Hello paper modelers!
Recently Ive been looking how to improve the textures I make on my models so that I could create dirt, smoke, scratch impression and so on As the flattened parts usually loses direct relation with each other and it is almost impossible (at least for me) to create weathering effects (using raster image editors) on parts so that effects transition from part to part would be even and correct. For this reason studied texture unwrapping techniques on Rhino, but find out it is rather different thing than Ive imagined.
Then I asked advice from colleague Eric_Son to describe his own experience on how he manages textures. Big thanks to Him and his advise I was left with two obvious choices: Pepakura_Designer or Ultimate_Papercraft 3D.
Both software cost almost the same, also at first glance have pretty much the same tools. However Pepakura is more appealing to work, better tool management, is more popular worldwide. On the other hand UPC3D is able to work with high resolution textures (Pepakura is limited up to 1024x1024px unless you buy higher version that cost 100$ instead of 40$), also UPC3D can join edges that belong to different parts (I made an impression that Pepak. cant do this).
As the target of my research is texture improvement Ive chose UPC3D.
And heres the first test model:
Italian WWII fighter FIAT-G.55 Centauro 1/48.
Rhino3D
UPC3D
Result
Design concept
Yet on trial versions Ive understood that such programs are very sensitive on object complexity level. More elements -> more edges -> more problems. For this reason Ive already started to design aircraft with simplified (1st degree) unsmoothed surfaces (or meshes) with sharp edges:
Also, tried to avoid openings in mesh. Each hole might result dozens of points and tiny edges. If it is necessary to do hole, try to do it using sharp edged polygons
Texturing.
On texturing Ive merged Rhino and image editors (Gimp and Inkscape) advantages:
1. Projected various lines that imitates contours, small openings and other stuff on 3D model as usually.
2. Depending on how I want to want to apply texture (planar) I make 2D projection of object including mesh edges.
Having such template and managing with layers I export each template into various editors: in order to make spotty camouflage to Gimp, for vector line edition to Inkscape. On Inkscape I import texture made on Gimp and save result as png.:
3. As I have frames of each texture in Rhino I can put them onto 3D model to create 100% exact position for applying planar texture.
Operating such method it is possible to create lines that describe cut areas without cutting the mesh.
Drawbacks:
The main issues are related to exporting *.3ds file (the only format that UP3D recognize including textures) into UP3D. At first glance export works fine, however when you start to edit parts you see that some edges are unable to join. The problem is related to surface conversion into 3ds polygons. Despite 3D model is already 1st degree, conversion still divides it into more polygons. It isn't a problem until you find two opposite edges that cant be joined the reason is that one edge have 2points (1 edge) meanwhile the opposite 3 points (2 edges). UPC3D can join only edge to edge. It is a result of a random mesh conversation into 3ds file.
Another bad thing is that if you decide to redesign mesh the 3ds conversation algorithm also changes and the problematic edge might occur in other part that had no problems before.
After several attempt to make final parts I was left with only one edge of wing that can not be joined. Despite changing parameters for exporting, I was unable to get rid of that edge. Finally I divided one wing into 3 shorter wings. Still "bad" edge did not diaper but became shorter ant I manged to join whole parts via other edges.
Also, I dont know why but UPC3D imports object not on center of coordinate axis. Tried merge command but UPC3D each part import in random position in space? So had to import whole model at once, still not a big deal as UPC3D recognizes and gives name for each separate object, but it is a drawback if you need to change one or other part.
Conclusion
All in all UP3D isnt perfect software, but workable if you know its advantages and disadvantages.
I probably wont use it for whole models to be published, only for parts that require to be unrolled with textures.
Thanks for reading ;)
Recently Ive been looking how to improve the textures I make on my models so that I could create dirt, smoke, scratch impression and so on As the flattened parts usually loses direct relation with each other and it is almost impossible (at least for me) to create weathering effects (using raster image editors) on parts so that effects transition from part to part would be even and correct. For this reason studied texture unwrapping techniques on Rhino, but find out it is rather different thing than Ive imagined.
Then I asked advice from colleague Eric_Son to describe his own experience on how he manages textures. Big thanks to Him and his advise I was left with two obvious choices: Pepakura_Designer or Ultimate_Papercraft 3D.
Both software cost almost the same, also at first glance have pretty much the same tools. However Pepakura is more appealing to work, better tool management, is more popular worldwide. On the other hand UPC3D is able to work with high resolution textures (Pepakura is limited up to 1024x1024px unless you buy higher version that cost 100$ instead of 40$), also UPC3D can join edges that belong to different parts (I made an impression that Pepak. cant do this).
As the target of my research is texture improvement Ive chose UPC3D.
And heres the first test model:
Italian WWII fighter FIAT-G.55 Centauro 1/48.
Rhino3D
Result
Design concept
Yet on trial versions Ive understood that such programs are very sensitive on object complexity level. More elements -> more edges -> more problems. For this reason Ive already started to design aircraft with simplified (1st degree) unsmoothed surfaces (or meshes) with sharp edges:
Also, tried to avoid openings in mesh. Each hole might result dozens of points and tiny edges. If it is necessary to do hole, try to do it using sharp edged polygons
Texturing.
On texturing Ive merged Rhino and image editors (Gimp and Inkscape) advantages:
1. Projected various lines that imitates contours, small openings and other stuff on 3D model as usually.
2. Depending on how I want to want to apply texture (planar) I make 2D projection of object including mesh edges.
Having such template and managing with layers I export each template into various editors: in order to make spotty camouflage to Gimp, for vector line edition to Inkscape. On Inkscape I import texture made on Gimp and save result as png.:
3. As I have frames of each texture in Rhino I can put them onto 3D model to create 100% exact position for applying planar texture.
Operating such method it is possible to create lines that describe cut areas without cutting the mesh.
Drawbacks:
The main issues are related to exporting *.3ds file (the only format that UP3D recognize including textures) into UP3D. At first glance export works fine, however when you start to edit parts you see that some edges are unable to join. The problem is related to surface conversion into 3ds polygons. Despite 3D model is already 1st degree, conversion still divides it into more polygons. It isn't a problem until you find two opposite edges that cant be joined the reason is that one edge have 2points (1 edge) meanwhile the opposite 3 points (2 edges). UPC3D can join only edge to edge. It is a result of a random mesh conversation into 3ds file.
Another bad thing is that if you decide to redesign mesh the 3ds conversation algorithm also changes and the problematic edge might occur in other part that had no problems before.
After several attempt to make final parts I was left with only one edge of wing that can not be joined. Despite changing parameters for exporting, I was unable to get rid of that edge. Finally I divided one wing into 3 shorter wings. Still "bad" edge did not diaper but became shorter ant I manged to join whole parts via other edges.
Also, I dont know why but UPC3D imports object not on center of coordinate axis. Tried merge command but UPC3D each part import in random position in space? So had to import whole model at once, still not a big deal as UPC3D recognizes and gives name for each separate object, but it is a drawback if you need to change one or other part.
Conclusion
All in all UP3D isnt perfect software, but workable if you know its advantages and disadvantages.
I probably wont use it for whole models to be published, only for parts that require to be unrolled with textures.
Thanks for reading ;)
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