#arma3_model
1 messages · Page 160 of 1
Just exported p3d is not binarized
and cant be opened anymore
I still cant figured out why my custom head gear doesnt worn on my head
so you have done something very cooky if you got into that stage
no idea
sounds like your whole modding tools setup is not right
and possibly your workflow is not right either
so its impossible to say where you did wrong
@stark pagoda
i don't think it handles headgear, but still gives you a very good idea what to deal with and how
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos that were not explaine...
what have you done so far?
idk how to say tho sry im trying and im really confuse with config and model config
have you also checked out the Arma 3 Samples which you can get in the steam workshop?
yeah
it mounted on my feet instead of head
that was why my head is gonna exploded
does your p3d model has the same name like in your model.cfg?
yeah
does your headgear got the selection "head" ?
ArmaMan ?
no in your model (p3d file)
you have to select the whole model and add selection name "head"
and also make it autocenter 0 in the property
i dont work in blender i mostly work in OB (everyone laughs at me now again xD ) ask HorribleGoat about blender, where properties are and how to add selections, he may help if he has time or just ask google / youtube about tutorials
most stuff you can google
I had tried for month until somebody said you should be in arma's discord idk how much longer I can do until I could spent money on commission instead of doing by myself
face palm*
being in arma's discord is pretty good, but you should try first to learn the basic stuff.. we can help in the most stuff but the first start and basics you have to learn first
you already noticed it with properties and selections and you get ???? worried
I see properties panel ..... whats next ?
you also see selections?
I wish I could send pic via dm but Im beware of model im doing
add a geometry LOD and add there in the property channel "autocenter 0"
it was model I bought and I will use it for private use only
private as in you dont share with anyone else
as if you give it to anyone its not private anymore
big face palm moment*
and if its ripped from some other game you have bought stolen content
not ripped
its just very sketchy when people say that
and sounds like something illegal is happening
¯_(ツ)_/¯
it could go to big face mountain moment
why we should hate you when wee see that?
@runic plover Can I sent pic in dm about properties panel ?
Idk which one I should click
like i said i dont work with blender, i only work with OB
Object Builder...
@runic plover should I switch to ob now ?
have you installed the arma 3 tools for blender ?
yeah
so read what audiocustoms posted before https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos that were not explaine...
and take a look at Arma 3 Samples A3_headgear_example.p3d
you have to add a Geometry LOD and add there as propertyautocenter 0 your visual LOD needs the selection name head to fit with your model.cfg your model name (so your p3d file) needs the same name like you defined in the model.cfg file class cfgModels
im really running out of mood
and that video I had watched so many time like 10 times already
still confused
I already sleep also its 2:13 pm here tho
yeah and I just knocked my keyboard by accident
While it sounds simple to put a helmetthingy in game real quick, it is more complex than it sounds.
@stark pagoda you could also try to pick the important infos and write them to a letter step by step. I did this way when i was learning how to make terrains for Arma 3 cause there were a lot infos i had to save in my head
Sometimes this way goes easier to understand step by step
If you think to stop it you will not be able to learn anyway, maybe do a little break and try it later again
step one: get familiar with the software first
i mean, how familiar are you with blender?
still on learning
I have alot of thing to learn tho
rendering in ob is fine but still cant figured out how to make helmet worn at head not at foot
ok, then keep on learning. make a 💩 ton of models until you master the software.
think about getting that stuff into game later
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
please use pastebin
is your p3d named rfcheadgear.p3d
rfhc. so funny hats situation then?
have no idea
no?
I saw hpp file in sample
its one method of keeping the files and configs easily readable
in source mode
only config.cpp and model.config ?
so you dont have to scroll through long files
those are the required ones yes
and can be split into separate hpp files too
but its not mandatory
do you work with pboProject Mikero's tools?
to pack your source files to .pbo files
please get the Mikero tools and use pboProject
model.cfg is needed and you got it already
autocenter you have to add in the geometry LOD in properties
yes get into the geometry LOD
now what ?
ctrl + 1
and name it as autocenter 0 ?
done
and in your 0.000 LOD select whole model and add selection name "head"
to see named selections Ctrl + L
select whole model, New and name it head
why It turned out as red line ?
I cant select my whole head
it turned out as lock selection
ctrl A also doesnt work?
make a pic what you have there
in LOD ?
yes
while you have marked whole model
or create the selection and mark whole model and right click to your head selection and Redefine
redefined
now there are 2 thingy in my selection
headgear and head
im doing it in the right way ?
which one I should redefine or both ?
@runic plover uh are you busy ?... if you are busy im really sry to disturb then
headgear isnt needed. as i told you check the samples
and pack your file with pboproject
uh
im started to get confused again
so now I have headgear and Head
in the sample I see baseballcap and Head
that made me started nervous
-baseballcap is for nonsense
camo is for defining hidden selections to make retextures
this will not fix this https://imgur.com/a/eAaMpDx problem, but with pboProject you will get more infos about your problem
what we did now will fix your headgear position problem between legs
do you pack with pboProject now?
I still dont know how to use it
I already asked you early but you silent
@runic plover
bet
I have to take a look at folder where I installed at
all right everything done
texture is good
you forgot about add camo in selection tho @runic plover
camo is used for hidden selections like i said before to make retextuing works
if you bought like you said your model as headgear its not needed for now to add camo selection. or you are using a other headgear model instead a bought one
that is very sketchyyy.
How can I make an object move constantly from top to bottom
https://i.gyazo.com/c3efd85fb248e26fa32f533d7c38a041.png
Che K put the “how to animate a model " page in the wiki too
what's mass distribution in tank sample in geo lod?
i thought you can just put a global mass in object builder ?
You can, but you can also define Mass to specific positions
e.g. something at the front, to shift the CenterOfMass forwards.
Or at the lowest point, to shift it downwards
oh
is there anyway to emulate gps map functionality for vehicles?
any kind of hacky UI element stuff?
doubt there is any way to dynamically automate it but you could some messy thing by hiding and un-hiding map markers
I'd say yes it's possible but might be complex. Not really a modeling related though
Hi, ive got a model of a wall that vehicles can drive through is this a geometry issue or config?
