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Cardstock Model Design http://www.worldworksgames.com/forum/viewtopic.php?f=3&t=1696 |
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Author: | Arabin [ 08-26-2005, 12:49 PM ] |
Post subject: | Cardstock Model Design |
I'm sure this has been asked before, I looked around the forum and couldn't find anything on it, so I'll go ahead and ask again. I have ideas for models that I would like to create, and have photoshop... but don't know what I need to be able to do so? I think I read before that people often use a full 3D graphics package to create the finished model, and then some other software to pull the model apart into a flat sheet ready for you to add glue tabs. With a very low budget, but a decent PC, can anyone suggest what software I could pick up for this? I've tried sketching lines in photoshop but it really doesn't work out that well. Arabin |
Author: | Ghenghis_Ska [ 08-26-2005, 01:37 PM ] |
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Author: | Gamesmith Denny [ 08-26-2005, 02:19 PM ] |
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It's a HUGE topic that could span at least a couple years worth of material (And the cult of WWG must keep some of our "precious" secrets ![]() I myself don't really have one technique. I bounce around between conceptual design on paper, to Photoshop and once in awhile in my fav 3-D modeller (for perspective reference mostly). EVERYTHING starts on paper with good conceptual design and I think that's true for all the model designers here. As part of your conceptual design process surround yourself with good reference material! The best advice I can give you though is to wrap your brain around Photoshop. I've been using Photoshop for years now and I'm still learning new tricks that keep the program fresh. I was a graphic artist before all of this but once I got into Photoshop I found myself hanging up my pencils for a stylus. There are some amazing online tutorials out there for PS which are a good place to start but I would strongly suggest taking a PS course if you can afford it. If you're looking for a "quick and dirty" approach to building models and texturing, I'm afraid your models will look well...quick and dirty. There's no substitute for patience and knowledge ![]() |
Author: | Arabin [ 08-26-2005, 02:55 PM ] |
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Thanks Denny. It's useful to know that the pros use paper for some of the design at least. I'll start scribbling and see if I can get things to fit together. I'm interested in textures at this stage, I just want to figure out fitting pieces together and getting them to measure up correctly. It is amazing how complicated things get so quickly. You start out with a box, put a couple of angles on it, and it's suddenly a mathmatical nightmare of angles and glue tabs. Perhaps I should start with making the original preview for MA... j/k. Arabin |
Author: | Conaill [ 08-26-2005, 05:08 PM ] |
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If you want to get into designing cardstock models from scratch, I can strongly reccomend you try something extremely simply and fairly boxy to start with. The first model I designed myself was a little outhouse: just a box with a slanted roof and a door, plus a bench on the inside. I don't have enough confidence to do textures from scratch, but I'm pretty good at manipulating existing ones in The Gimp (a free PS lokalike for Linux), so I downloaded some free wood textures and decorated the outhouse inside and out. It's just a 1x1.5" model, but it turned out to be a great learning experience. Plus it's a great addition to any village scene. ![]() Give it a try! Maybe you'd like to replicate Aleph13's . Or how about a phone booth, or a dumspter, or a new type of cargo container fro FL... Plenty of small boxy models that would make a great prop and an excellent modeling excercise. |
Author: | Aleph13 [ 08-26-2005, 06:22 PM ] |
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I, on the other hand, started with a fairly complex shape for my first outing. Just crazy, I guess. ![]() If you're interested, I talked about it . |
Author: | UniversalHead [ 08-26-2005, 06:30 PM ] |
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Author: | Conaill [ 08-26-2005, 06:42 PM ] |
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He's back! So Peter, how is that Himmelveil set coming anyways? ![]() No pressure, just curious... |
Author: | UniversalHead [ 08-26-2005, 09:14 PM ] |
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The white card construction prototype is done, most of the textures are done ... just a few more props ... believe it or not, we are getting there ... |
Author: | Arabin [ 08-28-2005, 12:11 PM ] |
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Thanks for the comments and advice. I hadn't seen the mail box or urinal before but they are both very cool. I would love to see Conaills outhouse sometime though... Who knows how long it might take me before I have something to show, but I'll keep tweaking things. My main problem is that whenever I get into a hobby or project, I want to super-serve it... but unfortunately there just aren't enough hours in the day. I usually end up dabbling in lots of things. Hopefully I'll manage to follow through this time around ![]() Arabin |
Author: | Sergenth [ 08-28-2005, 04:52 PM ] |
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I use Microsoft Word 97, the one that came with my last computer. Why MS Word? It has really good clip-art/vector graphics-making drawing tools, and shapes can be specified in units of measurement. Say I want to make a 1 inch x 1 inch x 1 inch cube... I just make six 1"x1" squares and "snap" them together at the edges. Then I make 1" wide tabs out of the trapezoid tool and rotate and place them. BAM! You got a pattern for a cubey block, and in less than a minute when you get good at the procedure. Also, here is an expert tip for ya: If you want your models to be free of skewing, and perfectly-sized as intended on paper/screen, recess the tabs into the shape they fold from 1 line width. This way, the thickness of the tab is compensated for, and the finished construct has the dimensions and angles that you planned for. You can make a cube that is 2 inch" on all sides, and have another cube that is 1.96" on all sides, and it will fit perfectly inside the larger cube -- if you recess your tabs. If you didn't get MS Word on your computer, there is always , an open-source, powerful alternative to Adobe Illustrator (though you will need Illustrator to create low KB PDF files from the Inkscape files). I would reccomend using a vector program to lay out the patterns for the actual shapes of your 3d models, select a good resolution for print, scale them up and then lay on the texturing in a pixel graphics program like Photohop or Paint Shop Pro. All of my models so far were made 100% in MS Word, and then turned into PDF via Adobe Acrobat. (May, June, July 2004) (May, June, 2005) (April 2005) Some paper models are easy to design, and take only a week. Some are hideously complex or involve new things I need to try, and I've spent 2-3 weeks on construction and art. That's like 2-4 hours a day... all spare time. Ever since WWG, I've been a paper model freak! I have gained tremendous inspiration from Denny and Paul and this . My advice is to definitley buy several WWG sets, build 'em, and try to think how you would have gone about making them all. ![]() |
Author: | UniversalHead [ 08-28-2005, 05:08 PM ] |
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Author: | Aleph13 [ 08-28-2005, 05:19 PM ] |
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Author: | Arabin [ 08-29-2005, 08:26 AM ] |
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I haven't heard of WIGU before, but I love that Sheriffs Pony model. Great job. I don't have a good track record with doing things in Word though. Typically Word does whatever it wants, and I try to fit what I want into that. Most impressive that you managed to build these paper models from there though. Arabin |
Author: | Sergenth [ 08-29-2005, 03:08 PM ] |
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Author: | UniversalHead [ 08-29-2005, 03:43 PM ] |
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