

As for paper, it's just a matter of knowing where to make a break so it's a natural place to have a joint, or so you don't build yourself into a corner. Once you start playing around with your foam, you figure out what it's limitations are and start (almost unknowingly) working around the issues before they pop up. Unfolding stuff just takes some practice and a working knowledge of the medium you'll be building stuff in. If you start with something you know, it makes the process of learning this stuff easier, even if you don't have a background in computer science or digital art (which I don't). I've got practically EVERY model from the ME universe in a 3D format (and that includes weapons, characters, and vehicles) off a 3D modeling community forum.įrom there it's just a matter of doing the same process (remove everything but the part you want from the 3D model) in whatever 3D program you're comfortable with, then export it into Pep and unfold.

Chances are most of the leg work has already been done for you.
#Pepakura viewer mod
There's a whole world of people out there ripping models from games for mod work. If something happens to be slightly off, you're only out the printing/cutting/gluing of one small section instead of the whole file and you don't have to keep track of what scale you used for what pieces. Right-button click the pep file and select 'Properties.' On the line that says 'Opens With:', click the 'Change' button and select or browse for Pepakura Designer. The other benefit to this method is you now have everything saved in their own proper scale. i installed pepakura designer and viewer and made sure the file is a. It's messy, and you'll have a lot of clutter hanging out in Pepakura purgatory, but it gets the job done relatively painlessly. When you scale up or down now, everything (including the unprinted stuff) gets scaled, but only what you have on the printed area will print out to be pep'ed. I have Pepakura Designer 3, and it shows up in mm (hence why I said it may be necessary to convert to mm earlier). Obviously, the lower the polygon count, the better. Try loading your favourite 3D models into the program to see.
#Pepakura viewer how to
A popup will appear and it will show you the current measurements of the model. The real strength of Pepakura designer is that you can load any 3D file, and it will not only load it for viewing but enable you to click the Unfold button on the menu to calculate how to unfold it into a single sheet of paper. Repeat the process with all the other parts you want to individually scale in their own file. In Pepakura Designer, on the top right of the screen, open your 2D menu and scroll down to change scale, and then scale factor. Then just select/grab all the parts that aren't a part of that piece you just named the file for (so for example, for the "Torso" file, remove everything from the page but the torso) and stick them outside of the printable area. Name them "Arms", "Torso", "Legs", or whatever floats your boat. Thus, you cannot fix the problem in Pepakura. Unfortunately I am pretty sure there is no way of switching the normal of a face in Pepakura. Therefore, the steps described above only work in Blender. What I do is make several copies of the bigger, all inclusive, file. The way I work is that I create / edit a model in Blender, then export it as a 3D Studio file, import it into Pepakura, and create the template there.