Geometry
is there any disadvantage to putting occluders into every single building wall (which has no windows, obviously)?
also, can occluders be one sided faces or do they have to be blocks?
the occluder wikipage says they should be used semi sparingly as too many occluders in scene started to add up more calculation than it was worth
yeah, I just found that :>
"Keep number of edges low. The best would be 4 edges,"
so I guess faces are ok
possibry 🤔
I don’t know if this is the right way to go about this but I have an idea for a few vehicles and I have absolutely zero experience with modding or modeling. Essentially I would like to make a U.S Special forces vehicle pack. But I would need lots of assistance. If anyone would like to help I’d greatly appreciate it.
Step one: find a 3d software and get comfortable with it (+6 months to learn it on a basic / good level)
See you then 😉
I have read the BI guide ArmA 3 Replacement Config Tutorial and I am still struggling to override the mass of a wheelie bin so it doesn't kill a vehicle. Can someone please point me in the right direction? Here's my very small config.cpp:
#define _ARMA_ class CfgPatches { class PWH_Structures_F_Heli_Civ_Garbage { requiredAddons[] = {"A3_Structures_F_Heli"}; requiredVersion = 0.1; units[] = {"Land_WheelieBin_01_F"}; weapons[] = {}; }; }; class CfgVehicles { class Items_base_F; class Land_WheelieBin_01_F: Items_base_F { mass = 0.01; }; };
Config mass has nothing to do with the physical mass of objects. It's merely how much inventory space it takes up. Actual mass is defined in the model
Is there any other way to override the mass of a stock object then? Or is it a case of make my own wheelie bin?
only by scripting setMass
Ahh, ok. So could I throw it in the init for the world, would that affect the baked in objects then, or only objects that are spawned in the script? The stock wheelie bins are great models, they just act like concrete bollards 😦
I don't know if you can do anything to objects baked into the terrain and how their physX/Geometry might behave differently
Would have to experiment with it yourself
Sounds like it's easier just to make a new one in blender.. was hoping for a quick tweak but thanks for the headsup, you saved me days of headscratching
Mr Goat, I got some baked in traffic signs I made that I can knock down and can fly across the road if I hit them fast enough.. idk if that's physx but they are more than static, right? Or does static mean that they can't bounce/roll etc?
It's all hypothetical anyways.. am now blendering a bin that will not withstand a car collision, seeing as BI made theirs from concrete 😦
some destuction type might work like that then. Cant remember seeing that kind of behaviour in default things
yes, I do think they cease to have collision once their damage reaches zero, so it's not perfect by any means 😦
I was using DestructTree as destrType
hmmm....why is my muzzle flash causing my hands to be jacked up and my game to crash?
Couldn't you use a script to replace wheelie bins in player proximity with physx props?
what is the difference between stencil shadow and shadow volume lod?
In blender?
Stencil exports to xx and volume exports to 10xx
Shadow volume lod resolution in OB/p3d
Anyone made custom driver proxies for tanks with turn in and turn out poses? iv made normal driver poses before but not sure how to set up a proxy with dual positions
Easier to put your proxy where you want it, snap the whole vehicle model so the right-hand corner of the proxy is at the grid origin, put it in your animation scene and make the .rtms to fit
With Blender you can also just snap the armature to the proxy.
Doesn't that create an offset in the .rtm?
Is there any documentation/tutorials on what's required to make these?
hmm probably not compiled into anything coherent that could be called tutorial. Its pretty much same thing as weapon animation, just more frames
this could perhaps be a starting point: #arma3_animation message
Poses don't need more frames really
turn in and out have few though?
If you're animating the transition, yes. I thought Mike was just on about how to have the turned in and turned out pose for a single crew proxy
If the turned out anim has FFV it's also a pain. Since you'd want transition anims for each weapon type. In practise it's probably best to position the proxy to fit some BI FFV anim in that case, and just make your "unarmed" and turned in anim fit relative to that proxy position
^ I would concur. I find that if its a standard tank the default personTurretAction = "vehicle_turnout_1"; action works well. Fits most guns and works decently well with most tanks
its a blender thing? i thought it is arma thingy. because sample tank use 2 stencil shadow and 0 shadow volume
it just to differentiate teh XX and 10XX range of lods
it isn't the same
Does ambient sound sound="something" (windturbine uses that) only work with objects baked into the wrp? Doesn't seem to work for mission objects, or I'm just dumb ?
the same in term as both will turn into shadowvolume into OB
i have problem with some buildings, mapping them in terrain builder then binarizing with pbo project and trying to open doors in editor doesn't work, if i map it in editor if
they are not made right for terrain making
My eduacted quess is you try to use some of those life mod buildings on workshop?
yes
if it is an open pbo you can try to write "Land_" in front of the classname in the config.cpp. In most cases this is the error.
how to stop rain going through an object?
geo lod afaik
Roadway I'd say
ty testing
to me it seems like res lod can block rain if I remember correctly
best to have all of them just to be sure 😄
usually base mesh in max/maya/blender, going forward into a sculpting software (blender, zbrush etc)
or marvelous designer if that is your thing
Would you say that clothing is good way to start modelling in Arma 3? I know many people that started off modelling clothing, and then moved on to buildings, cars etc.
Here I am not talking all that much about the modelling, but more if it is a good way to get introduced to the implementation phase.
props are better to start with, like boxes, barrels, ect
yes
simple objects are easier to get done. faster "feeling of success" once ingame that keeps the morale up for more complicated matters
sounds stupid, but it is like that
Yeah I know its kind of grindy to get to know a new field x)
But I really want to get into 3D modelling, and I am just trying to figure out the best way to get started. I already know a lot of texturing, which is why I thought clothing would be a good idea 🙂 But I might try the props thing, do you have any tips on where I can find out how to get it into the game?
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos that were not explaine...
Oh, thank you so much 🙂
Are there any good samples I can use as reference for scale? I can't find any in the Arma 3 Samples pack x)
clothing is by far the worst thing to do if you are new to 3d modelling
also one of the worst thing to do if you are new to arma modding
all you need is available in the samples you mentioned
The character templates look really weird when I import them to blender
Do u know why?
Like, there's triangles all over the place and a big cylinder around the character..?
any tips how can i reduce my polycount by half until the last 500ish for my reso lods in blender?
Is a 100k faces too much for a vest model?
Those are proxies, you can delete them with arma toolbox
If you need a character for scale i can send you a .blend with the arma sample character
That’s too much for a big building so I’d say probably lol, i’ve never done clothing tho
Use the decimate modifier, if it’s a building you can also delete the inside furniture etc
@stoic blaze yes.
