File :-(, x, )
Three problems Anonymous
Hello.

So I've been thinking about releasing the Goblin, yeah? Three big problems I was wondering if /po/ was ok with.

The model is 100% buildable, yes. But if it had a difficulty, it would be 5/5.

Now, onto the problems.

Problem 1: Three textures. As you can see, there are three points on the model that have screwed up textures. I don't know how to fix this. Any help for that?
>> Anonymous
     File :-(, x)
Problem 2: Red lines. In the 3D model, there is nothing smoothly connecting the head to the body, the rucksack to the body, the arms to the body, the hands to the arms, or the middle section of the body. Is /po/ okay with this? It's 100% buildable, and the circle headpiece is actually needed or the head can't be placed on.

The spots on the knees aren't actually there as I've removed an unnecessary part.
>> Anonymous
     File :-(, x)
Problem 3: This is the BIGGEST problem with the model. Only problem is, I've tried to shape the hands differently, and you have to believe me when I say the only way to build the hands is this super-fucking hard way.

It is possible to build it, it's just REALLY hard to do so. I've tried for hours making different ways to build the hands, and there really isn't any other way. Is /po/ okay with this too?

Those are the three problems I currently have.
>> Anonymous
you can add tabs in pepakura where there are red lines
>> Anonymous
>>73145
Yeah, I've done that for the body section, but the rest are there because they need to be. I was just wondering if that would bother anyone.
>> Anonymous
As long as it's -possible- to build then go for it. As for the messed up textures, can that just be touched up after you export the whole thing? I'm also not sure what you mean by "smoothly connecting," but as long as they can connect, anyone skilled enough to build this should be resourceful enough to reinforce the joined areas.

And yeah, those hands look painful, but it might not be so bad if the whole thing was on a large scale. Only complaint there is that some of the lines are vague and it's hard to tell what should be cut and what shouldn't.

Regardless, awesome job, can't imagine how much work this must have taken.
>> Anonymous
>>73148
>I'm also not sure what you mean by "smoothly connecting,"

Basically meaning not connecting with glue tabs. You have to glue the edges of the head/arm/head/rucksack onto a flat surface. On top of it, if you will.

>can that just be touched up after you export the whole thing?

Not sure what you mean, like edit the textures in photoshop? I would hurt it way more than I would help it with my skills in that field.

>it might not be so bad if the whole thing was on a large scale. Only complaint there is that some of the lines are vague and it's hard to tell what should be cut and what shouldn't.

I could make it bigger, 20cm seems like the perfect size to me, but it's possible.

And yeah, there are two flaps over-lapping each other.

I hate - HATE - to leave it like that, it bothers me so much, but I can't connect it anywhere else without it overlapping a different section of a different part.
>> Anonymous
>>73150

>Not sure what you mean, like edit the textures in photoshop? I would hurt it way more than I would help it with my skills in that field.

I mean editing the texture on the unfolded model sheet. At least that corrupt section of the boot looks easy enough, judging by the other boot, it would seem to be the same as the segment adjacent to it but flipped. I couldn't come up with any idea why the textures are corrupted anyway since I don't know where they're going wrong. Is that what you get with the straight texture from the game?
>> Anonymous
If you add tabs to the edges that connect to a surface that will at least give us something to put glue on. That's what I did when I released the bomb from Twilight Princess.
>> Anonymous
>>73152
I guess it happened when I edited the models poly count.

I'll try my best at that.

>>73153

I'll try my best at this, too.
>> Anonymous
     File :-(, x)
Personally, for the cricled pieces(see pic) I would rather have them as two pieces each then each be one piece with a sliver of a glue tab(the way they are now)
>> Anonymous
>>73163
Yeah, Pepakura won't let me, so I'd have to edit that out with Photoshop or something. I can try my best~
>> zel
>>73140
The EASY way out of that problem is fix it after you've unfolded and just edit the file from there. More difficult of course is actually opening it up in a 3d program and fix it by repainting it.

>>73141
I've always had that problem, so i cant help you there.

>>73142
Now I've noticed in papercrafts hands are often flat curled up planes attached to the arm. you can try that?

BTW, if you need help with the texture, upload an .obj and the texture file and i can edit it for you.
>> zel
btw, very good job on the goblin! I think my fav. FFXI mob when i still played was the leeches lol.
>> Anonymous
     File :-(, x)
>>73166
>Now I've noticed in papercrafts hands are often flat curled up planes attached to the arm. you can try that?

Looking at the finished model a few feet away from me, that would just look plain stupid. Since the hands connect to the arms without glue tabs, the top of the glove would be 3D and then the hand would be 2D.

