#enfusion_model

1 messages · Page 1 of 1 (latest)

thorny cobalt
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They do be nice wheels tho sad

zenith quartz
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Bake bake bake bake!

thorny cobalt
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Just slap ProOptimizer onto it and get it down to 16k faces harold

shell hedge
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16k faces for a tire? what is this, nanite?

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do a plane with a wheel texture

thorny cobalt
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Well I just checked the UAZ wheel, its 6k verts and 8k faces, so mine is only double of that harold

shell hedge
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impressive, I only have one face

delicate condor
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oh we have a case of Lou here

thorny cobalt
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Thank you for your useless comments, I appreciate the garbage

delicate condor
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all in all, it can work if you also add good distance lods to it

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it might aggressively lod to lower levels though. or in large numbers it could impact fps

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4 wheels would count as 8 "default" wheels and so on

thorny cobalt
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My tire treads are made with open subdiv.
I could simply make second lod switch to a version without it, will still look alright but have like 10% the faces 😄

delicate condor
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indeed

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do components swap lods independently or are they tied to the main objects lod levels? 🤔

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probably latter

shell hedge
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it's still meshobjects though?????

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I hope

tacit eagle
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to bad the ural truck tire is just a smooth tire with a bunch of cubes glued on it...

tacit eagle
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which tires are those for? they are off-roading mud/sand tires

mental thunder
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I'm noticing that my model gets culled at a distance. All it has is an LOD0 so I'm guessing somewhere it's defined as a max render distance. Any help in that direction would be appreciated.

tacit eagle
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I would have to guess that you would have to make more lods

dense thunder
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Same with any game for performance you need lower LODS that render at further distances

mental thunder
tacit eagle
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make them planes than

mental thunder
tacit eagle
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hmm there must be somthing in enfusion to define the lod distances

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how to do that I have zero idea

surreal ore
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In the xob properties iirc. I know there are properties for lods at least

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@mental thunder how many loads did you make?

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How big is your object?

mental thunder
mental thunder
# surreal ore How big is your object?

It's not that big but it's very important to render no matter how small / what distance it is. It's shield for turret plating (I just released its called the "Humvee Enhanced" mod). And the problem is if you're a sniper aiming at the humvee, it won't show up because the game culls it at a certain distance.

delicate condor
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youll need to add fake size to it

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it most likely is just too small to draw

mental thunder
delicate condor
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try adding few verticles to it so its bigger

mental thunder
# delicate condor

Good idea ~ perhaps the LOD is calculated by an invisible bounding box on the mesh

delicate condor
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well at least previously "the size" of an object has been its all lod combined bounds

mental thunder
delicate condor
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you could try last lod that is just planes with the frame texture on

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so its one solid part and no tiny frame

light eagle
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Lod switching is done automatically based on Screenspace of object by default. That is what horriblegoat is talking about. There are options to manually set lod switching. That is what zelik is talking about

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On the wiki, it talks about manually setting your lod switches. You can try setting them to much smaller screenspace limits so each lod stays longer

delicate condor
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ah there is a property for that 👍

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that would be better approach

mental thunder
light eagle
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I'm driving, helping at stoplights. Sorry. Check wiki on lod's

mental thunder
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kk

mental thunder
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Ah I've been adjusting the LOD scale & factors to no avail when I read it inherits it from parents. So adjusting it on the parent fixed the issue.

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That being said it fixed it for LOD's coming in too quickly, the actual max render distance seems to still not be affected

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Alright I managed to solve the problem by making a big face behind the turret that uses an invisible material to trick it into thinking its taking up more space on the screen.

Also decided against adjusting parent LOD properties since I realized I'd have to adjust the properties of the humvee itself (which are warranted because of how detailed it is) so instead keeping those properties and just using greater LOD's. I.e instead of LOD0,1,2 doing LOD0,1,2,3,4 where LOD0/1 are the same 2/3 are the same, and 4 is the aggressive one. That way when the humvee switches LOD really quick at a short distance, the LOD of the plating 'switches' but uses the same model so it works out.

mental thunder
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So the issue is solved and my mod has LOD's. And with adding LOD's also let me add a new feature where if you're further from the plating it uses a slightly more aggressive opacity glass material so at a distance you can still tell that there's glass there.

zenith quartz
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Should I pack this to a single 4K or two 2Ks?

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I think latter would be better perf wise and I could manage it, but at the same time I'm worried about actually being able to texture it efficiently in substance painter with 2 2Ks 😅

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since UVPackMaster is assigning which island goes to which texture automatically

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but i guess i could do that part by hand...

sly bridge
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or 2x 4Kx2K

zenith quartz
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Oh 4K x 2K is a good idea.

