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Midna Papercraft Anonymous
Does anybody know if there is a midna papercraft. It doesn't matter how big or hard it is, I just want to know.
>> Anonymous
no ones done one yet
>> Anonymous
Do want.
>> Wanijobo
There's her helmet, which I don't have on this computer.
I have a 3D model of her that I wanna try working with. Just rapidsearch Midna.
I also thought there was an SD version of her posted, but we didn't have a source?
>> Wanijobo
     File :-(, x)
Progress.
I just started 3D modeling, so any pointers would be amazinghelpful.
>> PaperWitch !!Cgu+cfuG8aQ
>>132425
I also remember someone working on the model of the adult Midna, any word on where that went?
>> Amukunau
I see you using the models ripped from Twilight Princess.

I'm afraid to say that you should give up on creating a template from it and start afresh. The poly count on the Twilight Princess models are ridiculous. For it to be papercrafteable, you need to conserve polygons extremely.
>> Wanijobo
>>132534
This is my goal.
It's hopefully going to be a low-ish poly count. right now, I'm simplifying the fuck out of her.
>> Wanijobo
http://rapidshare.com/files/102410208/Midna_progress.rar.html
Here is what I've done so far.
There's a .3DS file, an .mqo, and all of the textures.
the one problem I'm having, though, is that the texure is getting fucked up when I apply it to the low-poly-fied sections. I'm using Metasequoia.
any suggestions?
Also, how can I move the arms into a more interesting position?
Thanks a lot guys.
Peace.
>> Amukunau
Sorry, I don't use Meta, but it sounds like your UVW is getting messed up as you simplify it, which is going to be painful to fix. And you should try learning rigging for your program: this will allow you to pose the character.

I'll take a look at your file.
>> Amukunau
I looked at the file, but I don't see any texturing problems. And you have a LOOOOONG way to go if you're trying to downsize the polygon number. Even a 600 poly model I did was too much. You're currently at 3,000.
>> THI
>>132602
Make sure the UVs aren't getting too fucked up when you remove polys.
>> Wanijobo
>>132659
>>132677
UV?
I'm sorry, but I'm not sure what that is...
How hard is creating a texture?
Or alternatively, how hard is it to fix a texture?
>> Anonymous
>>132660
600, 300, 50.000 polys doesn't really matter (well yeah of course it matters).
If you model smart enough, you won't notice the polycount after unfolding. And of course it's easier being smart with just 300 polys, than it is with 50.000. ;) But it is doable, just not for most people. ;)

The UV map is the data which stores the coordinates for the program of each point (vertix) so it knows how to wrap the 2D jpeg around the 3D model as a texture. If you make changes to the vertices which Metasequoia uses as a reference point for the texture coordinates, then yes, your textures will get messed up. It can be fixed manually, this is basic 3D modelling that you should teach yourself if you want to use Pepakura: Pepakura needs a good 3D model as a starting point, and to make/edit a good 3D model, you need to know basic 3D modelling. It's kinda hard to explain in words how to fix the UV map manually, because you'll probably want step by step instructions (click this button, then click here, then there...) and that would become pretty long... There are many tutorials to be found with Google.
>> Anonymous
bump
>> Anonymous
>>132510
that's going to be fucking hard as shit. Still, I'd make it. Good work.