@fast field all objects in Arma are build from multiple lods. Please read the wiki page aboud Lods to understand what the technical lods are. A game model is not just the visual mesh you see.
i've tried decimate modifier, but only okay until 4k poly count, when i tried to decimate the 4k lod, it goes down to 2k but it got messed up
Then you need to do it manually
There is no sure way methods to make resolution lods automstically
ah okay then
Anyone had a problem with an object's bounding box clipping the floor, not sure what I've changed but it was fine until I maybe moved something in MemoryLOD and now it flies off everytime its placed. Any ideas? (Everything is above Z=0)
@frosty rain if you could send me that, it would be very appreciated:) (the character thing)
@fast field you can get that from the Arma 3 samples on steam
Well not the blend but the model to import to blender
I made a really simple monitor with the correct scale(I think) so I am about to try to learn the implementation thing.
Good luck!
I gotchu when i get home, if you can’t wait you can just import the P3D from the arma samples and erase proxies and all the LODs except 1.0, which should leave you with the base res lod
Thanks man! Really appreciate it ^_^
Hey! I am having an issue with trying to hide rotors past a certain point of damage. I defined a type with the things I would like to hide (mr) and then put it in the bones as follows:
"velka vrtule","",
"mr","velka vrtule",
"blade1","mr",
"blade1_rise1","blade1",
"blade1_rise2","blade1",
"blade1_rise3","blade1",
"blade1_rise4","blade1",
"blade1_rise5","blade1",
"blade2","mr",
"blade2_rise1","blade2",
"blade2_rise2","blade2",
"blade2_rise3","blade2",
"blade2_rise4","blade2",
"blade2_rise5","blade2",
"blade3","mr",
"blade3_rise1","blade3",
"blade3_rise2","blade3",
"blade3_rise3","blade3",
"blade3_rise4","blade3",
"blade3_rise5","blade3",
"blade4","mr",
"blade4_rise1","blade4",
"blade4_rise2","blade4",
"blade4_rise3","blade4",
"blade4_rise4","blade4",
"blade4_rise5","blade4",
I then moved it to them using the following animations:
class dam_hide_tr
{
source = "dam_tr";
selection = "tr";
type = "hide";
minValue = 0;
maxValue = 1;
hideValue = 0.99;
};
class dam_hide_rtr
{
source = "dam_mr";
selection = "mr";
type = "hide";
minValue = 0;
maxValue = 1;
hideValue = 0.99;
};
But it seemed to not hide, but instead shrink and translate the contents of the selection (see https://imgur.com/a/ygyQmhz from buldozer, I have also replicated in arma.) Does anyone know what could cause this? I am happy to provide any more info you may require
Thank you!
you have too many selections on them perhaps
I think I just found it, my skeleton had isDiscrete=0
that would be need to be correct for partially weighted selections to work
Ahh okay, I do not believe we have any selections that do that. I know "hide" works by moving all the contents to a point and shrinking it, so that it isn't visible. Now I just have the issue of removing the fact that those vertices were also connected to other things (updated imgur) but the animation issue has been fixed! Thank you!
do you have the hide selection as part of the other selections
as you can have both
you should only have the end selections in the chain
I do, the mr selection is a superset of the rest of the selections, and changing isDiscrete to 1 made them hide as expected. The stretched lines are to be expected, that is to do with vertices that are hidden being connected by edges and faces that aren't
My other issue I have had today is with damage materials and textures, I can get the half damage texture/material to appear but cannot for the life of me get the full damage texture/materials to appear either by using weapons to damage or using _heli setHitPointDamage ["Hit......", 1];
I am also getting the intriguing error in the RPT log of
Array tex in bin\config.bin/CfgVehicles/fza_ah64base/Damage/ not even
which doesn't make much sense to me as I think they are meant to be in multiples of 3? Here is the offending class
class Damage
{
tex[] = {
"fza_ah64_us\tex\ex\rtrs_co.paa",
"fza_ah64_us\tex\dam\mdam_Rtrs_co.paa",
"fza_ah64_us\tex\dam\hdam_Rtrs_co.paa"
};
mat[] = {
"fza_ah64_us\mat\body.rvmat",
"fza_ah64_us\mat\body_destruct.rvmat", //"fza_ah64_us\mat\body_damage.rvmat", replaced until we can get the full version to run
"fza_ah64_us\mat\body_destruct.rvmat"
};
};
every reso lod need to have texture?
I just checked and the section that I am applying this to (mr_blades) is in all the numbered LODs, as well as View-Pilot, View-Gunner, View-Cargo
@maiden heron no but if no texture they will be white
oh okay thank you
Hi, for create uniform what do u use ?
3d model of the uniform
you use an existant 3d model ?
usually they are made in 3D modeling programs like Blender or 3DsMax
so it's a very long process
you can use any suitable 3d software, 3ds max, blender, zbrush or md. but at the end you need to use blender to export to arma format
like another object or weapons okay thx
well yes if you do not know at all how to use the programs
you will need to learn that first
its not really any longer than a weapon or object when you know what you are doing
@idle umbra using Blender to export is not mandatory at all
Object builder imports FBX
Or even OBJ though that may need more work done in OB
yep, but i mean most efficient way is using arma toolbox in blender
Im sure the 3DsMax users will want to discuss about that with you 😄

but if you have no experience whatsoever i think blender is the way to go because of the toolbox. toolbox is your bestfriend
@stuck oyster when you said a tank with full interior can go up to 80k polycount, are you refering only the first reso lod or combined polycount of all lods?
ah thats good
rule of thumb is that you use whatever polycount you need and make sure its as optimized as it can be so theres no waste
cool
and there are of course some recommendations its best practice to adhere to so your models perform properly in game
would be quite shame if you invest a lot of time to make a super detailed first lod but its practically never shown in game due to its complexity and engine always using lower res lods to draw it
that could be a problem, but i think mine should be okay i guess, im always looking the simplest way to get the shape that i want
yes well the problem might happen if you hit many 100K tris
hm i dont think i would like to.... export as 3ds, import, rename all selections that are longer than 8 characters (yeah, welcome to the future), create the selection sets you couldnt do in max, ... 😄
sure one could use fbx too, but then you cant just "merge" pieces into the p3d, you have to reopen a new p3d for import and copy it over
I will not say any word how it also could be done 🍻😅
You dont need 80K poly with interior in the first resolution LOD.