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Reforger supports that?

sly bridge
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pretty sure it does

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also, 1-2K magazine?

zenith quartz
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Yup, 1K mag.

cloud rampart
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Hi, im trying to get all bones of a USP I made, I get the bones right, but the memory points get outside the w_root and all mesh up. How can i link it to the root?

zenith quartz
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Maybe a dumb question but would 2 2Ks have the same performance impact as a single 2Kx4K?

wary eagle
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Does the Reforger mod tools not let you import an fbx with a custom rig? I'm trying to import this free little model I got off sketchfab as a test and Reforger tools won't show any bones.

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It says it has 0 bones. But importing the fbx into Blender will show bones.

little kayak
little kayak
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yes

wary eagle
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Thanks

sly bridge
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@tacit eagle - wrong channel

tacit eagle
sly bridge
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nowhere, at least atm

tacit eagle
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Err, ok?

sly bridge
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closest would be #enfusion_generic, but this channel is not for that sort of thing @tacit eagle +

tacit eagle
thorny cobalt
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This wheel is for the wheel you can see 😉

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I don't know what you mean by ground friction, wheel configs have a tire tread entry, I think its for something thingymabob

calm rune
tacit eagle
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its def a sand/mud tire

calm rune
thorny cobalt
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I have no idea if or how that works

tacit eagle
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how ground friction would work is that different ground materials would affect vehicle traction. speed, acceleration, climbing ability and the tendency to loose traction during certain conditions such as hard steering inputs and acceleration on something like ice and gravel

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maybe having different properties based on certain tires is a little much and should just be vehicle dependent

tacit eagle
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How does model making work in Enfusion

ornate coral
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hi can anyone tell me why my model is black when i import an fbx but its normal if i turn it into a p3d and then back into a fbx to import it.

tacit eagle
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i think you have to import the materials separately

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ctrl + f and type FBX and you might find what your looking for

plain galleon
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The pants.xob follows the bones when i move them around, so I can deform them as I please.. but ingame the pants are static and doesn't follow at all.

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What could be wrong?

sly bridge
sly bridge
tidal latch
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It seems yoy have leaf bones enabled in blender export. Check wiki for more details

plain galleon
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Will double check, assumed sample skeleton and prefab based on the reforger models would match

half anvil
dense thunder
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Have you added rigidbody and ticked static object and model geometry?

half anvil
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from blender?

dense thunder
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In enfusion tools, add new component "rigidbody" then in options tick static and model geometry

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Doing this will activate the collisions

half anvil
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it is still happening

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maybe the model doens't have collisions

dense thunder
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Pretty sure it needs to be part of a prefab to work also

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If your just dropping in the xob it won't work

half anvil
dense thunder
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Make it a prefab, use the wiki to do so

plain galleon
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leaf bones confirmed, didn't solve the trick but guess one step closer. Only thing I see is that my model lacks the collision lod

half anvil
zenith quartz
dense thunder
half anvil
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sorry i am very new to these

dense thunder
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so when you setup your colliders in blendr whadid you select

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use PropFireView

half anvil
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i figured out that the model doesn't have any geometry

dense thunder
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oh

half anvil
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Create entity @"ENTITY:1" ('GenericEntity','Models/Barrier/barrier.xob') at <0.000000 0.000000 0.000000> @"{2D93D6B69CF7B6CE}Models/Barrier/barrier.et"
RESOURCES (E): Trying to create RigidBodyComponent on model @"Models/Barrier/barrier.xob" without geometry

dense thunder
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did you make your colliders in blender?

half anvil
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i downloaded the model from sketchfab, so no

dense thunder
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lol

half anvil
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😄

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is there any video shows to how to do it

dense thunder
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use the wiki and give it a good read

cloud rampart
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Hi, i have done this object as a Icon for statues and monument to my addon and get some zones invisible, anyone knows what happen?

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All faces are well on blender

dense thunder
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recalculate your normals

half anvil
dense thunder
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there you go but id learn to use search functions as your gonna need them too.... alot

fathom elbow
#

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little kayak
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wow, too bad it doesn't generate interiors 😛
But I guess it can be implemented with some knowledge about Blender

shell hedge
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this addon also doesn't support sloped roof for now, but square stuff is already promising

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it automates the easiest part of making buildings 😛

fathom elbow
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the easiest but often still very time consuming... if you dont have a square layout dealing with all the edges, odd angles and transitions is annoying

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plus with some extension you could also make it generate technical LOD (collision/fire geometry) along with the visual exterior

zenith quartz
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👀 Soon.

bright raft
zenith quartz
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Yuppp. Thanks!

sly bridge
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g99 :))?

zenith quartz
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HK433! It's our semi-futurized variant for our project. 🙂

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Hence the Titanfall-esque ammo counter too. It also has Tworx-inspired powered rails.

