Noob Question...Sorta Kinda...

Discussion in 'Gallery & Designs' started by IndiQa, Jul 20, 2004.

  1. IndiQa

    IndiQa New Member

    Just been getting my feet wet with Pepakura (Regged) and using Max6 for the front end design.

    While Pepakura will import a 3ds model it shows all or at least most of the edges as one sided and hence you can't do anything (usefull) with them. If I take the 3ds file and convert it to an .obj format it works fine. But the obj import is limited to a single object only.

    My question is how in Max do I prepare the model which consists of multiple objects to export so that Pepakura will import all the objects with the correct edge attributes so it can be unfolded/maipulated in Pepakura?

    See I TOLD you it was noob question.


  2. ButchPrice

    ButchPrice Member

    Not so noob : )

    Not such a noob question as you might think :wink:
    I have similar problems with imports of 3ds files.
    The vertices sometimes are un-editable. (You can't
    mark cut lines or save lines)
    I am new to Pepakura as well.
    I think a lot of this is because of the exporting
    program and how IT translates the file.

    So all you experience Pepakura people, we
    want your knowledge :wink:

    Anyone with texture experience, help we need
    a good texture tutorial for Pepakura.
    Like how to map the surface and what to
    expect when applying a texture (how do you set it up
    so it looks like you "meant" it to look)
    So far, I have been able to apply a texture replacement,
    but it wraps around the entire object and looks like dung.
    I assume I am mapping or segmenting wrong,
    on my source file. But I am unsure about Pepakura's
    texture replacement parameters.

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