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Zelda models ripped Anoniempje !tT6cNWqI0g
(I have been away since the 10th so bear with me if this was known already.)

Ladies and non ladies
one could expect a flood of new Zelda papercrafts in the near future.

There are alot of 3d models ripped from the latest zelda game. one could esealy reduce the polygones and create awesome papercrafts from them.

http://www.megaupload.com/?d=MT8P4I1C
>> Fiona
OH HELL NAW
>> Fiona
How the baluddy hell do I get the textures applied in Max? These models do have the UV info right? It's not just geometry, right?
>> Fiona
>>45594
DISREGARD THAT I AM AN IDIOT
Hey that's a pretty damn nice cat model. :D Thank you so much OP.
>> Anonymous
If I could get a tutorial on reducing polygons in Google Sketchup or some other free 3d modeling program, I'll try and make the wooden shield.
>> Nova Greensocks
Ooh, more Zelda models! Hey, any/all models are welcome in my book XD
>> Anonymous
Lets see some LINK boi po!~
>> Anonymous
I was looking at that hook-shot in there and how easy that could be to make life size.
>> Anonymous
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Unfortunately, all characters are in the "scarecrow position"... And for me, the UV mapping was screwed up (dunno if this is really that common with 3DS format: if I look at the UV map, there doesn't seem any UV mapping done, so this must not have been ripped along with the polygons?)
Maybe some of the objects can still be made into papermodels and UV mapped manually?
>> Anonymous
>>45697
so how does ninjatoes make them so they are not in the scarecrow position?
does he change the models by hand?
>> Anonymous
In this case... you will have to put the BONES in Caracter Studio (inside of 3D MAX), and later to create the movements and you leave it in the position that you want....... later it removes the BONES, it is ready!.... reminding for the beginners.... this process demands a lot of knowledge in 3D and Animation.
>> Anonymous
>>45591
19000+ polygons?? I don't think you're gonna get there with just replacing all the triangles with rectangles lol...
>> Anoniempje !tT6cNWqI0g
>>45719
Lets not get technical, mister.
I have absolutely no experience in 3d stuff besides SU :) I thought i read somewhere about blender having a reduce polygons option of some sort. Yeah, scare crow position sucks.
>> Anonymous
>>45721
That wasn't too technical was it?? lol
I'm no 3D wiz myself, I just have some basic skills and that's really all you (should) need if you're only doing 3D modelling for papercraft. I don't think ANY automated tool is gonna be much help in designing papercrafts, though. Computers aren't smart really, they're just fast at doing simple, repetitive stuff. I'm not trying to discourage anybody trying to make more Zelda papercrafts (because /po/ will love to have them!!) but I AM trying to discourage the release of crappy templates; don't try to take shortcuts (there aren't any anyway ;) these need a lot of work, so you also need to spend a lot of time on preparing them for Pepakura. That's the catch (for those that were wondering what's the catch? ;).
>> Fiona
>>45697
The mopping looked okay to me, all I did was apply a material to the model with the map as the correct image for that part, everything looked fine. I sure would love to try making that Beamos.
>> Anonymous
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Pity that the texture files came out with visible compression. Maybe that was due to the ripping procedure, since they aren't so ingame.

Anyway, Would love to see the Zelda and Ganon models papercraft.
>> Fiona
>>45771
The textures do appear a little blurry, but I'm used to hi-res detailed PC textures so in that respect it looks mostly normal to me, most of the stuff you see in game is really sweet lighting.

If I recall, Twilight Princess does have this slight blurred feel to it, kinda like some sort of fake AA when they don't seem to be doing any AA at all.

Maybe they just blurred the textures to achieve this?
>> Anonymous
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>>45782
Really? When I look at the UV map, there's nothing there (normally, there would be green lines all over the texture that tell the program which polygon uses which part of the texture). But here, there is nothing mapped?? I often have this problem with the 3DS format... So when I apply the texture, the program doesn't know what to do, and it screws up (stretches a small part of the texture over the entire model, turning it kinda camouflage green).
The "blurriness" may just be because the textures are actually very small (although usually 32x32 pixels, on modern games like Twilight Princess, they already "push the limit" with 64x64 or even 128x128 textures). But they still need to be stretched in order to fit the 3D model on screen, and as everybody knows: scaling up an image causes "blurriness".
A Link figure would definately ROCK, but a crucified Link figure would definately SUCK... It would be an epic shame if somebody was to make a nice Link figure, only to have it in that "stiff like a board" pose... :((
>> Anonymous
>>45782
It's called 'Bloom', it is a sort of blurring around bright things.
>> Anonymous
the ganondorf and the ganon model doesnt have too much compression, but i cant get it out of the crucified pose without making the shoulder look retarded, i could spend time and rebuild that part of the model, but whenever i do the textures dont apply to it for some reason or other and you get the standard grey color
>> Anonymous
/r/ cruicified Midna on crucified wolf link.
>> Anonymous
>>45959

whatever your using probably can't/or has a hard time displaying the .tga targa bitmap file format. try converting the files into a diff format in a program like Photoshop or Corel. then reload the skins in your 3d program with the different format that's supported by what your using.