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Now to finish retopoing the magazine ughhhh

whole briar
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For me this mostly happened when I transfer weight painted from the sample model correctly but forgot to link my object to the armature or even forgot to reimport the asset with checked hirarchy boxes

plain galleon
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Good pointers, but sample colliders I dont recall seeing.. maybe using old/other model? Will hopefully get some dedicated time tonight to poke around

whole briar
# plain galleon Good pointers, but sample colliders I dont recall seeing.. maybe using old/other...

If you open up the sample character template and sort the stuff first with Enfusion tools you will have the colliders in an own group. They might be checked invisible. Just make everything visible and check if the bones are set correct at the trousers and if the colliders are enabled there (kind of a body hull that is turned by 180 degrees to the model). I personally leave it turned like that and turn the object in Enfusion by 180 degrees

dense shard
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can someone explain to me how am i supposed to create shaders? do that in blender and then somehow export using enfusion tools, or does enfusion workbench allow me to do it?

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when I worked in unity i would create shaders from scratch using HLSL or shadergraph, is it the same here?

sly bridge
dense shard
sly bridge
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materials - workbench

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using the existing shaders

dense shard
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RESOURCES (W): Face edge is shared by too many faces. Face 2. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Face edge is shared by too many faces. Face 3. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Face edge is shared by too many faces. Face 7. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Face edge is shared by too many faces. Face 7. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Face edge is shared by too many faces. Face 7. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Face edge is shared by too many faces. Face 8. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Convex is not closed. Edge 3 - 8 non-manifold. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Convex is not closed. Edge 3 - 10 non-manifold. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Convex is not closed. Edge 7 - 11 non-manifold. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Convex is not closed. Edge 10 - 11 non-manifold. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Convex is not closed. Edge 7 - 9 non-manifold. ConvexCollider 'UCX_reflex-sight'
RESOURCES (W): Convex is not closed. Edge 8 - 9 non-manifold. ConvexCollider 'UCX_reflex-sight'
RESOURCES (E): Collider is not valid 'UCX_reflex-sight'
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what does this mean?

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i put a wrong prefix?

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are the prefixes even explained anywhere?

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nvm, made it convex and it worked

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but still

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what do the prefixes mean?

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why doesnt wiki explain that in object tools page?

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nvm, its in pinned

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but still, why is it not on wiki

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nvm its in fbx import lol

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my brain

dense shard
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ok, hopefully this one isnt explained somewhere in plain sight and i cant see it

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I added armature to my blender reflex sight model to store memory points as bones (adding them as empty points doesnt export anything to workbench (yes, i checked emport empty))

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now workbench crashes when i try to import the fbx

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what is the correct way to setup memory points and armature for a sight attachment?

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do i even need armature?

whole briar
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@dense shard I did not use any bones for my scope, just empty points. I used 4 of them, all aligned from back to front (Eye, rear lense, com, front lense). Also make sure that your back and front lenses have own models (you can do that by either select one after another and add an own material per lense in blender or select one after each other and seperate them from the model to be their own models and give every lense a seperate material) -> in workbench you need to be able to use the games glasslenses prefabs for front and/ or your rear lense.

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furthermore make sure that every object (LOD) has applied location, rotation, scale and set its geometry to origin.

dense shard
whole briar
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and last do not forget to make a small cube collider with UCX_ prefix, otherwise the game will crash when the weapon/ scope drops to the floor when dying or sth like that.

dense shard
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so im not sure about rear and front lense

whole briar
dense shard
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yeah, it has

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separate material

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and also did the collider thing

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thanks for advice

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ill try to make it work now

whole briar
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if that does not work out i would copy your glass (reflex lense) and paste it right behind the first one so it is technically a scope but you won't notice ingame if they are set close to each other (just a guess that this could be a workaround)

dense shard
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which hinders performance

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i guess thats how the game does it, because thats how i did it in my game in unity (surprisingly I find so many similarities in arma to what i implemented about a year ago myself lol)

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camera in place of front-sight and camera image is rendered on the rear sight glass texture

whole briar
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yeah pretty sure you will need to use PiPsight as a component in your prefabs

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but regarding a working model i can only try to help with what i learned from doing my scope

dense shard
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I cant, thats not how reflex sight works

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i need to do it like i would a one-piece iron sight

whole briar
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can you tell me what you mean by that? can't imagine what you think atm

dense shard
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reflex sight is basically a piece of glass and if you look through it you see a red dot far in the distance

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that acts as your aiming point

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it doesnt magnify the image or anything

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shame i cant put images here

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workshop still crashes for some reason lol

plain galleon
whole briar
plain galleon
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yeah, i am just puzzled why BIS have it on some, but not on all..

