Soft Parts high res Halo 5 undersuit files Pepakura/3d printing

YerryBatista

New Member
FINALLY !!!

After some weeks of research I Figure it out how to reduce the polygon count without destroying the model.

This is the reduced polygon model, if some one want to make his own unfold.

Dropbox - Tech Suit - Polygon Reduction.obj

Next step will be adjusting the model to a Virtual Mannequin (I'm 1.92 mt) and then unfold the pieces for Foam.
 

Dirtsen

Member
I'm working on the "soft" parts of the undersuit that makes up the exo-skelleton and muscle enhancing part of the undersuit. By that I mean all those lines that make it look like a space-suit. I took the texture-file and started to vectorize the separate parts.
My plan is: plot out the parts with my silhouette cameo on a flexible foil and attach it to my base layer (compression underwear). I made tests with it and it works just fine. The file can also be used as a cutting template by hand of course. Here is a quick test shot of a small portion of the final product:
test.png
 

SavedbyGraceG12

Well-Known Member
Dirtsen

That would be awesome bro! I own a Cameo also! How tall are you? It would be cool to have the vectors already scaled. I suck at scaling things with using the silhouette program. Well, that's partly in line with not having a good tutorial to go off of. Keep us posted!
 

Demogorgon

Well-Known Member
I've decided to jump in and help out with the Pep (Foam) conversions as well ;). I'm taking the more tedious route by retopologizing the models by hand instead of letting a program do it. This way I have more control over the model.

I started with the hip file:

comparison.jpg

Left - Original, Center - My Retopology, Right - YerryBatista Poly Reduction

I could have reduced the poly count even more but it was sufficient enough for a foam unfold:

foam-unfold.jpg

I think I'll work on the shoulder parts next

-- EDIT --
Added the ZIP file.
 

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mblackwell1002

Sr Member
I've decided to jump in and help out with the Pep (Foam) conversions as well ;). I'm taking the more tedious route by retopologizing the models by hand instead of letting a program do it. This way I have more control over the model.

I started with the hip file:

View attachment 243048

Left - Original, Center - My Retopology, Right - YerryBatista Poly Reduction

I could have reduced the poly count even more but it was sufficient enough for a foam unfold:

View attachment 243049

I think I'll work on the shoulder parts next
wow, dude! that's great!
really well done!! would you be so kind as to share the pep files?
 

SavedbyGraceG12

Well-Known Member
Demogorgon

Excellent work bro! That's exactly what I've been looking for! I was gonna do a Unfolds for paper using the retopology that Batista did. But after dropping it into Blender to convert the tris to quads......... I was like, no not happening. As for the upper center back piece there is still parts separated. Which those parts need to be boolean. So yeah awesome work! Thanks Demo!
 
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Demogorgon

Well-Known Member
Demogorgon

Excellent work bro! That's exactly what I've been looking for! I was gonna do a Unfolds for paper using the retopology that Batista did. But after dropping it into Blender to convert the tris to quads......... I was like, no not happening. As for the upper center back piece there is still parts separated. Which those parts need to be boolean. So yeah awesome work! Thanks Demo!
Thanks :D Yeah the horseshoe part at the top is still a bit of a mess. I fixed the open edges of the piece mentioned and there are still a couple of open edges but it doesn't effect the Foam unfold. If needed, I can go back and fix the mesh further for paper unfolds.

The hip file has been updated with the fixed file.

I've also finished getting the shoulder done:

foam-shoulder.jpg
 

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SavedbyGraceG12

Well-Known Member
@Demogorgon

Cool, just let me know when you post the new fixed hip file. Checked out the original, not sure if the geometry in the middle of the hip part is good to go. But definitely doable.
 
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