The easiest way to position them other than scarecrow I would think is to seperate the limbs and do the action figure thing with some minor alterations. I'm working on trying to convert the bitmap files into vector files so they can be scaled more easily without losing detail or looking pixelated. Expect something next week.
>> Anonymous
>>46089
I'm not>>45959but I have the same problems with the textures. Well maybe not exactly the same. I knew my 3D program would have a hard time/not be able to sue tga files, so I already converted them to plain jpg's, but there just doesn't seem a UV Map (so my models aren't standard grey, but one plain color). I know HOW to UV Map the model myself, but I know for a fact it is unbelievably hard to do so in a way that doesn't look like crap in the model, especially with textures and models this detailed... :(( And it takes me a lot of very hard and annoying work to get even that crappy result, so I'm not really... motivated to try. :((

And doing "the action figure thing" (? lol) might be the easiest way, but it's not an easy way... If only I wouldn't suck so much at 3D modelling... ;)
>> UNWRAPPING in 3dsmax eh Bob DOle
unwrappins easy once u just find out the tools, im in 3d in college so ill help ya oot

ya pick ur model mesh, on the right side with the dropdown menus, put on whats called 'unwrap uvw'

with that applied to ur model u can either click edit ( which menas u gotta unwrap every vert by hand 1 at a time ) pick ona the planer maps ( dont bother less is a simple geometric shape ) orrrrr, PELT, pelt is godly, like its god +5 with frost and anticurse attached.

u pick pelt, and it will let u make seams along the edges of your model, think of it as setting hte seams just like on your clothes, youl wanna make a bunch of seams, such as,
>> Anonymous
- around the bottom of hte head, around the shoulders, around the wrists, hips, ankles, then ull need the edge so ull have to put a seem along hte backs or sides of stuff, like the back of the head up to the top, and along hte back of hte arm from shoulders seam to the wrist.

this seem is what ( arm for example ) changes the unwrap from staying as a tube, u put a seam down the back from the shoulder loop to wrist loop, and it now has a point to separate at, so it flattens out in to a square almost. the pick the face of an area u wanna to flatten and have seamed off. choose hte face selection mode to do this, then pick export sel face to pelt seams, and it selects the entire section, then click pelt, then click export pelt map ish button. then u gots just that part in ur unwrap window

it hsud have the pelting ring selected and a new window coming up, pick the pelt button and it strecthes it out, stretch it enough so no pollys are overlapping and its actually flat.
>> Anonymous
then at hte top ona the top bar menus, cant rememeber off the top of my head, but go through em, and find hte relax tool up there

choose it, select all teh verts of your piece your stretching ( and not the pelting ring ) then just relax it until it stops changing, o and in the top right of hte unwrapping window, pick that dropdown and put hte checker texture on, sometimes u gotta put it on twice, and itll put a checker pattern all voer your model, so u can see where its stretching, u want as perfect as u can get squares over hte entire thing, and try to keep em the same size

thennn when your done with that part u close hte pelt popup menu, and deselect pelt on the right in your main max window, then itll show that piece selected in your entire unwrap windwo, just do all the pieces one at a time, and fit htem in that blue outlined box,

once your done, jsut export the uv template and u can now texture that in whatever the hell u want, and make it whatever size, ( nextgen games are using multiple 4000x4000 maps btw, 128 pixels is disgraceful ) but do whatevers necessary and when u coloured it all perdy, max will put hte texture on properly, just dont delete unwrap uvw that will be on your model, u do that and its raining blue whales on your head time
>> Anonymous
>>46178>>46179>>46180
Well, thanks for the mumbojumbo!
Not talking about the grammar (I know we're not supposed to make fun of that sort of stuff, but gawd, even if you're typing in hurry... ;)
But seriously, I have some basic skills, but this is a bit much for me. But since you're in a 3D course; maybe you could convince your teacher to make this into a school assignment? And upload the results for /po/? Tell your teacher we'll send the partyvan if he/she doesn't comply!
>> Anonymous
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>>46180
Biggest texture for Link I could find btw is 256x256, still nowhere near 4000x4000... Maybe that's true for PC games, or Xbox games, but for the Wii? (although this is the gamecube version, would the Wii textures be so much larger??)
>> Fiona
>>46183
I'm pretty sure the Wii version is identical to the Gamecube one apart from the whole Wiimote support.
>> Anonymous
>>46214
well, that and the fact that it's completely mirrored so it wouldn't be awkward for most right-handed people to use the Wiimote in their right hand controlling Link's sword in his left hand (spoiler alert: Link is left-handed, GameCube version is the original, obviously)
>> Anonymous
>>46289
so that's why he map was wrong....
>> Anonymous
>>46300
everything in the map is flipped, i have it for wii and gc, cuz i heard wii is supposed to be much harder
>> Anonymous
>>46289
One more reason why I will only play the GC version.