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(and still no champagne here.. static pants :/ )

frosty leaf
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How do you get the armature bones to import into enfusion. at the moment it's being treated as a memory point and not a bone (also i don't appear to be able to post screen shots)

cloud rampart
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I have a platecarrier on my mod and every time someone shoot it, the shooter crash and if the IA shoot, all the people of the server crash

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any clue of the error?

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its done from a PASGT chest piece

plain galleon
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so when checking an animation, and using our custom pants.. it moves, but once it get picked up ingame, as pants, its still remains static

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I think this sorta "proves" that the xob got the bones/weights in order.. but what could be missing then? don't see anything in the prefab beside adding the xob as "worn model" in the baseloadout ?

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@tacit eagle solved it.. finally!

tacit eagle
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@whole briar https://www.youtube.com/watch?v=fsLrsg-qqLM this will help you

For a quick search is an timetalble here:
0:35 Shading - short introduction
1:38 Blender 2.79 - Shade smooth
2:19 Blender 2.79 - Mark Sharp
3:02 Blender 2.79 - Auto Smooth
3:47 Blender 2.79 - workflow summary
4:04 Blender 2.8 - Shade Smooth
4:44 Blender 2.8 - Mark Sharp
5:09 Blender 2.8 - Auto Smooth
5:33 - Next time

📁 Hey Pixels! In this ...

▶ Play video
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shading "smooth groups" (in autoschiet products) are very important in the game ready mesh and even for baking high polies

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because I saw that every edge on your pak38 was shaded blue

whole briar
tacit eagle
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open it back up and you will see

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I check it out on the workshop and it has sharp marks around all the cylindrical objects and on the shield where the optics cutout is

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you apply sharp marks only on hard edges so anything over 90 and in some cases less

whole briar
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Thanks for the feedback! Planned to work on the PaK the next days anyway to inegrate it in tow mod, will try to smoothen it up then. Thank you for your feedback @tacit eagle !

whole briar
whole briar
cloud rampart
whole briar
cloud rampart
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Okay, thats the problems xD

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No colliders i think

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how can i add it?

whole briar
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to keep is simple just add a cube that surrounds the vest, do not make it to big. make it as small as possible surrounding the object. Name ist sth like UCX_vest, go to enfusion tools, click sort object, check that everything is activated and export it with checked custom properties box and unchecked Add leaf bones box

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that should do the job

cloud rampart
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Ill try to make it tomorrow, ill send u a message if it works or dont

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thanks!

whole briar
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You're welcome! Hope it works. Stumbled across the same problem when i forgot to make colliders

tacit eagle
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what is the collider? is that just a collision mesh so that the player and other objects can interaction with it physically ?

whole briar
ornate coral
zenith quartz
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np 🙂

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Hmm. My bones just aren't being recognized for bones for some reason.

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I have another weapon which works and I genuinely cannot find a difference between them beyond parts.

whole briar
# zenith quartz np 🙂

armature linked correctly to the object and weight paint or transfer done correctly? It's like always some of these two for me

zenith quartz
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And I have all my mem points parented and my LOD parts.

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Hmmmm.

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Lemme mess with the vertex groups actually.

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I made them but might've not've painted them.

whole briar
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if i move my bones in pose mode and they drag nothing with it, it won't be recognized as bones in workbench for me what means i did sth wrong with armature or weight paint in most cases

zenith quartz
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YES>

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that was it

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weight painting

whole briar
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nice man, hope it will work out for you now 🙂

zenith quartz
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thanks!

whole briar
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you're welcome 🙂

zenith quartz
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i parented the bones for the charging handle correctly and bolt but the weight painting isnt working

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bones are parented

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LODs aren't

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do i need to parent the LODs too?

whole briar
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which kind of weapon is it? still got problems with that

zenith quartz
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Assault rifle

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oh

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im dumb

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forgot to set up the armature modifier for them

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Okay I got it working but now they're giant for some reason lol.

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Doesn't appear to be a transformation though.

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So... not sure?

chilly dragon
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try assigning LODs to your root bone?

zenith quartz
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all except the moving parts are

whole briar
zenith quartz
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ah okay yup

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I had those parented to LOD objects

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parenting them to armature fixed it

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thanks again!

zenith quartz
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How would one go about animating a ironsight folding down?

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is it done via armature + anims, procedural anims, or shapekeys?

last hill
zenith quartz
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Gotcha.

tidal latch
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and I also hope that you didn't use blender file for making in-game animations for skinning

plain galleon
frosty leaf
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is someone able to provide advice, i seem to be having trouble with a model when i import it, it seems to have some parts scaled up, i've ensured before exporting to fbx (from blender) that scale, location & rotations are set & custom properties enabled. i've got another model that imported just fine however i've compared the two and don't notice any differences..

thorny cobalt
whole briar
cloud rampart
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Need any specific type of collider setup?

whole briar
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did you use the Prefix UCX_ for your collider name?