You can split the polycount, because you can use the viewPilot LOD's for interior stuff.
Not needed to see the full interior in the first reso LOD cause you cant see it either
unless you can see it
Yes but 90% of any tanks you cant see it.. only in any APC's as example
Upon further research, it seems that the "full" damage texture/material in class Damage is only used on wrecks?
Full damage texture makes mostly sense to use on wrecks.
Vanilla cars as example are using half damage textures too to replace at working cars.
Ah okay! I was hoping to swap the texture upon destruction of a hitpoint to make it invisible on the heli I am working on. Thank you, I will go back to playing with animations!
animations are the way to go there
Alright! I will have a look. Thank you all for your help!
i know, HG was answering my question, "what is the maximum polycount?"
and i know about the reso LOD not needing interior unless you can see it from the outside. i am making an APC. so i need some interior on the back.
anyway, i am still blurry on views LOD. there is a lot of view lod, do i need to use all pilot, gunner, commander and cargo?
Small question, what setting do i need to modify on the glass rvmat to make it more reflective, specular or specular level?
Why is the path lod such a pita? I had a fully working building except one door. The ai would ignore it and walk straight through it even though it was set up exactly the same as all the other 27 doors.
could there be limit how many there can be?
don’t think so cause another building that works has more but I gave up for the night. When i work on it tomorrow if I can’t figure it out I’ll post some screen shots. It’s super annoying. Anotherwise this building would be good to go
Your problem is opening doors by AI or just path problems?
opening door by AI
In the config you have defined it also?
Just the one door. Yep. Same as all the others. And those all work. It’s strange
Try move the point of this door more forward or backwards, up or down
I had this problem too, while moving it a bit it worked
Cool. I’ll give it a go tomorrow. Thanks!
👍
what seats? type? so an open interior just need 1 view pilot lod?
ah okay
Anyone here use Arma 3 tools dev branch?
Did anyone per chance notice if the dev-branch binarize.exe logs a "Context:" to its RPT?
I have them. Haven't looked at the .rpt anytime lately but can check
Am I looking for SteamApps\common\Arma 3 Tools\Binarize\binarize.rpt or elsewhere?
yes
I guess they'll only be printed on errors thus they may not show up even if its working, and I don't know if it is there
I don't seem to be able to find any "context" in the binarize.rpt
holy shitake mushrooms! it worked. thanks gents..cant believe the stupid prob was because the point was too far away from the door
i didnt even think there was check for it..i just thought once the AI hits the point in the model it just triggers the door action
@fervent steppe glad it worked 👍
Hey, guys, I need some help with a texture problem.
I've added a custom uniform that I've made to the game, and it works fine on third person or when you take a look at it on the arsenal. However, when I switch to the first person view, the uniform textures become plain white.
Any idea about what is the problem?
You haven't applied the texture properly in the viewPilot LOD
Thank you so much! I really forgot to set the textures there.
are models required to have faces with three vertices for Arma? I've heard that some game engines can't run models unless they're tri-faced.
Some LODs require triangles.
Some don't, but most do I think.
And the engine converts everything(?) To triangles
So if I've made an entire model consisting of faces with four vertices, it is still usable?
or nah..?
It will be converted to triangles in the end.
Whether that actually causes the result you intended is up to luck I guess
Most people just convert to triangles when they export, and work with whatever before that.
And I guess it works fine for most people?
Does it make it easier just to work with tri faces from the start? Or would you still just go with quad faces?
no, triangulate before exporting to p3d (unless its a curved surface that needs to be triangulated in particular way). Makes no sene tringulating before model is finished
I do my model stuff 90% in quads , only using triangulated in any edges i need
Arma's engine is triangulating the stuff itself at least. You can also use triangulate faces in OB at the end of your modeling procedure if you want (or in Blender)
Arma support quads faces no ?
DX triangulates everything anyways. OB supports only tris and quads.
generally speaking for game assets it is best to triangulate before baking textures (especially normals)
great to know thx
you dont want pbo manager
any better ideas?
what are you trying to do?
i need to read a PBO and get a model, currently i am (trying) to make a new skin for a mod
you know the offroad car?
PBO'd p3d are binarized and cant be opened anymore
and its against the EULA to even try (==illegal)
retexturing is done solely by painting over existing texture
well i'll tell that to my friend who's been doing it
ah yeah, always the friend
yeh
is there any way to just get the model
i mean skin thingy
what about that you dont understand
you can make textures, but its not allowed to reverse engineer / extract the models
yeah, i just want to make a custom skin thats all
then you would need to extract the pbo and convert the .paa texture for it to .png or .tga and paint over it
that is allowed
how would i go about doing that
you can check out BI forums. Im pretty sure its been answered there
I am currently trying to animate the belt of a weapon station so that the last bullets disappear individually. I tried to install a working system but all the bullets are already hidden when the belt is still full. Any Ideas how to fix it?
Using the revolving source? It goes backwards from 1 to 0 so you need to animate the belt accordingly
yeah using revolving, bullet001 is the one that is still in the ammobox and the last one is bullet013 which is directly at the weapon so bullet013 is 1
but when i spawn the vehicle fresh with full ammo they are all already hidden
perhaps you have some other animation hiding them before
the issue first appeared after i implemented the revolving stuff
well if you comment out the revolving animations what happens then?
have you tried it?
yeah
trying to figuring it out the last couple of days with different versions but nothing helped
do you have hide and unhide values defined in all the revolving animations
yeah thats the entry,
class bullet001
{
type="hide";
source="revolving";
selection="bullet001";
sourceAddress="mirror";
minPhase=-1;
maxPhase=0;
minValue=-1;
maxValue=0;
memory=0;
hideValue=0.8700001;
unHideValue=-1;
};
and then only changed the hideValue for every bullet
min value cant be -1
the source never goes to -1
source for revolving is between 0 and 1
not -1 and 1
so its all hidden always because the unhide is never reached
but why its working in other models like this ?
¯_(ツ)_/¯
at least how I understand it, it should not
oddly enough your config also has the hide value of 0.87 which the animation should never reach since its defined to work between -1 and 0
and 0.8 is larger than 0
hm will try it with 0-1 and will let you know
Hide and u hide values are relative to min and max
When min value is 0, max value is 10 and hide value is 1, means that something will be hidden when source value will reach 10
Unhidevalue = - 1 means you have disabled unhiding
works now, also with the same entries that i found, i idnt knew i had to implement those animations also in the animationsources in cfgvehicles ._.
so when turning out of hatch on an apc, will the player see view lod or reso lod? it have both exterior and interior view of the apc
no, depends on config setting. You can specify what it uses - for each gunner individually
Hey, can anyone point me toward the direction of how to create those "as" and "nohq" maps in blender?
