There are a few ways to get the in-game model. I generally search for XNALara models on DevianArt. I have also extracted the in game models for PC games that use the Unreal game engine by using the Unreal Engine Viewer. The image to the left is Garron Paduk from Gears of War: Judgment in the XNALara XPS. You can use XNALara to look at the character from all angles, and even post them using the controls in the program window. We'll just use it to export a .obj file of the model. | Garron Paduk Model in XNALara |
I use Autodesk 3D Studio Max since I already own the software from back when I did 3D modeling for a living. There are other shareware 3D packages available that will do all we need to do, which is delete everything until we have just the element we want to work on. For instance, just the boot, or just the chest armor. Once you've got the piece of armor isolated, you can export it as a .obj file. | |
You'll now open the armor piece in Pepakura Designer. When you import the model, it will not have it's texture map. You'll need to find the .tga texture map file from the XNALara model & save it as a .jpg file. | Boot imported into Pepakura Designer |
You'll apply the texture map by going to the top menu dropdown: Settings > Texture Settings... Choose the Specify Texture Image... button, navigate to the .jpg of the texture map & click Open. | |
You can now unwrap the model by choosing Others > Unfold from the top menu. The unwrapped model will be a MESS! You can use the Divide/Connect Face tool (it looks like a zipper) to start sorting out your model into usable pieces. | |
After a bit of work, you'll have the boot separated into all the useable pieces. As you can see, there are some issues:
| Boot separated into pieces |
This is where I take the models into Adobe Photoshop to start to break the pieces into what will be the final shapes. In this image, the heel will still need some work to break the two straps apart & get them to the right angle. Of course, if you don't have Adobe Photoshop, you can always do this part by hand. Just print out the page above & trace over the pieces. Final Template PiecesI use Adobe Illustrator to trace all the pieces, scale it to fit me, and print the templates onto 8.5x11 paper. | Boot piece after edge warping in Adobe Photoshop |
Here is my posterboard mockup of the boot. Sizing looks good, but I hadn't added the top kneepad strap on this model yet. | |
In this side view test, I don't have the kneepad backing applied yet. This causes the kneepad to tilt back in the test. Good enough! ...so I moved on to cutting the EVA foam. | Poster Board test of boot templates |
Here are all the pieces of EVA foam ready for assembly. You can see alignment notches along some edges. These are to either mark the centerline of a part (like the heels), or where panel lines are located (like the side of the boot). |
Gears Of War 3 Pepakura Files Ironman. 6/26/2018by admin. Summary In there files there is a pepakura file. If requested, I will find the other parts of the suit. Jan 19, 2012 Papercraft Gears of War Pistol Graphic designer Matthew Milam of Dallas, TX, made this intricate pepakura model of the “snub” pistol from Epic Games’ popular Gears of War franchise. Unlike most papercraft designers today, Matt eschews the software-based approach and lays out the parts freehand! Gears of War Edit Elder Scrolls. Pepakura files on Pinterest. Jul 28, 2010 Pepakura files for gears of war Discussion in 'Non-Halo Costumes and Props' started by HALOreach, Jul 28, 2010. I am looking for pep files for gears of war armor please help if you can.Thank you HALOreach I am looking for armor weapons anything available thanks. Here are a few pictures of the arena jetpack that I'm building out of pepakura. I'm pretty good with the stuff as Ive done 2 Gears of War helmets and my Mando gauntlets from pepakura but this will definitely be the most challenging build Ive done yet. Mostly because the jetpack will have to be hardened in sections.
Gears Of War Foam Pepakura Files
More Patterning Photos and Information
One of the biggest problems with going from the 3D printout to the 2D pattern pieces is accounting for the areas that are curved in the original model. You can see one such spot on the bottom inlay for Bermie Mataki's shoulder pauldron. The wedges left from flattening the model make the bottom edge of the inlay too wide. To account for this, Robin narrowed the bottom edge of the pattern slightly when she traced the pattern onto card stock. Then when was able to add the rounding to the picece by stretching the EVA as she heated/formed the pieces. | Bernie Mataki's shoulder pauldron fabrication |
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