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Did you sort the list with enfusion tools before exporting?

cloud rampart
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yes

whole briar
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the collider is way to small

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it needs to surround the whole vest

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i can also be wrong, cause i did not recognize that this works like uniform moddeling. so if the vest surronding collider does not work, you need to copy the rig into the character template, link it to the armature and delete the charactermodel in the template. that gives you a proper collider, proper skeleton and proper memory points if needed

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also if you do that make sure it is correctly weight painted

half anvil
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I want this object to ragdoll if a car hits it. What should i do?

cloud rampart
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idk, its really strange the crash, have uniforms and helmet made like this (Even with no colliders added) and only crash the vest

whole briar
whole briar
cloud rampart
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that spine4

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one example of the weight

whole briar
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thw whole belt is not painted. so you can have light blue so not heavy paints but avoid sth to be completly blue

cloud rampart
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Yeah, cause the belt takes weight from hips and some for legs

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Can that cause the crash?

whole briar
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can't tell you for sure but could be possible. it does not necessarily take it away cause vest and trousers are seperated objects

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so you should paint the belt as well as the trousers

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different blender and fbx files

shell hedge
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weighted bones on a traffic cone?

cloud rampart
whole briar
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i would just try to weight paint it or did you try that?

cloud rampart
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maybe addind other collision for it

whole briar
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Imo you need to weight paint everything that belongs to the vest so including the belt and then make a collider that surrounds every mesh that belongs to the vest

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the other way is to use the character template collider think one of those two ways will work out

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i have a question myself. in blender i seperated different parts of clothing by selecting the parts i need give them a new material and paint it different. Usually that works out for me. this time no matter if i delete all materials or not everytime i make a new material it automatically selects 2 parts of the clothing that do not belong together. i do not even need to select something, just creating a new material selects them both binded. if i seperate one part from the whole clothing it works, but i need to fuse them together before rigging and getting it into workbench. after fusing them together again same problem. anyone got an idea how i can seperate them?

last thunder
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Not sure if I understand you correctly but cant you just create a second material, select all the geo you want to apply the material to and hit assign in the material settings?

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At the start all 4 faces are assigned to material 1. Then I create a second material and apply the selected two faces to mat slot 2.. Now Mat slot 1 automatically just has the right 2 faces assigned while mat slot 2 has the left two faces assigned (in the example shown above)

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they are basically removed from mat slot 1 by assigning them to a different material

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Oh and just in case, if you seperate the mesh at any point do select "by material" otherwise it will assign mat 1 to it.

cloud rampart
whole briar
# last thunder Not sure if I understand you correctly but cant you just create a second materia...

hey marlo, thanks for checking in. assigning does not work for some reason. like i said if i delete all materials and do not even select something just click add material both of them are automatically selected and same colour. i did not seperate by material but tried it afterwards. and that is how i was able to seperate them. the problem is if i fuse them together afterwards for rigging the same issue comes up again. when they are fused into one object again they are kind of automatically bound to each other no idea why

whole briar
last thunder
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@whole briar but thats how it is intended to be. If the mesh has no material assigned and you create a new one everything will automatically be assigned to that material until you say "this part of the mesh should belong to material slot 2"

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If assigning to slot 2 (slot 2 also needs a new material) is not working then I dont know what is wrong with your Blender. :/

surreal ore
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@cloud rampart what's your face and vert count?

cloud rampart
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50k aprox with all pouches and details, but thats not the problem

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i solved doing it on 2 prefabs and join them with slots like the Alice

surreal ore
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You shouldn't have a crash from a belt

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Also only trimesh colliders can be skinned

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And you don't have to organize the collections in blender. You just gotta have everything set up correctly.

fast notch
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is there a human model from arma reforger in fbx format?

sly bridge
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yes

fast notch
surreal ore
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its included in one of the sample files

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just look in reforger_samples like 3 post up is a github link

tacit eagle
#

Does anyone need a MT-LB model for modding

finite quartz
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Does anyone have a nuclear power plant model?

sly bridge
tacit eagle
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yeah show a screenshot

tacit eagle
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This is the high poly mesh I havent done the baking yet

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it currently sits at 150,000 tris, too much for a game

sly bridge
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nais model, we @RHS might be interested about it

tacit eagle
sly bridge
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70-80k with interior

tacit eagle
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it doesnt have an interior though I can make one but it will increase the poly count more

tacit eagle
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did arma support 3d tracks like this or does it have solid tracks

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@sly bridge

sly bridge
#

i have no clue abour reforger, there is no sample

tacit eagle
#

okay nice that will reduce the poly count by almost half, so you want it for arma3?

