Suzanne Monkey Blender Papercraft Model
21 May 26 (Today)
It's my first assembled 3d paper craft but this is probably the 3rd or 4th attempt. The previous ones are either too dense, too small or I just got frustrated where I accidentally ripped of the paper. LOL.
This time, I got an idea how to do about a better topology. Retopology is not new to me since I deal with character rigging but the 3D paper craft requires a different finesse.
Also this time, I already have better "tools", which is just really an elmer glue (the liquid and the glue stick) and the rather than a generic glue or any more water/liquid glue (uggh). I also was able to buy small clips to hold the work in progress connections.
Oh and another thing being able to choose two tabs rather than just the default one. It does give a bit of space but it makes the build much easier.
Anyhow apart from what I learned above here are also some of them.
And I really learned a lot on this one.
- Like having minimum size if there re details.
- Much more bigger real size craft model so its easier to assemble
- Number the paper craft! in this case i didn number it and since I was the one who made it i was somewhat confident but there were a few cases where even though it fits, i had it on the wrong side. Maybe it is better to now have even number of cuts?
thats why its easier to identify connect. and so forth. ai know i can do it easily if its with lesser details but it wouldn't be as much as fun i guess?
I used pepakura for this one. There is an existing plug-ins in Blender (of course there is) like the Paper Model add-on or the Polyzamboni. It's a hit and miss for me.
There are a lot of things that pepakura also need quality of life like it use UV of the existing object. It can use the obj color as reference but not the UV. I understand it would not be 1 to 1 but having the UV as reference would be nice.
Also, better to have additive workflow in pepakura. at leat for me. So initially, just have them separated then just combined as is. It works since it is a low poly model and not a hi res one.
Another one is you can only have a decent unwrap or unfold (?) if its a strip of polygons rather than a grid of polygons.
Another one is no need to have too much strip especially if its curving! it becomes so hard to connect. and sometimes it just breaks.