Add in the fact that I can't make anything by hand, I can say that if you would like 2D hands, you can make them, but I would hurt more than I help.
>> Anonymous
>>73165
you can't split pieces in pepakura? How long have you been using it?
>> Anonymous
>>73173
OH OH I see what you're saying now. I thought you meant two pieces as in the two different pieces, not as the two pieces split into four. I get it now. Sure, I can do that.
>> Anonymous
>>73174
Er, that is to say, I thought you meant make the two existing pieces stay two pieces, but remove the tiny sliver there.
>> Anonymous
>>73175
I need to think things through next time I make a thread. Going to bed now, and I go on vacation tomorrow. Hopefully the deletion will be slow so I can read all the replies when I get back Tuesday afternoon. I'll still have time to reply/listen to anything posted from here until about noon central time tomorrow.
>> japanese spy
what 3d software do you use?
>> Anonymous
I could have sworn there was already a goblin papercraft floating around.
>> Anonymous
>>73358
http://www.3dfs.ca/shop.htm
But it doesn't have the backpack.
And OP already knows, but OP was just having fun making one of his own.
>> Anonymous
>>73317
Metasequoia.
>> Anonymous
>>73140
With a little experience in 3D modelling, the textures would easily be fixed in a 3D app (easier even than on the template, about 3 milliseconds of work if you know what you're doing, wheras when you're fixing textures on the unfolded template, it can be difficult to make it look alright, so that the textures on two different polygons connect when they're put together).
Three small textures screwed up is not that big a deal, almost all ripped models have screwed up textures, sometimes only small things like this, sometimes it's much worse.

>>73141
That's because the way the model is designed for the game, in the virtual world the limbs just pass through the body when they move, they don't need to be connected.
For a papercraft you need to fix this in a 3D app, or just don't care about it and think of a make-shift way to attach them after building.

>>73142
Well, hands are difficult, because they're usually the smallest part of a papercraft. Re-model them in an easier way, or live with the fact they will be somewhat difficult.

>>73163
Those "small slivers" of glue tabs occur when the polygons are ALMOST flat, but not perfectly. So they don't really change angles that much. the best solution would be to fix it in the 3D model, so the angles ARE perfectly flat. Then you don't have to cut them apart and you won't have a small glueing tab.

All problems are best solved on the 3D model BEFORE Pepakura. A good preperation in the 3D app will save you this kind of trouble. If your 3D model isn't properly prepared, you won't be perfectly happy with your final papercraft and that's a shame. And then you probably aren't really motivated to throw away all your Pepakura work to start again. ;o)
>> Anonymous
>>73369
If you can upload the mqo file+the textures I could easily fix the three textures.
but then you'd have to do the Pepakura step all over again and I'm not sure you'd want that...
I could probably fix all the red lines as well (connecting the parts properly) but that would take more time depending on how much badly connected parts there are and I'm not sure I would want that sorry...
>> Anonymous
Protip:
In Metasequoia, if you want to create a new face (polygon), you need to hold down the CTRL-key while selecting the vertices (cornerpoints of the polygons) to create the new face.
That way, you'll select the EXACT vertex, if you don't hold down CTRL, you'll miss by a fraction and the polygons won't be properly connected, which will result in red lines in Pepakura...
>> Anonymous
>>73370
>>73371
Alright, thanks for all the help, and I decided to try and fix the textures with Photoshop, and it worked very well considering how much I don't know about Photoshop.

Also there's this one texture on the back of the can (OP pic, circle around it) where I have no idea what went there, and since you won't be seeing it anyway, I'm just leaving it there.

>>73374
The thing is, most of the red lines are there because the model was built like that. Like with the head and the arms, there are circle pieces that attach to the body and then you put the arms on top of those pieces.

Imagine this if you will: Without the head and without the arms, the body will be completely closed up because of the circle pieces. I'll add glue tabs to help make it easier as someone suggested earlier.
>> Anonymous
>>73378Without the head and without the arms, the body will be completely closed up because of the circle pieces.
I know, that's what I meant with the second point in>>73370. ;o) It's like that for MANY games (not all). It's a method to save computational memory: it's much more difficult for the CPU to calculate and render the way the clothing wrinkles when for instance the shoulder rotates, than it is to just let the arm go inside the body.

The CTRL tip was for when you re-model parts of the 3D model yourself.
Because almost nobody bothers to read instruction manuals, almost nobody knows this. Now they do. ;o)
>> Anonymous
>>73383
Oh okay, I see. Thanks, I'll keep that one in mind.
>> Jen
>>73383

I've never known of an English manual to Metasequoia. It's just always said that it's coming soon or doesn't exist on the Metasequoia site whenever I've been there. I'd love to learn how to use the program better because it seems to work rather well. I'd love to use it instead of Sketchup, because I usually export the Sketchup files into Metasequoia to get another look at them before putting them through Pepakura. Metasequoia and Pepakura play nicely with each other, so that would be beneficial as well. I know there have been threads on how to use certain programs here before, but I almost never seem to get them saved before they're deleted.
>> Anonymous
>>73549
it is there now
>> Anonymous
I've linked to this dozens of times:
http://www.ericksmodels.com/paper/step5.html

Steps 4 and 5 are all about Metasequoia basics. In step 5, at the "making the connection" section it also says to hold down ctrl when selecting the vertices.

It always makes me feel great and superior whenever I'm able to Google up answers to problems and questions when someone else can not (which apparantly is A LOT, lol).