sly bridge
tacit eagle
#

okay mate I will be waiting

last parcel
#

made a little flashlight 🔦

tacit eagle
#

i cant see flashlite

#

only flash 😦

last parcel
tacit eagle
#

isnt that the soviet flashlight

last parcel
#

nop

#

very similare though

tacit eagle
#

does it work like bi ones

last parcel
#

yep

#

fully working even attachable to the uniform

simple meteor
tacit eagle
#

Oh god

steel elm
#

Pickaxe I made for Everon Life

tacit eagle
#

Im horrified

#

you are serious right?

simple meteor
#

Yup

#

You can see tris when you open xob

#

I don't remember for uaz

#

But maybe 80k I guess or less

tacit eagle
#

these are very very high numbers but I guess its worth it for the detail

fathom elbow
#

for modern game its not that much

tacit eagle
#

they must have made a lot of LOD's to optimize that

tacit eagle
simple meteor
#

Reforger seems to accepts more poly, when you look at vehicle, houses than a3

tacit eagle
#

war thunder has 300k per tank plus

#

arma 3 was running on eco mode

#

well in war thunder tanks are the most important things so its acceptable

tacit eagle
#

I mean almost everything in that game is pretty hi poly not just the vehicles

thorn topaz
#

you'll get more performance impact from the memory hit of very large textures, the draw calls between the cpu and gpu, and of course material complexity, but that can also be mitigated by making better use of the hardware which Arma 3 previously lacked

tacit eagle
#

if your making vehicles stuff like bolts, handles and other small things can just be deleted for lod1 it practically halves the poly count

tacit eagle
#

thanks for the tips guys, I know that material count is very important as well

last thunder
#

170k tris is not high at these days lol

#

War Thunder tank models have 350k +

last thunder
#

It doesnt even matter with LODs that much. If you sit in there and 5 vehicles are infront of you and everything else is far auto LODs kick in anyway

#

War Thunder even has like 3-4 Texture Sets for each vehicle when I remember correctly. 😄

tidal latch
#

I guess even more since you can have decals

tacit eagle
#

@glossy lynx Not sure if your aware, the RHIB is non-functional at the moment. Crashes the world editor if you try to use the prefab. If you place it using GM, the physics don't work. The boat wont stop, goes underwater.

glossy lynx
#

Hmmm I guess I need to take a look at it
Thank you for the heads up

cloud rampart
bright raft
#

In the meantime project

tacit eagle
#

Thats really cool mate

tacit eagle
eager topaz
tacit eagle
#

nice F16 landing gear

tacit eagle
sly bridge
thorny rivet
#

Does anybody knows why is this green? I didnt use any green BCRs

#

Even without any materials its green

tidal latch
#

remove vertex colors in mesh?

thorny rivet
tidal latch
#

what 3d software are you using?

thorny rivet
#

Blender

tidal latch
thorny rivet
tidal latch
#

vertex colors are not materials

#

perhaps screen from Blender with vertex color tab would be more helpful in figuring out what is wrong in your model

thorny rivet
#

Yes, there is green by vertex color, but how can i remove it?

tidal latch
#

watch the video

thorny rivet
#

Figure it out

tacit eagle
stray swan
#

@bright raft sorry for the ping. I'm trying to create a custom sight for a launcher and I need some help with the reticle. I've seen that its an .emat, but its empty.

leaden trench
#

Hey guys, just wanted to let you all know about Bforartists; it's a Blender fork with hundreds of improvements to the user interface. It's so much more intuitive you can use it without a manual at all, however the manual is also much improved.

#

All in one, Free and Open Source 3D creation Get Bforartists now What is Bforartists? Bforartists is a complete, free and open source 3D suite to create CG content. It offers you the full 3D art pipeline to create game graphics, pre-rendered movies and stills. From modeling, sculpting, texturing, rigging, animation, rendering, up to post […]

shell hedge
#

might make me actually pick up blender at some point

silver eagle
#

hey i was working on a model exported it as an .FBX and imported into enfusion workbench. it became an .XOB

#

I accidentally deleted the .FBX and can't recover it. Is there no way to reimport the XOB to blender?

delicate condor
#

where did you export it from?

#

@silver eagle

silver eagle
#

blender

delicate condor
#

did you not save the blender project?

silver eagle
#

nah i forgor💀

#

i thought xob would easily be re-importable in blender

delicate condor
#

nope

#

not possible

silver eagle
#

rip

#

thx tho

delicate condor
#

no rip. ripping is forbidden.

thorn topaz
#

death is not allowed lol

tacit eagle
shell hedge
tacit eagle
#

yea if it stayed the same like that till today I would have never started learning it

tacit eagle
#

blender is top

#

bacon if you dont use blender you will hurt me

last thunder
tacit eagle
#

in blender if you set your files as xxx_v-1, you can create incremental save files

cloud rampart
#

I've been working a few days on a platecarrier and if I modify the weightpaint (Try to put the sample one and modify some parts) the game crash when a bullet hit the vest

#

any idea?