Do I really have to paint those by hand or is there an easy way?
You need to look into how baking different texture types works in Blender.
ahhh, thanks mate
Christ...why is that stuff so complicated?

baking isnt crazy complicated once you crack it, and when you do the power of baking is immense
How can I import a vest model into arma? It's not rigged at all
Well it needs to be rigged
Then getting that to Arma depends on what programs you are using to model it
Hi, so I'm attempting to learn importing from blender to arma but have come across a issue that has stopped me dead in my tracks.
I'm attempting to import a basic wall but everytime I convert it to p3D(using the arma toolbox addon) it exports as the base cube. Instead of the thing I made, has anyone else had this issue?
you have scaled your object in object mode
and that scale does not apply to export unless you apply it to the model
all editing for Arma should be done in Edit mode
Ahhh ok thank you that fixed it will keep that in mind
what would be the best way to add grunge to a wall?
through rvmat and a seperate uv?
multimaterial
modelling a uniform, and I cant get the head to appear in game, I have all the proxies from the sample template, can anyone point me in the correct direction of where to look https://i.gyazo.com/660077f97c0da5a21633099cbcf19b8d.png
please ignore the shitty textures they are just random images at the moment
You probably don't have all the proxies even If you think you do.
Just apply all transforms before exporting
Hello there i have a model that is not finished yet and for arma 3, its a little bit hard for me, its a battleship type its was going to have interior but im not making progress, if someone one would like to use this project for mod that would be great and you guys can have the credit?
https://imgur.com/a/1bAJUjv I'm working on a tank and once the tank is destroyed the geometry lod (it works fine when it isn't) seems to disappear, all other lods seem to be there, does anyone know how i can fix this?
do you have a proper (seperate) wreck p3d for it? Is geo lod of wreck model properly checked?
i haven't used a separate wreck as, apart from that its worked fine
did anybody got my message?
Hello there i have a model that is not finished yet and for arma 3, its a little bit hard for me, its a battleship type its was going to have interior but im not making progress, if someone one would like to use this project for mod that would be great and you guys can have the credit?
yes
oh sorry how do i send the unfinshed model to discord or anywhere else?
Thanks for the reply, I have all the proxies listed below, and have double checked that I have imported them from the template model. Can anyone see what I am missing?
P:\a3\characters_f\proxies\pistol
P:\a3\characters_f\proxies\binoculars
P:\a3\characters_f\proxies\launcher
P:\a3\characters_f\proxies\backpack
P:\a3\characters_f\proxies\pistol_holstered
P:\a3\characters_f\proxies\head_male (Selected in image)
P:\a3\characters_f\proxies\glasses
P:\a3\characters_f\proxies\headgear
P:\a3\characters_f\proxies\hair
P:\a3\characters_f\proxies\backpack2
P:\a3\characters_f\proxies\radio
P:\a3\characters_f\heads\bysta
P:\a3\characters_f\proxies\hmd```
https://i.gyazo.com/ee0dc72a8bceaf4080083559f3af0af3.png
@idle merlin go make a post on the BI forums.
How can I import a vest model into arma? It's not rigged at all
Then you need to learn how to do vertex weights in what ever modelling software you use first
you need seperate p3d for the wreck, and put it as proxy in the wreck LOD of the tank model. Otherwise it wont handle correctly
but I do not fully understand. Is there a video?
Depends what you are modelling in. But probably not a specific arma video, no
what program did you model the vest in?
how would i go about doing named selections in arma toolbox? i can't seem to figure out how to export it properly
i'm making a plane
vertex groups equal named selections
ohhhhhhh
https://gyazo.com/d23d6c3a97cd4aad740f12c63ee4421b how would i go about assigning these to named selections?
they should be exported as named selections when you export the p3d
which is what I meant when I said vertex group equals named selection
ohhhhh i get it now, you dont have to set values or anything like that, here, maybe you can decipher this error more, debug can be confusing lol
it seems like i have some error with named selections, but i do notice that all of my vertex group dont cover the whole model
yeah it's for sure with the vertex groups, lets see if i can figure it out 😄
haha!!! it worked man, thanks so much for your input the past couple of days, helped me a lot, arma 3 can be confusing since there's practically 2 videos ever that describes what i need, and they are both in blender 2.79 lol, tysm man
tutorials for 2.79 are still as valid, the same procedures just need to be made in the never UI
Arma modding gets complex pretty fast so no video tutorial can properly cover everything
thanks for the info.
check you the tank sample model, it should have the setup
@idle merlin i'd advise to make a thread in BI forums linking the relevant info and data
Hello, I'm trying to add all the Fire From Vehicle stuff in the Arma 3 Samples Car, but it doesn't seem to work as I want (you can see the video "Reference 3").
I have opened a thread in the forums to avoid spamming everything here.
https://forums.bohemia.net/forums/topic/232065-fire-from-vehicle-ffv-config-base/?tab=comments#comment-3425935
my goal is to get that from a cargo seat you can peek into a hatch and shoot. but that from within you can't do anything and have the same animation as the others.
Turn-out-only FFV on car class vehicles doesn't work without some scripted eventhandlers
ok, where can I find examples on how to implement that?
Don't know that there is one really. The basic premise of it is that you need an eventHandler to detect turnIn and turnOut actions, and use that to control an animationSource that disables the FFV. There's a config parameter enabledByAnimationSource where you define what source will block FFV
The problem with car simulation is that this source cannot be tied to the usual hatch sources for what ever reason, so you kind of need to script a workaround
ok, thanks. Will try to get it 😉
Hi, i have an issue. There is an fbx model, when you import it in blender it looks like this
https://cdn.discordapp.com/attachments/415157150432886784/791324056980946974/unknown.png
any ideas?
multimaterial
i suspect something wrong with UV but what exactly
Is there a limit of proxies you can use on a building?
Possibly. How many you have?
