File :-(, x, )
Updated template jamis
I've updated the first page of the template to show where the hairs go along with a few annoying tabs. The rest of the pages are the same (I haven't test built em yet but they should work...)

Here's the first page...
>> jamis
     File :-(, x)
and here's a picture of the completed head!
>> Anonymous
Damn its looking good but it would look better with out the lines.
>> Anonymous
hey nice job so far!

Just one question: did you place the eye on yourself? (aka edit the texture)
his eyes seems a bit narrow and small
>> Anonymous
I still want the battle scene version.

But nonetheless, thank you for making this update – it helps alot.
>> Anonymous
Ah, I see now why so many people are having trouble assembling the hairs!
Do all those colored surfaces have to be glued on top of another surface?
So they're just "glueing-surfaces" that won't show after assembly? I always try to keep "glueing-surfaces" like that white as in non-coloured. That way you can't mistake them for a part that needs to be on the outside (also, it saves a little ink and some glues don't really work well on some printer inks, it won't stick and just makes the ink run), it's very confusing the way you coloured them just like the rest of the hair. ;o)

But anyway, no matter how you do it (you're working with red and blue surfaces, it's a different method, but it's clear now that those are the glueing surfaces) I think with that and the picture people should now be able to figure out how the hair goes together! ;o)

Something to think about on your next papercraft! ;o)
>> Anonymous
I've been waiting a week to finish the head. I love you.
>> jamis
yar it's getting there... I know the lines are a pain... and I know the gluing surfaces shouldn't be colored and those changes may come...

I wanna work more on the battle pose. The reason I did the hairs on this model at all was to see if gluing each of them on would work. It seems to work ok.

So now I can use the same build method for the hairs on the battle model...

I celebrated making the head by going to a warehouse party so tomorrow shall be another build day. Thanks for the support! The battle model will be worth the wait!!
>> Anonymous
>>26578
As always, my comments is not to say "your work sucks!" because clearly it doesn't and a lot of people are happy that you made this papercraft. ;o)

You're one of the few people actually making templates, and this is your first model if I'm right, so you can learn from the things you might want to have done differently in retrospective.
So keep up the good work!!
>> jamis
So now that I'm not drunk...

yea, the eyes are too small. I had to put them on in illustrator by guessing. I have to play with how pepakura deals with textures a bit more. Same thing with the lines: I haven't tested to see if changing the line width in pepakura changes them in the outputted vector file. I really don't want to have to go through and change them allll in illustrator.

Next time I'll use white faces with numbers for the hairs. I know it'd be a waste to use that much color in places you're not going to see. It seems that most of the hairs like sticking by only the corners of the gluing surfaces anyways... but maybe that's just me not being able to build accurately. (Hell this is the second colored template I'm building. The first was a cube...)

Anyways, thanks for the tips and the motivation. I'd really like to see how other people's heads look (and the rest of him if you've got him!) I'll work on the rest of him today.
>> Anonymous
>>26596I have to play with how pepakura deals with textures a bit more.

Well I've heard people having problems with textures when opening their 3D model in Pepakura, but personally, I use Metasequoia to edit the 3D models (cutting, connecting the edges, applying textures etc) and I never had any problems (maybe because they're both originally Japanese programs? ;o).
Anyway: put the textures on the 3D model BEFORE you take it to Pepakura, in your 3D modeller. Then, if you open the file Pepakura, the textures will be there. You can't change where the texture is situated in Pepakura (that information is locked away in the UV map co-ordinates by your 3D modeller), but you can change any jpg/bmp texture into another in Pepakura. But again, any real texturing should be done BEFORE Pepakura. That's easiest, anyway.
>> jamis
>>26604
thanks for the tips! This page has a bit more information on what pepakura can deal with importing-wise:
http://www.tamasoft.co.jp/pepakura-en/

I believe I'm gonna have to go to 3dmax for my texturing. I know it better then any other program anyways :D
>> Anonymous
Requesting link to rest of model.
>> jamis
     File :-(, x)
page 2
>> jamis
     File :-(, x)
page 3
>> jamis
     File :-(, x)
page 4
>> Anonymous
>>26763
>>26762
>>26761

Sweet! Thanks!
>> Nonymous
Thank you for the credit, Jamis <3
>> Anonymous
I love you jamis, I fucking love you.