#

Need to change the weightpaint to solve some clipping

shell hedge
#

@tacit eagle do you have a link to a blender quickstart for people that have 3d modeling experience?

#

no donuts plz

tacit eagle
#

the biggest problem for me from 3ds max to blender was learning how to use the mirror modifier

#

you use the 3d cursor and change the origin. you can also use other objects origins for mirroring

#

and learning the correct terminology, since autoschiet products try to push their own like "turbosmooth" "shell" "smoothing groups"

bright raft
tacit eagle
#

I riku

#

any plans to put a m203 like the one from resistance :3

bright raft
#

There can always ba abomination like this :

tacit eagle
#

wut about m39 ebr it just longer barrel

shell hedge
#

knife with sniper scope

bright raft
tacit eagle
#

crowbar with mortor shell 😮

shell hedge
tacit eagle
dense thunder
#

Are there any size limits for mesh?

shell hedge
tacit eagle
#

@dense thunder no not that ive been able to notice, you can make it as big as the map

#

nor poly count limit

dense thunder
#

Hmm OK then must be another issue I'm having then, pretty big mesh but low poly count, freezes up workbench creates the txo but no further than that, tried splitting into multiple meshes with same issue

leaden trench
tacit eagle
#

a grease pencil is what they used to write on crt monitors

leaden leaf
leaden leaf
# thorny rivet Yes

Thank god man, love you and love that. Keep up the great work. That’s a nod we’ll needed and wanted

tidal latch
fluid fern
half anvil
#

When I setup a collider like this, the game doesn't see it. Why?

chilly dragon
half anvil
chilly dragon
half anvil
chilly dragon
#

It could maybe be that the collider is too complex? it seems like its much more detailed than it needs to be. Although I dont think this would be causing it to not register in the tools

half anvil
bright raft
fathom elbow
#

looking good

tacit eagle
#

also I hate modeling the Mi24... god is it asymmetrical mess

light eagle
#

You don't like the offset rotor?

tacit eagle
#

offset rotor?

#

you mean offset everything

#

the intakes are even asymmetrical

tacit eagle
#

PAIN

tacit eagle
sly bridge
#

@flint vale this isn’t a request channel. want something done, do it on your own

daring condor
#

If ya want to make things easier, it's 9usd tho

tacit eagle
#

I've already made the template/ base mesh this would be just that but with more errors

tacit eagle
#

but I will say that the pictures are good reference for panel lines

leaden leaf
#

Does anyone have a M16A4 project in the works in which you can add attachments just like the M18/M4A1 mod?

leaden leaf
#

Will this be a item uploaded?

bright raft
sly bridge
leaden leaf
light eagle
delicate condor
#

uv mapping issue it seems

light eagle
#

I am aware of that. What are exceeding UV coords?

delicate condor
#

on those named parts there

#

how are they uvmapped?

light eagle
#

The bottom one is the UV set in the attached picture.

#

Straight from BI

tacit eagle
#

maybe its been separated?

#

or inverted normal maybe?

#

or there was diagonal line like on the other side that had one of its sides slided up and welded or just removed

light eagle
#

Not sure. All looks good, just get those warnings.

delicate condor
#

do they have secondary uvsets?

daring condor
light eagle
#

Success! There was a 2nd UV set with islands well below my screen edge. Just panned down and found them. Deleted UV set and no more warning.

tacit eagle
#

pawgers

leaden chasm
#

does anyone know if there's any meaningful benefit performance-wise in having texture files for a model merged into an atlas rather than having separate files?

tacit eagle
#

can we even do that? the game rage used a giant atlas texture and apparently it allowed for a good amounts of benefits

leaden chasm
#

like single 4k texture instead of 4 2k for example

#

nothing extreme, but does it make any sense at this level?

tacit eagle
#

faster loading times, higher detail, but this is time where ssd was not really a standard thing, and games were much smaller in size

#

what are you making anyway

leaden chasm
tacit eagle
#

try asking in texture makers, they probably have people with a better understanding, honestly I would keep things as standard as possible with the base game to avoid complications.

fluid fern
#

I haven't tested it yet

fathom elbow
#

one poorly optimized asset (say 10k vertices, with 40 different textures) wont be very noticeable. But it all adds up. When an entire mod or total conversion is poorly optimized it can have significant effect - and at that point solving the issue is a nightmare (as every model needs to be optimized after the fact).

