anything from the PS unfortunately...
>> Anonymous
>>25101
Then I'm good, since that's the only version I own.

Also, not that I mean to ask too much from you, but what other ripping tools do you have or know about?

http://dis.4chan.org/read/games/1156573595/1-40

I posted this in the discussion board some while back, but I never got any good responses.
>> Anonymous
woot, thanks! :3 be great to get the mob files too!
>> possible solution Anonymous
after playing around with the sword file, I've found a way to fix all the broken polygons so when you import it into pepakura designer it wont be all its seperate piece:

First, find out which polygons you have to fix. In the case of the sword, ALL of it. (lol)
select the polygon(s) and press DELETE! This clear the polygon, then go Polygon Edit (or Mesh edit in maya 8) and append to polygon. select the edges to complete the poly, then press enter: now you have a brand new polygon that look jsut like the last! (I perfer to make them into quads, but you can just select the tris too)

The reason to do so is because I cant figure out what the hell is wrong with it, so we're "rebuilding" it in a sense. I tried just merging verticies, but that just created a whole lot more problem (so does "fill hole" options). This method is the 100% sure way to fix all the cut up polys, its time consuming... so i'm going to try to find an easier way.

Tho a plus in this process is you can now delete and work with the horrible polys in the model and edit the joints in the mean time.


^^; hope that makes sense!
>> jamis
>>25105
these are the only ones I've found... The only problem is that maya still isn't playing nice with the editing of the outputed obj files... It takes me close to 20 seconds to just delete a polygon...

If you're having the same problem I'm going to try some other modelers and see if I can fix it...

I'll rapid share what I can... or I'll put a link to a direct download...
>> jamis
>>25111
Yar it does! That's how I went about fixing the problems with the first model.

What I found was that the "edges" were not shared by two adjacent polygons. Say you have two polygons that are supposed to be connected with a single edge. In a lot of cases the two polygons each have their own edge - but each edge is in the exact same place.

Try:
(spacebar) | Display | Polygons | Border Edges
and see if it shows you a bunch of thicker edges right in the middle of where two polygons should be attached... (i'll try to find a decent example screen shot in a minute here)

Ya can try selecting the two pieces (if you've separated the whole shell into it's sub shells) and then use:
(spacebar) | Edit mesh | Merge
to get rid of the border edges...

I think a lot of these problems come from the way the ripping tools are making the obj files really it's pretty annoying...

>> jamis
>>25114
poo. It's combine then merge...

Again, the border edges are the reason :p
>> Anonymous
>>25083
Can't wait for battle Cloud to funush. I lack the programs to even open the files in the .rar though. Good luck!
>> <3 RENOOOOO~ Anonymous
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:D thank you jamis! yay Reno GET!
Thats the next one I'll be working on, and Im going to try the rebuild method to see if that save me more time than trying to fix everything. should be relativly simple, yes!
>> jamis
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ok so the merge method works. It's time consuming but it won't be quite as bad as rebuilding it.

Basically:
1. ya select all the faces of one "part" (such as the torso or the foot... it should be pretty clear where one pieces starts and another stops)
2. ya hit and hold the spacebar, go to "Edit Mesh" and then release on "Merge" This will connect all the "border edges" and make the piece one big whole "shell" (a shell, remember, is a sub-piece of a mesh)
3. After all the pieces are fixed in this way (make sure it's displaying "Border Edges"... it'll help ya see what's going on), hit and hold the space bar, go to "Mesh" then "Separate"

This will take a while to compute. On my machine (dual 2.0ghz powerpc's with a gig of ram) it took about 2-3 minutes... not really long as far as 3d stuff is concerned but it looks like it's frozen while it computes it...

This will chop the shells out of the large mesh so you can edit each one individually. Now you can do booleans of the pieces ya want as one or to remove pieces in between joints and such...

Here's the image of before the merge on his torso:
>> jamis
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and here's the image of after the merge.... notice a few of the lines went from thick to thin? Those were border edges. If the model had been split with the separate function before it was merged, all of the border edges would have been cut along making a shit load of little pieces.
>> jamis
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and last image I've got for now, the image of all the little pieces individually selected!

Woo! Now it's time to edit it into a build-able model!

(sorry I keep bumping this thread /po/... I'm sorta using this thread as a way to build a tutorial for model building...)

P.S. When you open a model in papekura and it's got a lot of red lines on it, that means the edges of the model were "border edges" (or at least that's what their called in Maya). If you think you've fixed it in the 3d program but it's still being a bitch, ya can try using Papekura's "Join adjacent edges" tool to have it try to hack the pieces together... This isn't the best way to do it over-all but it is ok for stubborn parts... Really, do the best ya can to NOT have these red lines in the model... you'll have to fuck with the template after it's cut up to fix any of the problems...
>> Anonymous
holy shit that looks good

keep up the progress wow
>> Anonymous
It's nice to share your process here.
Many folks would like to have a papercraft of there fav game character, and they know they can rip the models and they know Pepakura can "unfold" it, but most of them think that's it.
Unfortunately, it isn't, so they get discouraged, give up, and many nice game character papercrafts don't make it...

This is evolving in a nice "tutorial" of step in between ripping<->Pepakura.
>> Anonymous
The reason you get weird un-attachable serfaces in pepakura is beacuse the pologonal faces are not connected on the models, a quick fix to this is using "merge vertex" command. but make sure to set the settings to only merge vertecies that are .05 distance of each other. Select all vertices, set the merge distance, click merge vertices. then you need to go through and make sure that there are not mutiple faces. Multiple faces will also cause the problem in pepakura.
>> jamis
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>>25248
Thanks for the details on why that happens. That would get rid of most of the troubled spots I've seen. I didn't know about the distance requirement.

>>25240
I'm glad not everyones hating this thread by now :3 my plan is to clean up this thread and put it on my site... I'll post the link when that's done. Thanks for the support.

In this cloud model in particular, there are a large number of overlapping pieces... like his hands here where his left thumb goes into his right palm, his knee joint, his elbow joint and his wrist joint..... ok, all of his joints.

I'd guess booleaning a "hole" out of the smaller piece would work best in these cases. Joining the pieces together seems to work sometimes. It's really all trial and error to see what seems to work best for a papercraft model.

This joint work and the reducing of polygon counts are the biggest issues (it seems to me) in making a model for papekura to un-fold.

Again, I'll post a tutorial as I finnish more steps...
>> Anonymous
WOW look awesome!
im dying to make it...
>> Anonymous
/r/ing all the papercrafts when they're done.