as you may know shit take long and after the first poor and lazy try of a papercraft tutorial i'm proudly present the second better version, where i'm gonna explain every single step what i do when i'm build a papermodel out of a 3d mesh
after meanwhile three years of papercrafting i still can say, it is one of the best hobbys i've ever had and with this little series i wanna show you that it is not that hard as it looks but also that there is much more work behind as you may know
About the Tutorial: This tutorial is ground basic specially the first part, where i am explaining the first steps in Metasequoia what means, it counts for beginner and also professional 3d desinger the only thing what you should have is some knowledge in papercrafting where you start what is possible to build and what not
for this tutorial i'm using Metasequoia, a great freeware 3d editor what you can download "here" if you are allready using an other programm like 3dsmax, Lightwave or Blender, you can of course use one of these it doesn't matter because the method is the same
i also use Photoshop but every other image editor should do the same the only thing what you have to purchase is the "Pepakura Desinger" because only the Viewer is free
About the 3d models: there are a lot of model sources out there google is your best friend here but i will NOT explain how to receive or where you can download 3d game models that is not the meaning of this tutorial and here starts also the illegal part why? to recieve 3d meshes out of games, you have mostly break or rip them and you can imagine, the most developer don't really pleased by that
but as i said, google is your best friend here
ok then, enough talking let's start with the first picture where Metasequoia is allready installed
This was a tutorial I made for someone who wanted to learn how to do wrinkles well. It's nothing much. I apologize if you can't read my handwriting. Yeah. Handwriting is definitely not my strong suit...
By popular demand (and because my handwriting sucks (x_x｡)) I've decided to type what's written on the page. Enjoy!
1. All going downward due to gravity.
2. A good way to add wrinkles is to make a wave and draw an upward line at the low point. Breasts protrude from the body and the shirt should be wrinkled to indicate that. Also, if a shirt covers a girl's figure, make a wrinkle that covers approx. her curve.
3. Another wrinkle due to wave. If the wave is too big, you may need to draw cloth on the other side, so it doesn't look like the clothing only has a front. The crotch and outer leg are shown with wrinkles. If you don't do this, it could look weird. Then again, it might not, depending on the dress.
4. Unless the character is sitting, or in some weird position (I won't ask) pleated skirts look awkward with a lot of wrinkles because there are already pleats.
5. Bunched sleeves will have many wrinkles coming from the right and left, but not really the top or the bottom. The more bunched, the more wrinkles.
6. Loose clothing will have many -long- wrinkles. In a long-sleeved shirt, be sure to make a few extra wrinkles around the joints.
7. Tighter clothing will have tighter wrinkles. I'm not very good at conveyinig this, but just know this tip.
8. Clothing that fits well shouldn't have very many wrinkles.
9. Flexed joints. In this case, the outside will be smooth and the inside will be wrinkled.
(The last box) Jeans. Lines will be thicker and more prominant, but not as many of them. This goes for all heavy cloths. Note the wrinkes at the joint. Also, boys like baggy pants, so draw more wrinkles to show this. Jeans will almost alway sbunch at the bottom, so be sure to make more lines at the bottom of the pants. Also, draw winkles around a guy's crotch. Their boy-parts make the pants do this. Girls tend to like tighter jeans (but if your female character doesn't, just follow the rules for the baggy jeans.) They're more form-fitting, so you don't need as many wrinkles. Also, girls are more likely to buy jeans that are fitting to their height, so less bunching at the bottom.
This seems to be the basic shape of Nightow's male characters: slim waist, long legs, long arms. The first one is "mortal" proportions, eight heads tall. The second one is "hero" height, nine heads, but if you take a look and compare the two, the extra head height is not distributed equally along the entire figure. The arms are the same length as the mortal proportions, but the legs are much much longer.
I am pretty sure sometimes Nightow draws his characters almost 10 heads tall... Every once in a while in the manga, Nightow will illustrate a kind of idealized version of Vash, like, the mythical version. One of those pictures has IMPOSSIBLY LONG LEGS. (Still looks cool, though...)
There's no doubt about it, folks. The extra height is in the legs. Even the character design for Vash on the anime is crazy disproportionate. If you look at the model sheet for the anime, you can see that out of 9 heads, 5 of them are LEG. If you compare this to the mortal proportions, it's only 4 heads tall. If you look at NORMAL hero proportions, the legs are still only 4.5 heads tall.
Vash character design probably belongs to either Yasuhiro Nightow or Madhouse Studio.