AxiomUltra
Active Member
Re: Textures in Pep files.
German is right. Pepakura is just a glorified UV coordinate layout program. For me, when I do an unfold in Pepakura the parts that are laid out in the 2D 'paper' space are your UVs. When you export your object (.obj) the unfolded parts are assigned as UVs in a 1:1 square space. So it is important that you arrange your page layout to be as square as possible so you can take advantage of the resolution. Pepakura won't import hi-res texture files for me, I think the max is 1024? Someone correct me if I'm wrong I don't remember it's been a while.
You have to texture the model with an external 3D program. If you are building the model from scratch, this is easy to do and you should already know how to build a UV map and texture. Assuming this is a pepakura file that you want to color then you have to do something like:
- Export the pepakura model as an OBJ.
- Open in your favorite 3D modeling program like Maya, 3D Studio, etc. and hope the model already has a UV map. If it does not, you are out of luck and are going to have create one, do the same things below and also unfold it again.
- Then you can just 3D paint or assign colors/shaders by polygons, etc.
- Save your texture as a .bmp, .jpg, .png or .tga.
- Open up your pepakura file and go to Settings->Texture Settings
- The list box on the left is a list of all the polygon groups in the model, most pepakura files only have one but depending on their source, there could be more than one. Each of these would need its own texture. Depending on the 3D program you used, you may just need to specify the same texture image for each group or possibly create new ones for each.
- Click Specify Texture Image... and pick your file.
- You should see a textured model.
I actually did this to texture the Republic Commando model that is floating around out there. I got lucky and someone created it with a UV map, so all I had to do was screenshot the texture from the game assets and apply it, which was nice.
German is right. Pepakura is just a glorified UV coordinate layout program. For me, when I do an unfold in Pepakura the parts that are laid out in the 2D 'paper' space are your UVs. When you export your object (.obj) the unfolded parts are assigned as UVs in a 1:1 square space. So it is important that you arrange your page layout to be as square as possible so you can take advantage of the resolution. Pepakura won't import hi-res texture files for me, I think the max is 1024? Someone correct me if I'm wrong I don't remember it's been a while.