Holy arma... Well, it got solved by sharpening the edges of that triangles, but weird thing is if you sharp only two left triangles right artifact disappears as well
Haven’t done it, I’m planning rn
Would like 30 proxies be a problem lol
how do i know if my linked model via proxy is in the correct position? how do i view it?
instead of just seeing triangle
Buldozer
Buldozer
it doesnt come out on buldozer
Or I'd it is unbinarized original model you can view it in OB too
why when model is triangulated in blender it is not triangulated in object builder while using fbx import?
tried loading the samples, its doesnt shows either
@maiden heron something wrong with your P drive setup perhaps
Any specific reason not to export P3d from blender with the toolbox addon?
path is P:\CA\temp\proxies\T72\Driver according to samples. but i dont have this temp folder in my CA folder
yea idk
Are you doing arma2 stuff?
arma 3 samples path for proxies
hm, my modeler haven't tried it actually, will check
Which sample? @maiden heron
Odd, but yeah you would not have such proxy in A3 data
Need to use A3 proxies or make your own
ahh
where can i get this a3 proxies?
i mean for character
to define driver, gunner and commander position?
P:/a3/somewhereheretheybe
oh ok thanks got it
Preferably you use proxies that match the animation or driver/gunner/cargoAction so they can be visually aligned
yes thats what i wanted to find
should be in one of the characters folder right?
oh it is in data_f
yup its right
Traceback (most recent call last):
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox\__init__.py", line 223, in execute
exportMDL(self, filePtr, self.selectionOnly);
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 432, in export_lod
writeNamedSelections(filePtr, obj, mesh)
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 222, in writeNamedSelections
name = obj.vertex_groups[group.group].name
IndexError: bpy_prop_collection[index]: index 9 out of range, size 9
location: <unknown location>:-1
what is this error means?

Probably not
Proxies do cut off from scene rendering faster than normal mesh so keep that in mind
still no proxy shown in buldozer
https://imgur.com/a/Bolhd0l
Hey I'm trying to setup a custom muzzle flash for a weapon to properly match the laser colors its shooting. I've got an issue where I have the proxy defined, however the muzzleflash is just statically attached to the model.
I can provide configs or the model but after scouring the wiki I'm not sure where I've gone wrong
Proxy is part of the zasleh selection in the model and you have that in the "sections[]=" of your model.cfg?
yep
{
class Maalras_skeleton
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {"zasleh", ""};
};
};
class CfgModels
{
class MaalrasSMG
{
htMin=0;
htMax=0;
afMax=0;
mfMax=0;
mFact=0;
tBody=0;
skeletonName=Maalras_skeleton;
sectionsInherit="";
sections[]={"camo1","zasleh"};
Animations =
{
class zaslehrot
{
type="rotation";
source="revolving";
selection="zasleh";
sourceAddress="loop";
minPhase=0.0166665;
maxPhase=0.01666667;
minValue=0.0166665;
maxValue=0.01666667;
memory=0;
angle0=0;
angle1=6.283185;
};
};
};
};```
@polar fiber there's nothing crazy wrong you can see with this right?
proxy isn't also included in your camo1 selection?
I can just send you the file for it if you'd like, I've exhausted my usual arma modding gurus which is why I'm here
Hello, i'm making a ice plane model for a frozen lake for a snowy biom map. But i was wondering if there is a way to make the object have less traction when driving on it? (so as if you were to drive on a frozen lake)
I have a feeling it might not be possible unless there was something in cfgsurfaces config for that.
I know plane wheels used to have a low traction material or setting on them but don't remember exactly how that was set up
ahh no worries, thought i would ask, would have added a bit more immersion. will keep trying and if i find something i will put in here
could it be something in my config that is screwing it up?
buldozer does not read config
have you set up your P drive with Arma3P from mikeros tools?
and are you running OB from the arma tools launcher or from the installation exe/shortcut to it
I was launching from the installation, the muzzleflash does show up on the model in bulldozer and in game, however its just static attached
@sharp thicket model is called MaalrasSMG.p3d correct? That's one think I forgot might mean the model.cfg doesn't work. cfgModels classname must be the filename of the .p3d
Is that capitalization sensitive?
also Animations = isn't right. It should be class Animations
refer to arma 3 samples on steam for the correct structure
Hey how can i set the change the resolution of the window? -resolution=1000x700 isnt working when i put in it in the parameters
Everytime I try to export my p3d it crashes my blender... any suggestions?
no ngeons i believe, i will check but it usually gives a debug but it straight crashes, i will check though
can anyone help me with this? proxy does not shows up in buldozer.
i have 2.80
which proxy it is? vanilla one?
is it possible to go back and forth from blender to object builder in .p3d?
shading seems to be completely different
really dark in buldozer
really dark in buldozer
@merry gorge already recalculate normal in ob?
@idle umbra it wasn't the model, the normal map was just in the wrong format (tga)
thanks
hello , why do we have to set up a p-drive when modding arma ?
also i cant seem to find any good videos on how to do it ?
wondering if somebody here can help me with this. https://imgur.com/a/kEsmcM4
i ported this building over to dayz, i have a config.cfg, i dont have a model.cfg since it has no animations. the game is just showing the very last lod which is twenty
@warm spindle https://mikero.bytex.digital/Downloads this is everything you need for arma modding, basically
tutorial vid - https://youtu.be/E5qjsjdE7Q8
to setup p drive download Arma3p and run it
or you can use this method, which I personally prefer to keep tools from updating, but it's probably bad practice idk
but if you are new I'd just go with the standard method
Thanks mate
Glitch persists even if saved to p3d through arma toolbox
@merry gorge very bad practice
Why did DokanPbo still not become standard practice :u pdrive up and running in 20 seconds, no disk space usage :u
explain please
yes
Is it possible to make a face mask attach to a head but rather than picking a head then a face mask separately in the arsenal have them both combined?
Does anyone know the path to the largest available flag proxy in game?
I hope someone can answer this as I can't seem to work it out from the pinned messages. How much of the model making process can be done outside of the object builder if I am using C4d or 3ds Max? IS object builder really just a bit of software that helps convert models in to formats readable by the game engine?
No idea about 3DS, but in blender and the arma toolbox you can leave OB behind
that's good news.
would anyone mind telling my what i have to include in my model in blender if I make like a tank what all do I have to do?
Alot
@true wolf
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos that were not explaine...
ahh thank you!
every time that I export as an FBX, my blender crashes... any suggestions?
anyone know why a model in object builder looks fine but then you bring it into game. the last LOD shows
@short grove is it very complex highpoly model?
