Soooo... there's 50+ pages and I'm not sure if anyone here has answered some of these questions [I'm using Blender; just started with no schooling];
1) Does topology matter when making the model for pep?
2) Is it better to break the model apart for pep? [separate pep files for visor, attachments, etc.]
3) When editing the pep file, are there right/wrong ways to separate your edges and folds?
4) I'm getting these weird inconsistent triangles in the middle of my models... also because of topology?
I have a few more questions, but I won't list them all.
Just in case anyone is wondering, I'm attempting to make the "Light Beyond Nemisis" exotic helmet from Destiny. The only pep files I've seen so far are the Hunter mask, Hunter knife and a rare Warlock helm...
Thanks in advance!
Hi... I'm also relatively new to the 3d modeling world and also using blender. Here's my take on what you've asked :
1. Keep the topology simple as possible ie. the more complex the model is in blender, the more complex and difficult the unfold and for that matter, the build.
2. Breaking a model up for pep is something I try avoid at all costs. Remember that when you've built the pep, you're going to want to apply resin, which tends to cause warping. Rather model it as one piece and then cut the visor after the hardening phase.
3. Unfolders generally each have their own style or way of doing things. Some try get as few parts as possible, sometimes at the cost of some detail... others like myself, tend to strip everything down to individual pieces, which actually makes for longer build times and a lot more work, but you salvage some detail.
4. The triangles could be removed by selecting the model, going into your "edit", "faces" selection and then selecting the " tri's to quads" option. Keep in mind that this will depend on that specific section on the model, sometimes blender has no option but to make a tri.
I find that quads are much better for modeling for pep, but that may just be personal preference.
Hope I've helped a bit... good luck with the model, would love to see how it turns out.
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