3D model to Pepakura: Triangles vs. Rectangles

aron42486

Well-Known Member
For those of you that have 3D modeling and pepakura experience, I have some questions for you. Do you keep the number of triangles in your model to a minimum? I know that for animation you only want to have rectangles in your model for realistic distortion, but does the same hold true for Pepakura?

For example, could a sphere be pepped smoother if it is made of rectangles as opposed to triangles? Also when modeling a round shape like a helmet, is it better to use a grid with all vertical seams straight up and down or better to use a radial grid pattern?

I have yet to bondo any of my projects but I wanted to know how few or how many polygons a helmet needs in order for me to still make it smooth with only a couple layars of filler?

Thanks guys
 
For example, could a sphere be pepped smoother if it is made of rectangles as opposed to triangles? Also when modeling a round shape like a helmet, is it better to use a grid with all vertical seams straight up and down or better to use a radial grid pattern?

I have never worked with pepakura, but if you image 2 triangles together to make a rectangle...you can see the added advatage of a bend at the common seam. If that bend did not exist the adjoining rectangle would have to be bent even more to compensate for the loss of the triangular bend.

Another factor in replacing a triangle with a rectangle is the shape of it won't work to create a sphere. The bottom would have to taper and likely have a curve to it to form a 3d structure.

In short I think you are stuck with triangles.
 
use quads, triangles suck. :) Every real trained modeler dispises triangles. They are only there after your model is exported and triangelized. But model it in poly's. If you do this your pep model will have a better poly flow and is easyer to unfold. And incase you wish to render it you wan't have wierd render spots.
 
So I currently have my helmet model with polys set up like type A, but I am wondering if I would get better results if the ploys were organized like type B.

35822422.png


http://img14.imageshack.us/f/35822422.png Link if the image isnt showing up.

I know this is overly simplified but you get the idea. So what do you think?
 
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So I currently have my helmet model with polys set up like type A, but I am wondering if I would get better results if the ploys were organized like type B.

35822422.png


Imageshack - 35822422.png Link if the image isnt showing up.

I know this is overly simplified but you get the idea. So what do you think?

depends on your build. If you want the shape of for instane a fett helmet you could go with B but if it is a design with something more to it i suggest A
 
I'm modeling a Megaman helmet from X-X3 i think. Used a front shot for a reference and then had to use a motorcycle helmet to shape it from the side. Anyone have any tips so far for turning this into pep?

Not sure if I have enough polys in there, but im still tweaking it

View attachment 29325View attachment 29326View attachment 29327

hey do you think u can make a pdo file for a vintage goalie mask i have 360 pic of it.......it from the movie the town
 
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