I fixed it by moving it from ca\buildings to another location @stuck oyster no it’s a arma 1 building

but i get these in my bin log when i pack my pbo, im asuming this is related to the models
Warning: Terrain grid 12.5 will be too slow, should use 30.0
Warning: Terrain grid 10.0 will be too slow, should use 30.0
What on earth are you packing?
Have you mashed up buildings and terrain?
Perhaps more detailed explanation on what exactly are you doing could be helpful
i didnt mash buildings and terrains together, ive been porting arma 1/2 content to dayz
ah dayz
you wont really find help for that here
the peeps modding DZ are mainly elsewhere
i mean i asked and nobody on dz modders had a clue about porting
And since Dayz modding differs from arma modding, finding answers here is also rather difficult
Even though the tools are similar
is there any tool to delete asset+all it's data and dependencies (files)?
elaborate?
yes, but if one already exists
i can write an o2script for that but it won't work with binarized models
yes but I dont quite understand the question
delete asset and data from where?
question is too vaque
ah, ok, i have a library of assets which were collected ages ago but now are too low quality/faulty in some ways and i want to get rid of them to clean up. They were organized in folders by category but i need to remove some of them with all relevant textures/materials.
I can check through eliteness and manually do that, but just wondering if there is any more automated way
dont think so
sigh
Is there documentation for facewear creation?
there isnt really anything specific about them
@tulip beacon moveObject to get the path refs. you need to do it a few times to get all levels (ie p3d->p3d->rvmat->paa)
then you have a list of existing files vs files in use (diff the negative)
i don't have subscription atm unfortunately
then delete those not in use
that would be my first guess as well
if you have the sources, you can do it via o2script
not for all i need to remove, if that would be the case i'd definitely o2scripted that
one more idea
you can place all objects in use/grab from a terrain if thats whats its about
not sure if you can all this way tho
@stuck oyster hecc do I just treat it as any normal model then
i've noticed that vanilla tank crew proxies has like 2nd vest below the character, and a rifle with a rpg. why is that?
whatever a proxy model has is irrelevant
it is just a placeholder to mark the position of the character once its in the seat
nothing of it translates to ingame except position coordinate
it could look like a horse and work if it was in correct spot
oh. that makes more sense
but aren't we already have like memory point for that? do we still need the proxies?
Don't know if it was posted already, but some of you might find that helpful
A free 1 year license
@maiden heron The proxy provides a reference point (the corner vertex in the proxy triangle) for the origin the animated character model to attach to the vehicle. The other points in the triangle provide a vector for rotating the character model around that origin point
@maiden heron no there is no memory point for that
ohh okay, so the model itself wont show up in-game?
Like I said earlier. No
what about wreck? i saw wreck as a different p3d from the main p3d in the samples
That is how it is done yes
but it also put in the main as proxy and it shows up?
let say if i do an interior model seperate from the main as i would like to have different variance apc, but with same interior, could i link it as a proxy in all of the variant?
You can but I don't see benefit
Ctrl+c ctrl+v

Proxy won't really work if you have any moving parts either
okay, was just asking to understand. i know i can copy and paste
👍
thanks hg
1 more question, what is flag_alone and zasleh1&2 proxies for?
Zasleh is Czech for muzzle flash and flag is for capture the flag mode so the carried flag is visible
oh. flag can be anywhere if anyone wanna use it in CTF mode?
does it need a specific place?
The proxy sets the place
There are different flag proxies you can choose too. FlagAlone had no flagpole so is useful for attaching to antennas and parts of the model that can act as a flagpole
flagAuto has a flagpole, so you can stick it on the roof etc of a vehicle
i see. okay thanks
does someone has a idea why cursortarget and typeof not working on terrain placed house ?
what am I missing in object builder
The object has a config
try cursorObject
in general needs correct named properties in geo lod
plus land class and correct binarization setup
not working
typeof cursorobject is not working
ok I will check the geo lod
land class is giving
ok I found the error
there was a number in the classname "_01" which caused this error
Hi gang, stupid question time. I had a break from Arma modelling for most of this year. When I update something in Object Builder, Buldozer used to automatically refresh the changes after a second or two. But now, it doesn't. I have to either restart or use the View-> Viewers -> Buldozer -> Other -> Refresh Viewer. Have I accidentally unticked some magic icon or something? Or does OB no longer refresh Buldozer automatically?
it should
I thought it was becuase I was trying a large model, but it does the same on small models too. OK, if it works for everybody else I'll try resetting the profile
Okay, for anybody else who had this happen, it's not necessary to do a reset to cure it. There's an option in File -> Options -> Config called "Manual Update Viewer". I use Translate Step a lot to switch between 1, 10 and 100 and it's the goddamn immediately above option that was ticked to "Yes", how useless is that 😄
Hey guys i have a little problem with my model, when i open buldozer to see my model everything is working the normals looks fine but when i get it into the game the rvmat is not working
any suggestion?
are you packing your source file with pboProject?
I want to test out some rvmats and if I change the time in environment editor and go back to buldozer I get a weird flickering. A while ago I knew how to fix this but I cannot remember. Any ideas?
okay thanks
if my 1st reso lod have some interior, the 2nd to last won't need it right?
probably not
okay nice
guys i have a problem my model is 78 MB and when i importing it to OB everything is slow and i cant move the camera
activate directX view
78MB sounds like your model has a lot of poly
depends on what kind of model it is, if structure, vehicle, charakter
yeo
yep*
its a structure model
Hi the model makers, someone use the obfuscate from pboproject ?
&$%/#ä"/%$!"§
😂 I take that for a yes :p
[{]²$?
So, I buy the mikero tools premium and it's perfect, but when i Obfu my mod, I can open it again /:
its because of the life detector. It doesnt obfuscate life stuff
Not life pbo. Just my object pbo with 2 P3D on. My Model.cfg is on my pbo after mount by pbo project :/
its sophisticated technology this detector. Anything to do with life or roleplay servers it refuses to obfuscate
😂
you dont need to obfuscate your pbo's
@runic plover and why ?
because Arma 3 is able to read it.. If someone wants to open your stuff, he will open your stuff
if you want to hide your stuff, or protect your stuff.. you should not release it
@runic plover
sentry how i can reduce my poly count
whats the polycount on your structure?
