Noob Question...Sorta Kinda...

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

  1. IndiQa

    IndiQa New Member

    Joined:
    Jul 12, 2004
    Messages:
    13
    Likes Received:
    0
    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.

    Thanks,

    Curt
  2. ButchPrice

    ButchPrice Member

    Joined:
    Mar 16, 2004
    Messages:
    126
    Likes Received:
    1
    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.