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3D Modeling For Pepakura (Basic 3D Knowledge Required)

Discussion in 'Halo 3D Modeling' started by rundown, Mar 16, 2010.

  1. Satchmo III

    Satchmo III Well-Known Member

    I queried this to Tama Software (the developers of Pepakura Viewer/Designer) who came back with the following info.

    I thought I had the model I was working on centered but looking into it more I did not. With Blender, in edit mode with all selected, pressing 'n' will bring up the transform properties window in which the center-point for the selected can be modified. Assuming the model is symmetrical along the YZ axis, the median X coordinate needs to be set at 0.000. Once this is done the mirror point function will work when the model is imported into Pepakura Designer (provided that the front is correctly specified when importing it).
  2. Pack hunter

    Pack hunter Jr Member

    just so every1 knows the higher your poly count the more folds are gonna be in the pep model, the more folds are due to the smoothness of the model and the detail, which in either case results in a higher poly count in blender its your face count, to get your poly count divide your face count in two, think of a face as a square and a poly as a triangle, i myself having been doing blender art for 10 years, i only just started Maya in 2010 because Maya is the Game design industry standard, if you want animation you go for 3ds, if you want better texturing you use Maya, i find their modeling systems to be simalar, only the controls are different
  3. Satchmo III

    Satchmo III Well-Known Member

    Recently I am finding it difficult to export to wavefront (OBJ) format with Blender (Version 2.49b with Python 2.6.2).

    Sometimes it works fine but other times (most often) I export and although an OBJ file is created, the file is less the 1 KB in size and it fails to open with Pepakura Designer. Other working OBJ files have sizes ranging from 20 to 100 KB so I'm thinking it's something to do with the exporter but I don't really have a clue.

    Has anyone run into this issue or know what may be causing it? Thank you.

    Edit: I discovered you need to have the object selected when in object mode in order to export it correctly. Logical, I suppose. Noob-move, Satchmo III, noob-move.
  4. Pack hunter

    Pack hunter Jr Member

    Yea i had a simlar issue so i just exported it as a 3ds file..... by the way does anyone know whats it means in pepakura when there is abunch of red highlighted lines in your model??? and i might some1's help unfolding the darn this too, it nvr seem to come out as clean as other people's stuff
  5. Satchmo III

    Satchmo III Well-Known Member

    Thanks for the response...my issue was just that I didn't have the object selected for export (so essentially nothing was being exported when I'd try).

    In Pepakura Viewer/Designer, red lines indicate single-sided edges. If a red line shows up at an edge between two faces it may mean that there are duplicate edges in the model at that location. If this is the case then one edge needs to be deleted and the remaining edge needs to be shared between the two faces that it's between for the red line issue to be resolved.

    The unfolds that are yielded from Pepakura Designer's unfold function are not sufficient for actual use. Unfolders will typically use the 'specify open edges' tool to manually select the cut lines in the 3D view before unfolding, and then after unfolding to scale, use the join/disjoin face function in the 2D view to modify how the pieces are configured to achieve better unfolds. It's not always an easy process but, as with most things, the more you do the more you know what to look for and how to maximize space and shape for the pieces.
  6. koshima07

    koshima07 Well-Known Member

    Ok, 405th, I've got a question pertaining to smoothing the models IN PD3.
    Is there a way to smooth the models without having said model come out in a twisted way? I ask because I'm trying to give the models an easier unfold, but with the intricaties of the models, it's a tad bit difficult...
    So, PD3 Pros, could you lend a beginning modeler a tip or two? Thanks, Community!
  7. eschus2

    eschus2 New Member

    Hey Folks,
    Dumb Question

    I read the 1st page of this thread about open edges because that is what I am having issues with fixing. It all seemed pretty self explanatory from the information Rundown provided, but I must be doing something wrong PD3.

    I click the edit model buttion then hit "A" but none of the vertices get selected. What am I doing wrong?
  8. wilsonundead

    wilsonundead New Member

    Ok so I'm assuming that some people who have posted know how to do this. I'm looking for someone who can make me a Gears of war Onyx guard armour pep and Myrrahs battle armour. I don't expect anyone to do this for me for free but if anyone is willing, let me know, we can talk prices. I'd like to build these for my fiancee and I for halloween, but I can't find them anywhere. Likewise, if anyone knows of these files existing, could you please direct me to them. Thanks.
  9. Satchmo III

    Satchmo III Well-Known Member

    I think that function is a bit limited in Pepakura Designer. If you select a string of edges the smooth function will add vertices along that string which can smooth it out but I don't know that the added vertices will lead to simpler unfolds. In any case I think it'd be easier to modify a model in a drafting program instead of Pepakura Designer (obviously with the consent of the original modeler).

    I find that it takes practice but making straight-forward unfolds (even with complex models) is possible.

    Often times red-lines in Pepakura Viewer/Designer is an indication of duplicated lines (AKA edges) in the model. rundown's instructions for removing duplicated vertices and edges were not intended to be used in the Pepakura Viewer/Designer program (it sounds like you were trying to use them there). The drafting software for which the instructions apply is called Blender...it is shareware (free) that can be downloaded from Blender's website (http://www.blender.org/download/get-blender/).

    You have already posted this request in the proper thread (http://www.405th.com/showthread.php/13671-Pepakura-Requests?p=585609#post585609). Please do not multi-post.

