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Tails Anonymous
O hai /po/. I have a Tails .3ds and have been trying to convert to a .pdo The problem is that it has 5k+ faces, and I'm not good enough to convert it to a lower poly count. Any suggestions?
>> Anonymous
Those hands look like they have 1000 polys each. Focus on simplifying those first.
>> GoblinGuy
Sketchup model. Polygon count is only one of your problems. The others will be like the ears. See how it's going through the head instead of connecting? Another one would be red lines everywhere. Metasequoia's wire program can reduce polygon count, though.
>> Anonymous
OP here. Here's the rapishit if anyone wants to play with the model. http://rapidshare.com/files/106248498/tails.7z.html
>> Anonymous
Metasequoia can't open the file. Ideas?
>> Cocopalm
no offense, just give up.
it would be easier just to start from scratch, i actually tried editing that exact model but it was going to take way too fricken long. it's just way to curvy.
>> Anonymous
>>135963
on sketchup import as .obj
then open in metasequoia
>> Anonymous
why dont you try to make this model like the others from Sega?
they are simple...
>> Anonymous
can someone convert this to .pdo plz?
>> Anonymous
>>135954Metasequoia's wire program can reduce polygon count, though
That is NOT the way to reduce the polycount for papercraft lol. ;)
When people on /po/ say: too hi-poly, they (well, the ones that know what they're talking about lol) mean it's not suitable to be made into papercraft as it is. To fix that, you need more than the wire tool in Metesequoia: you need to re-model it while planning ahead about how the polygons will connect into parts for the final papercraft. It's where most people mess up: they only start thinking about that when they load the model in Pepakura. That's okay for them of course, they learn not to make that mistake again, but hopefully now you don't have to make that mistake to learn not to make that mistake. ;)
>>135973says model it from scratch, it's often intimidating for noobs to try that, but in the end, if you start with an existing model, you often end up doing that replacing more than half of the polygons anyway, so start from scratch so you have complete control and can plan far ahead accordingly or use an existing model so you don't have to start from scratch, it won't make much a of a difference: both take a lot of effort and both are very doable for anyone willing to spend a fair amount of time on it to teach themselves the skills needed.
>> Anonymous
WINGS 3D !!!
>> GoblinGuy
>>136045
That's basically how I remove the diaganol lines from models. You know.

___
l \ l
l \ l

Those kinds of faces. It reduces the polygon count by half, and it's worked for me in several of my models. High poly count doesn't matter too much as long as it's basically made up of rectangle faces and mountain folds. You could have something that's 10,000 polygons and it'd still be suitable for papercraft so long as it meets the previously mentioned conditions. I know this because I've made models like this first-hand.
>> Anonymous
>>136045
I personally think working from scratch is a bad idea unless you have a pretty decent amount of experience with some sort of 3D program. Instead, delete the faces and use the wires to get a rough shape, then attach points along them to make a simpler model. This may not make sense, but whatever, it works for me.

>>136062
Even though those are easy to remove, they're a really big problem in the first place most of the time. Models with a lot of that tend to be split into strips, and those just flatten out anyways.
>> GoblinGuy
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>>136075
>and those just flatten out anyways

Some of the time, yes. But when working with a high polygon count model (this one is 3480) that way can be very helpful.

To each his own, I guess. That's just the way I do it. Works well enough for me.
>> Xydirus
>>136085
FUCKING FLYING HOLY SHIT!!!
are you going to release that? I've sometimes asked for castlevania monsters, and actually what I was requesting for was a monster like this one...
that's way I've made the tehanu dragon, but if you released that I'd REEEEALLY do it, fuck the polycount...
>> GoblinGuy
>>136086
Maybe when I finish building it I will.

(Also it's Bune from FFXI)
>> Anonymous
>>136087
NO! wait, wait a second, just a tiny little second.
don't release it.
i DO like it, I'd build it. but just don't.
trade it.
trade it for the skull kid.
release them both.
and every single /po/per will have a statue of you in their room (at least the ones of the other post)
you got what i mean?
>> GoblinGuy
>>136091
Heheh, I'd love to, but it's not finished!
>> Anonymous
if you finish it and do so, we *will* suck your e-dick
>> PMF
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>>136125
will you suck mine if i do this one?
>> Anonymous
>>136132
.......like an e-hoover.... that's the coolest fucking dragon I've ever seen
>> Anonymous
>>136125
>>136132
>>136138
e-dick?! e-hoover?!?
this is one of the nerdest thing ever!!!
>> Anonymous
Well, Since so many of you are freely giving out E-blowjobs can I maybe get an E-rimjob or you could just stick your finger up my E-asshole while I build that awesome fucking dragon when it gets released(crosses fingers)
>> Anonymous
Why not E-rape them while you at it.
>> Xydirus
>>136132
Holy shit, that dragon would look great, speacially printed in a black folder.
trust me: if you want the slimest, sturdiest, blackest material go buy a black folder.
that made my pucca's hair as sturdy as a bowling ball... and make you not waste ink :P
>>136087
don't worry, we rater prefer a good papercraft that took a month to release (hopefully not) than a hurried one that's hard as hell and not as good...
papercraft being about patience supports my opinion
>> Anonymous
What might be a good guideline for simplifying the Tails model is if you follow the Sonic/Shadow models. Since a lot of those characters follow the same basic shape you've got a fairly good guide for the body and limbs. Head might be tricky, since that's a bit different.

I haven't really worked with 3D stuff at all. Maybe now's the time to start learning. >.<
>> Anonymous
Bumping in anticipation of finished product.
>> Anonymous
Simplify it? NO

All you need is to make is larger. The bigger it is, the easier it's gonna be for polygons.
But not too big.
>> Xydirus
>>136449
you are forgetting somethign you should NEVER forget if you'll some time try to design something: weight.
the heavier the sturdier, in an almost linear relationship. so if it has to much polygons, it'll be nothing but crap after a couple of days due to a pretty hard to understand concept, gravity.
does it ring a bell?
>> Anonymous
>>136539

That's what the big shoes are for. =P
>> Xydirus
>>136543
hahahaha lol, but it really isn't that funny..
my first papercraft was a sephiroth, I put it some place high to avoid my nephews to reach it, but I had a bad experience when I foud out the next day that due to the sword weight the feet folded during the night and he fell like from 2 meters high (somewhat less that 7 feet)
the arm (still holding the sword) was lying like a meter away...
luckily, papercraft injuries are easy to cure, and a little bit of glue did the trick, but since then I'm really cautious about the weight :S
>> Anonymous
>>136548

Can't say I ever had a papercraft fold on me, but I haven't done anything particularly big. The only thing I'm ever worried about is an object being top-heavy or off balance.

Anyway, I'm working on the (Tails) model. Dunno if anyone else is. I would include a screenie, but it looks like total crap right now, as I've got it totally dissected. Hoping to have it done by Monday. Like I mentioned before its going to have a similar build to the Sonic/Shadow models.

Happy weekend, /po/eple.
>> Anonymous
bump
>> Anonymous
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>> Anonymous
weight problem can be solved using coins inside foot/lower parts
>> Anonymous
OP here, been doing some work on Tails myself but sadly my 3d modeling skills are less than great. Thanks for helping out /po/. FREE INTERNETS FOR EVERYONE
>> Anonymous
BUMP