Turn your low-poly creations into papercraft instructions with this Blender addon.
You no longer need any additional software or good faith in some automatic unfolding algorithm. PolyZamboni provides you with all tools necessary to create high quality paper models!
With the addon enabled, select any mesh object and navigate to the PolyZamboni panel in the viewport sidebar (toggle with 'N') and click on the Unfold this mesh button. This starts the unfolding process of the selected mesh with no initial cuts.
Not all meshes can be processed by PolyZamboni. The following things prevent this addon from working for your mesh:
You will get a warning whenever one of these fail-cases occur and the option to select all faces that need to be fixed.
To transform your 3D model into printable mesh pieces that can be glued together to create an awesome paper model, you have to define where the mesh should be cut open and where to place flaps for glueing. You can edit cuts and glue flaps by entering Edit Mode. Here, you have access to plenty of powerful tools:
Separate Materials adds cuts between all faces that have different materials assigned to them.Auto Unfold automatically adds cuts until the entire mesh can be unfolded. The algorithm tries to create loops of connected faces. You can choose whether these loops should wrap around the X, Y or Z axis. You can also give a maximum number of connected faces.Remove Auto Cuts removes all automatically added cuts. In case you are not happy with the results of the previously listed operation.Recompute Flaps places glue flaps at all cut edges. The greedy algorithm tries to avoid overlaps of the printed pieces. There is also a toggle next to the button that lets you decide whether flaps should alternate along patch boundaries.Alt+C opens the manual cuts pie menu. Here you can cut, clear or glue all selected edges. Glued edges can not be cut by the Auto Unfold operator and have no other purpose. You can also select multiple faces and mark them as one connected region via the Define Region operator. This automatically cuts all edges between selected and non-selected faces.Alt+X opens the glue flaps pie menu. Here you can add, remove and flip the glue flaps attached to all selected edges.PolyZamboni renders feedback on top of your models. Dotted lines on top of mesh edges indicate one of the following:
All connected face regions, separated by cut edges, are visualized via colored patches on top of mesh faces. These regions colored based on their quality:
Glue flaps are also visualized on top of faces at the position they will have in the papercraft version of your mesh. If any flap overlaps with something in the instruction, it will be colored red.
To make the papermodel construction easier, you can partition the papermodel pieces into build sections. For this, go to the Build Sections panel where you can see a list of all build sections and have the following options:
You can also generate build step numbers for each piece, that tell you in which order to put them all together. While in Edit Mode, press the Compute Build Order button. Now all pieces inside a build section of size n will be numbered 1 to n.
In the final instructions, each piece will be printed with its build section name and build step number.
Before exporting the instructions for your model, PolyZamboni allows you to edit the final page layout. For this go to the UV or Image-Editor and open the sidebar. After clicking on Create print review and setting some layout options, a preview of all pages and papermodel pieces should appear on your screen. You can then edit the layout by clicking on Edit page layout. Here you can do the following things:
g. Behaves similar to Blender's move operator.r. Behaves similar to Blender's rotate operator.f.Once you are satisfied with your edits, you can export the paper model instruction. Go to File->Export->Polyzamboni Export PDF/SVG or just click in the respective buttons in the side panel. PolyZamboni lets you fully customize the instructions appearance. Here is a list of export options:
Tip: Model size and margins are measured in the units of the current blender scene. I recommend to set the scenes length unit to something like cm, unless you are planning to create huge models. Change this setting at Scene Properties->Units.
I am thrilled to see what you can create with this addon. Share your cool papercraft creations with me and the world!
This extension requests the following permission:
Export PDF/SVG to disk
I’ve given your addon a try, and it’s honestly amazing! The features are really intuitive and handy. Everything was running smoothly until I tried exporting a vector file and realized my system memory was completely maxed out.
After some digging, I found out the issue is with the textures. When exporting, each face is assigned its own texture fragment, which puts a huge load on the memory. It’s not really noticeable with low-poly models, but for more complex ones, it definitely causes some lag or errors.
If you could tweak it so that it exports one single large texture sheet per page instead, I think that would solve the problem perfectly! Thank you so much!
Hey, thanks for the kind words <3
I am aware of this exact issue with textures and your analysis is spot-on. Having a copy of the texture image in memory per triangle is a very bad idea indeed. There must be a way to pre-render all triangles on a page using Blenders gpu module. I just have to figure it out.
Stay tuned and have fun crafting :)
Edit: I got it to work! Your system memory should no longer suffer when exporting with texture :=) Note that this upadate and all upcoming versions require Blender 5.1 or later.
This is the case where the origin is optional, but there is a small problem, it is not a continuous problem, and the image 1, 5, 7, 8, 9... is jumping.