150k - 300k tris propably
268,688 verts
i think more to 78MB
-> into the bin with it
depends on where the details are at.. some structures like the walls and main stuff are low poly and like as example water tanks, details or pipes are very high poly. option 1 is to redo such detail works like pipes and such, option 2 is completly redo it. because its to much and you will loose to much time in reducing polycount if the main structure is high poly
pfffff ... a pipe with 3 ropes
lol
i was talking about a structure.. this is... garbage
yes
you can use this to bake as example
to bake the normal maps
the rope as example
400 verts ... thats your target poly count
just redo in the same size but lowpoly and use the high poly rope as baking normal map or use one that already exist
such models by free 3D platforms are not game ready. mostly to print for 3D printers or using as renders
i was thinking you talk about a structure which is mainly big and then ive seen this 🤣
let me show you an extremely sophisticated technology for ropes: http://letmegooglethat.com/?q=rope+normal+map
such tutorial you did could be useful for so many things '^^
thats the beginner part. The advanced course is adding "download" 😄
the more advanced part is how you get it ingame 🤔
bruh, i dont know how to make a good game ready model so its not easy to me
im only making hard surface models for portfolio renders
check it out
np, im just showing you that its a common thing
check out the pinned messages in this channel, @woeful viper did some pinned messages there too
now for the mastermind trick... adding tuto... oh never mind 😛
looks like you can do 3D models, now you have to check out how to make such high poly made models gameready. there are a lot tutorials around for such procedure.
There are other things that can increase the size of a .p3d file like if you have several UV sets and unnecessary named properties in your LODs
But it's the number of verts that make the 3D viewports laggy out of DX mode
been doing some relaxing "nonesense" modeling for a change:
Highpoly thingies:
https://cdn.discordapp.com/attachments/331868308112408576/792642963292553237/unknown.png
https://cdn.discordapp.com/attachments/331868308112408576/793116608607813632/unknown.png
https://media.discordapp.net/attachments/331868308112408576/793241740390825995/unknown.png
https://cdn.discordapp.com/attachments/331868308112408576/793666866665095188/unknown.png
trim sheets... they stress me out. I overthink them way too much i think. And i think i overthink overthinking trim sheets.
that can happen
I try to not stress about it and just enjoy the making
the grating is first of many that will go on the same texture sheet
thats my problem... i want it all to fit pixel exact, and plan it all out before hand
trying to learn sheets for my buildings but then I get panic thinking how am I gonna fit a seamless texture on all UVs without awkward parts
well basically you cant 😄
nah thats easy, just make a few cuts and place trim sheets to hide it. And place seams in hidden areas
in real life it is quite rare that patterning things like tiles and such always fit perfectly even
fair point
real life objects usually are not covered with printed foil ;P to give them their texture
true
but game objects have to compromise
although today anything can be covered with one of them plastic texture sheets actually
teapot, go 🙂
simulating textures on textures so I don't have to actually detail the textures
ultimate powermove
after UV mapping so much stuff, i became a much better gift wrapper at christmas
@stuck oyster You just won A3ModelMakers Best WIP showcase 2020 award (problem related submissions are not counted). Since submissions related to art of war camt be counted either (one submission, 2 contest... my legal team is not having it)., you are the only contestant. Congrats 🥳 😋
but seriously... nobody is showing WIP anymore... its all just hotline now since everyone slaves away at their CDLC dreams
im still brooding over how to fuse together gothic + brutalism + prefab build style in such a way that it not only looks good, but also saves me polygons. At times it feels like running in circles...
now you just need to reduce it by a factor of 100, and it is a proper game asset
YEP
people show so little wip I actually thought this channel wasn't for that and it was for just talking about issues lol
this would have never happened in the skype model channel days <shakes his imaginary walking cane in the air>
https://i.imgur.com/ekiXz4e.png
https://i.imgur.com/Vu9cxFU.png
https://i.imgur.com/jExjQZh.png
Put the cane down ! have some wips from a mod I released with the team like a month ago, some of this stuff never made the cut though
saiga railgun ? interesting combo 😄
saiga railgun now theres an idea, it was more like integrally suppressed AKish thing with that futuristic twist where everything gets really blocky
uuh we dont see too much scifi-ish stuff here. :3
I wish I had the time to change that :P
dooooeeeet
Im fan of warhammer yes but its not for any particular project
just doing it for fun
and likely it will end up in Arma too since I like making stuff for it 😄
gotcha, cool to see you baking textures and using trims, first time ive seen anyone around the community doing that properly
im sure it happens but I havent seen it
cries in substance designer
its awesome... just time consuming, as everything is
true true, I don't doubt its awesomeness
but i'd much rather just bake in marmoset and then throw it in painter and toss some materials together
then its not quite so time consuming
i want consistency between my models, that is my problem... therefore i need reproducible workflows. Therefore i want materials that look (sort of) the same on everything
yeah, save my painter stuff as smart mats to achieve that sort of unity between assets
and keep it all on theme
yeh thats good.
I do that too with my materials
they are very procedural for all HP stuff
too basic, relies too much on where you place the brushes (in my mind anyway)
I want the material do all the layering, and only paint in a very simple mask where i want wear - that the thing does the rest. But thats not so easy...
i have made some progress, but its frozen atm
still using that procedural dDo 1 material i once made for all metal things...
what you say is at least mostly true, but I like to paint in the details a lot adjust where the wear is etc
I find no generator can really get good enough results
that takes in considerations for like where people put their hands on the gun etc
the standard generators dont cut it, thats why you need substance designer for it
yeah, that or just getting in there and manually painting stuff on
its good I like it, having an experimental component to 3d work makes it a lot more interesting
huehuehueheu 
wait you guys dont just auto UV everything ;)
i have 2.4GB of assets (with textures though) that could do with a coat of better paint. Not gonna do it by handpainting all.
Plus lots more in the pipeline
the SD/SP automation tool kit is part of the license i have, i hope i can utilize it one day when the stars align...
what does it do?
you can auto bake stuff, apply materials, effects, filters etc automatically and so on.
So if you decide you need another batch of vehicles in baby pink with yellow polka dot camo, you can just plop it in, wait, and watch as your SSD gets more and more bloated with new textures
oooh now thats cool
or if you decide that the material you used doesnt fit the bill anymore you can swap it and re-cook the textures. And so on
i could spam this channel with progress but i dont 😄
so mean
i'd wanna see it :P
dont spam 😄 but post in moderation
one picture... but dont over do it. just the one