    If you are looking to learn how to model, review the beginning of this thread, which will give you a very brief overview. If you are serious about learning how to model you will be required to do a decent amount of online research (essentially everything you need to know is available if the time is taken to look for it) or find an outside learning resource.
  10. phixix

    phixix Jr Member

    Hey there, I had a question!
    I've been using 3D programs for a while and I specifically work in topology flow. I had a shot at modelling for pepakura and I noticed that a lot of the poly's are merged into one face after you import the models. So is it the case that if you have a more smooth surface that it will translate into less faces in pepakura?

    Also! I know tri's are very much a No-no, I live by quads, but in some cases will the use of tri's translate into better and smoother results for pep?
    Sorry guys I know it's kind of vague,

  11. rundown


    Well you can use tri's for pep, since it's low poly and not used for further development. Polyflow doesn't seem to be a matter in pepakura, although it just looks better.
  12. VinceJDJ

    VinceJDJ New Member

    When you said "we need to copy the approximate contour of our blaster to choosen plane. I used there only lines," what does that mean and what did you do in a little more detail? I hope you don't have to trace the whole thing.
  13. Iron Panda

    Iron Panda New Member

    OK after endless hours of tutorials and failure and frustration Ive gotta ask for help.

    Ive been trying to model a Phase II Clone Trooper Helmet in blender. I used front and right side views with reference photos from the master replica images that show excellent front right left and back views. In blender I am using a mesh with a mirror modifier and everything goes great for a while, I have no problem working the mesh into the shape going back and forth front and side and it works great.... until....

    I can get, for example, the whole frown and chin don't then work my way up to the visor and brim then all hell breaks loose. No matter how I resize and angle it I cant get the visor to line up right between the two views while maintaining the proportions of everything else.... I dont know if its some sort of issue with proportions or what but I am thoroughly confused and fed up at this point.

    Please help! I am at a loss...
  14. rundown


    Try changing the ortographic perspctive to normal perspective. Things tend to look more bended in real life.
  15. Iron Panda

    Iron Panda New Member

    I cant tell if thats works because i can only see my reference material in orthoscopic. is there a way to attach my reference material to a mesh so i can see it out of orthoscopic mode?
  16. KingRahl

    KingRahl Member

    I learned Blender through youtube. I found the lesson that you want to go by for you.


    Now I started learning 3d with Maya so I use the Maya presets. On youtube you have to take the instructions with a grain of salt. Each modeler uses either Blender controls or Maya controls. If it's not working because they say press "r" for example, and it doesn't work, then they are probably using different presets.
  17. hairymonster55

    hairymonster55 New Member

    Does anyone know how to open a .nif file in pepakura? Or a converter??
  18. Cassius

    Cassius Jr Member

    Hello guys, a have a question. I have this iron man .pdo file but I would like to add some support faces inside the model to keep the proportions. Is there any easy way to do it? OH, nvm. It was easier than I thought xD. Hairyman - check this out . What you really need to know is how to import .nif to obj, not .nif to .pdo :)
    Last edited by a moderator: Jul 31, 2017
  19. Darthrambo

    Darthrambo New Member

    Can you also export inventor files as stl?
  20. Shrouded Maribel

    Shrouded Maribel New Member

    I use blender NIF plugin (you need an older Blender)

    to open it, edit it then saving it as .obj for pep designer
  21. MixMaster

    MixMaster New Member

    I recently found out about sunglass.io it is a free HTML5 colaborating 3D modeling tool. It allows multiple user to be able to work on a single project. I am not sure if it would work well for this sort of modeling but it look like a nice way for 3D modeling groups can work together.
  22. redwizard3d

    redwizard3d New Member

    very useful info. One thing i dont think you guys have considered(and i've only just tried it to make sure it works) is openscad. Its an open source text based modeller that is commonly used to make 3d models to print on a 3d printer. E.g. i've machined a berlingo sliding door pin out of steel but i used 8mm stock steel and i wanted to add a plastic piece on the end that holds it in place just like the real pin is held in place(its an interference fit). So i loaded up openscad, created 2 cylinders for the part and then booleaned the middle out to complete the model. Once printed in plastic i'll tap it to m8 and then CA glue the part onto the pin. Now your probably wondering what this has to do anything. I took the same model(exported as stl) and imported it into the shareware version of pepakura designer and hit unwrap to find the part unwraps exactly the same as the real thing(although it seems to lose the dimensions during importing the STL as it unwrapped it with a diameter of ~60mm on a part that prints with a diameter of 18mm.) I'll see about putting together a quick tutorial once i've worked out the kinks in the workflow but for those happy to play, openscad offers a lot of control that can lend itself to pepakura. i'll be using this workflow for my own creations :>
  23. The Death Angel

    The Death Angel

    anyone have the 3D model of the hammerbrust of gears 3?
  24. relaxis

    relaxis New Member

    3d modelling help

    Hi guys, I'm building a custom armour from scratch by 3d modelling, I just need some advice, when modelling off blueprints, how do you ensure (lets say you're doing a gundam helmet from images) that the helmet dimensions will actually allow for head room?
  25. onmi shift

    onmi shift Member

    im currently in college for computer animation with a concentration in video game design. i use maya for all my class work. once i learned enough to do good models, ive been making my own files for halo and star wars. im currently working on some storm trooper armor. how do i go about posting the files here?

    P.S. to all other modelers, please stop making your armors in triangles. there made for games cause of the low resolution but not for normal animation and ive come across several files on here that have double faces and hanging edges that create problems with pepping. other than that, great job on helping out hundreds of true fans make their dreams come true.

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