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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.
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