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

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

  1. hobbitdude13

    hobbitdude13 Member

    Hey guys, I've decided to star messing around with modeling and picked some armor pieces to start with. I want to thank KingRahl for his excellent series of videos on 3d modeling for a 3d printer, and robogenesis for this first piece that he pepped out.

    Handplate-pep.png

    This is the basic .obj that I exported out from pepakura. Rather low-poly, but it has to be for the pepakura to work.

    I followed KingRahls method to a point. as opposed to subdividing the whole model with the boolean modifier, I highlighted and seperated ONLY the face groups that I wanted to smooth.
    After subdividing those face groups, I had to go in with the edge loop tool (thanks again KingRahl) to clean up the edges from the curved gaps that formed.

    Final result:

    handplate-smoothed.png

    I am going to continue to mess with it to make it 3D printable, if anyone sees or has any ideas that I look like I need to use, please feel free to criticize and inform. Thanks!

    Handplate-pep.png

    handplate-smoothed.png
     
  2. Chernobyl

    Chernobyl

    Not bad at all. Aside from cleaning up those gaps, it's a great bash at high-detail work. Keep practising!
     
  3. hobbitdude13

    hobbitdude13 Member

    Ok so I have gone back in and think I've found a slicker way of doing this. (I've also ordered my 3D printer)

    I am using Flying Squirrels pep helmet file as a jumping-off point.

    I got to thinking about what my goal was, which is to smooth the part of the model that usually are sanded down, but leave the hard angles intact. I tried to find a way to 'lock' the faces and vertices and have the subsurf modifier leave them alone. What I stumbled on in my Googling is to select every 'hard' angle that I want to preserve, and "crease" it to a value of 1. Before, I was dividing the model into each face I wanted smooth, which resulted in one object for each face. When I crease the edges, I am not splitting or otherwise dividing the object in any way. Once that is done, the subsurf modifier is unable to alter any edge that is creased.

    helmettestsmooth.png

    As you can see, the left side has been smoothed by the subsurf modifier, while the edges I designated as creased remain unchanged.

    backleft.png

    Here you can see where the angle 'indent' is intact, but the back top of the helmet got smoothed out and greatly improved. I'm going to tinker with it a bit more to see what I can do. BUT the best bit, really my favorite bit, is that since it remains as one object, the model stretches to the crease, and no gaps form as a result like at the corners with the hand plate. Just wanted to pass it along, and once my printer arrives and I get it calibrated and a few test prints ran off, I can start chunking this model and printing the helmet and other pieces. I hope.

    helmettestsmooth.png

    backleft.png
     
  4. Crimmson

    Crimmson

    Looking good. Great find and thank you for sharing. Now that i buttered you up where can i find the crease select. Basically under which menu?
     
  5. hobbitdude13

    hobbitdude13 Member

    Once you've selected the edge you want to 'freeze', you can set the crease one of 2 ways. You can hit "N" and under the transform tab you can set the crease value to 1.00. OR, you can hit ctrl-e and about 3 or 4 places down from the top of that menu you'll see a "set edge crease" option that allows you to use your cursor to set the crease manually. It has to be a value of 1 for the results I posted. I like this way because the subsurf modifier is such a good tool but also its always applied over the whole model. Let me know if it works Crimmson.
     
  6. Crimmson

    Crimmson

    you have no idea how much this helps. thank you. I barely learnt how to use Boolean yesterday and now this. I really appreciate this.
     
  7. hobbitdude13

    hobbitdude13 Member

    Believe me, I'm glad I found it too. I am trying to make the MKVI armor into some sort of printable form, without having to remodel the whole thing from scratch. This is a more precise method than subdividing over the entire model, because edge loops, for me anyway, always have some squirrelly path that doesn't always go where you want it to go. This I hope will allow refining of smooth areas but keeps what hard edged details you want to leave alone.

    Edit:

    boot.png

    Here the way the circles turned out looks really good to me. The toe cap also, the hard 'indent' is preserved. I've only subsurf'ed about 4 times over, as any more and my poor graphics card starts to stutter.

    boot.png
     
  8. SavedbyGraceG12

    SavedbyGraceG12 Well-Known Member

    Was wondering if any one was familar with DazStudio? I've just loaded the halo5 undersuit obj. file. I got the diffuse map, and the normal map applied, but I'm not sure where to apply the control map. Is there another name for a control map?
     
  9. Gunthar1895

    Gunthar1895 New Member

    hay everyone I know it has probably been asked before but is anyone working on the prototype suit from halo legends. just queries
     
  10. DRH84325

    DRH84325 New Member

    Hey, I'm not sure if this is the right thread for this, but I could use some help. I've got some OBJ files of halo armor, but when I load it into pepakura it makes a print-out for the whole armor set. This is a problem because I can't size the individual parts (like I can't size the forearm to my arm, because the whole armor is being treated as one object). Could someone walk me through or give me some resources on how to cut/paste the OBJ armor parts so they are in different files? Or do it for me maybe? I'm just really at a lost here. Thanks!
     
  11. Chernobyl

    Chernobyl

    Blender is a great, free tool that'll let you do this quickly and easily. Ten minutes in Google for some basic tutorials and you should be good to go.
     
  12. SavedbyGraceG12

    SavedbyGraceG12 Well-Known Member

    Have you got it figured out. With trying to separate the armor yet, so that you can scale it individually?
     
  13. bestellen

    bestellen New Member

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

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