Metasequoia
Alright, so now that we've got the colors we want, it's time to make this thing into something that Pepakura can work with. To do that we use a program called Metasequoia. It's a program from Japan, and the main website is all in Japanese, but there's an English translation that my link points to. You can use the shareware version or the freeware version, they both work great and are almost exactly the same.
Ok, so open up Metasequoia and turn of basic mode. We are going to do a few things that will require a few more options than the basic ones. We also want to change a couple other options. Click on the View tab on the left of the screen and click on D3D, so we can look at our models using Direct 3D. This way we can see the textures. You can change it to another one, but I leave it there. Also, you can turn off the grid by pressing the ZX button. And you can kill the three-axis thing by clicking on Ax. I leave them on so I know how the thing is oriented. It's helpful when I have to move parts, which I'll explain later on.
The next thing we want to do is open up our model. Find your model and open it. You will get a COB Import popup when you do that. You might want to change the "Multiply" to 1 and see how it works. If you get a huge model, re-open it and try it with the default number that comes up. If that's too small, adjust it so you get a decent sized model appearing. Now, when you first open it, the model won't have any textures on it. That's ok. They are still on the model, it's just how Metasequoia works for some reason. So "Save As..." a "Metasequoia Document (*.mqo)" and then *BING* textures. Not we could stop here and jump straight to Pepakura, but most of these models need a little work on them. And this one is no exception.

No Textures...

Textures
Fixing the Model
You see, sometimes the models that we extract have extra pieces to them that we don't want. And if the model has more than one 'object' in it, the conversion process puts all the objects right in the center of the model, so it would look funny. If you see a gun pod, or something else sticking out of the center of the model, that's what happened. Also sometimes the model will have duplicate panels on it. We don't want to get those in Pepakura because it will want to make them part of the model. When it does that you'll have a random triangle that goes nowhere. And we don't want to waste our ink, or have extra pages that we don't need to print. It just looks messy. So we are going to do a little cleaning on our model first.
The first thing you should do is look for misplaced pieces. Like I said, all the parts that move on a model will have their centers moved to the center of the main object. To find all your missing parts, click on Select on the left, and then Joined Face on the Select box that pops up. Click anywhere on the main part of the model and all you'll see a bunch of the magenta lines turn to cyan. Press Ctrl-H and you will hide the main part of the model. If there is more than one 'main part' or more that you want to hide you can then select those and hide them too.
From here, you'll see a couple things: All the extra object that you should move, and any extra panels that you should delete. To delete a panel, change the select mode to Normal and then select one of the extra faces. Press delete and repeat until all the extra panels are gone. If you aren't sure you should delete something go ahead and do it, and then press Ctrl-G to see all the hidden panels. If you didn't want to erase that panel after, press Ctrl-Z or Undo on the Edit panel and it will fix it. You have unlimited undo, so don't worry about messing it up too much.
Moving Other Parts
Now, if you have extra pieces in the center, the first thing to do is change back to Joined Face and click on one of the pieces. It may not change the lines to cyan, but that's ok. If there is more than one piece in the same spot, the lines will stay magenta. Just click on Move and you'll get a little 3-way axis on it. Click on one of the arrow heads to move it in that direction, and the yellow square to move it in all three. Just move all of them out of the way for now. Once you get them out of the way, unhide the model and switch to 4 view mode, the little 4 boxes in the upper right. Then select the object you want to move in the perspective (upper right) box and then move it using the three 2D views. You may have to move the other views around so you can see the part. You don't have to get it in the exact position, just close enough. Also, you should rotate the part using the Rotate button to get it in the proper orientation. Once we open it up in Pepakura, as long as you can see where the part goes, it will be good enough for those who are building it.
A quick tip: When selecting a new selection, press Ctrl-D to clear the current selection. If you don't do this you'll move all the selected parts. Also, Ctrl-Z is undo, so you can quickly undo any mistake you make. Now, the next step is a little advanced. It really helps on some of the more complex models, but this one it pretty simple so it's not really needed. But we are going to do it anyway just for illustration.
Another tip: You can use the Objects Panel to select the parts you want to move around. Highlight the part you want to move and click on 'Misc' and then 'Show only current.' Then press 'Misc' again, and then 'Select vertices/faces.' Click on Move and move it to where you want. Then repeat the process and as long as you have the Move button pressed, you can move parts as soon as you pick them. This is it makes it much easier to move things around. Just press Misc again and then 'Show all' to see the rest of the model.