#

options and methods for instancing/batching in enfusion i dont know, but i'm sure there must be some. Better instancing/batching methods in games have huge impact on the performance.

thorny cobalt
#

afaik enfusion does automatic instancing

#

A3 also did, I think Enfusion has some special thing for animated objects not sure

leaden chasm
#

thanks

fathom elbow
#

the question is if there is even more advanced stuff for instancing/grouping of different objects together

#

say object 1 and 2 use different models but the same texture. In theory it should be possible to batch them

#

it could be even object1 at LOD0 and object2 with same model file, but at LOD1 ... in A3 they wheren't batched together.

leaden chasm
#

different species use same shader and single atlas texture file

tacit eagle
tacit eagle
tacit eagle
#

Does anyone have tips for making tank models?

#

yeah dont make everything out of a single mesh #1

#

high - low poly

#

@tacit eagle

#

https://www.artstation.com/artovbaz

Greetings, folks! In this tutorial we are baking a normal map for meshes with different shading.

General steps for baking a normal map:

  1. Create a cage object with your low-poly mesh. Displace it as to let it cover both high-poly and low-poly mesh. Use Displace modifier.
  2. Mark all angled hard-edges as ...
▶ Play video

An introduction to Sub-D modeling.

Asset Stores
CGTrader: https://tinyurl.com/yz76na6m
Gumroad: https://tinyurl.com/yhqbj6dx

Socials
Discord: https://discord.gg/8JB9qD56Eq
Twitch: https://tinyurl.com/yhlmo6ao
Art Station: https://tinyurl.com/2s3rye3

Blender Addons
Kit Ops 2 Pro: https://tinyurl.com/kopspro2
HardOps / Boxcutter: https://tiny...

▶ Play video
tacit eagle
#

Thanks for advice. It's very helpful.

daring condor
#

Also, you don't have to SubD model everything

tacit eagle
#

SUB D 4 LIFE

short bear
tacit eagle
#

no

#

yes

short bear
#

🤨

daring condor
#

and really sometimes just a regular bevel is enough

#

some things are just quicker to model using Bools

tacit eagle
#

good results with Booleans? please everything else are bandaids for bad topology

daring condor
#

for game assets you dont need good topology

#

only good shading to bake normals

#

you can waste your time getting things to subdivide properly ooor you can just get a decent model using booleans and things like data transfers and shrinkwrap in shorter amount of time

#

in the end you dont get bonus points for good high poly topology because the only thing that matters is the low poly

sly bridge
daring condor
#

yes, i am aware

#

my point is more that you can use every dirty trick in the book when your intent is to bake to LP

sly bridge
#

some people are doing their hp in zbrush (been there done that) for hard surface these days

#

yeah, end result is what matters

daring condor
#

its not a movie asset that needs to subdivide perfectly

#

for my low poly i usually take my mid poly and then do a limited dissolve

#

and triagulate that

sly bridge
daring condor
#

as ive seen it said by some newspaper

#

"the mandalorean was powered by fortnite technology"

sly bridge
#

i think everything works for bakes, from floaters to direct texture normal painting to anything inbetween

sly bridge
#

the advantage to subd is that you can. iterate and edit faster if things needs to be improved

tacit eagle
#

how do i fix this shading issue?

sly bridge
#

that if you boolean everything and collapse it and/or zbrush you have less control of you want later on to change it

sly bridge
tacit eagle
tame tundra
# tacit eagle

why do you need that on low-poly if you can bake high-poly model with normals?

tacit eagle
#

how else does one do boolean modeling :S

#

do I need to have good topology?

#

whats the point if I can do it with more automated processes using sub d

#

boolean modeling requires so much clean up, im looking for ways to cheat but havent found any

#

I need to have smooth bevels at the very least 3 sided to have good shading

sly bridge
# tacit eagle

way to many of these very narrow and long tris, these should generally be avoided

#

ideally create some vertical loops and weld the corners

sly bridge
#

same goes for people using fusion and other CAD software for HP creation

bright raft
#

Some prefer subd, some bevel workflow. Both are good, and can be used to achieve pretty much same result

sly bridge
#

you can even go double sub-d if/when needed (old school way for max users = 2x tb modifiers)

tacit eagle
#

I feel like moi3d is probably the best for the boolean guys

#

its similar to a cad program but with much less defining dimensions

#

cad programs are just so slow to work with, dont know why anyone would choose that over a 3d program

sly bridge
#

fusion is pretty sweet, so is shapr (i have on my ipad)

daring condor
daring condor
#

Basically a nurbs modelling software designed for artists

hidden yarrow
#

Fusion was great used it to make my M2HB sucks to get game ready after converting it to blender tho

tacit eagle
leaden trench
#

Not sure why people are arguing in favor of bevel workflow... it gets messy real fast, very difficult to maintain good topology... subd all the way. Your models are beautiful equations instead of child-like scrawls.

lilac cobalt
eager hill
#

For SubD you need support loops which can be added destructively with edge loops like we used to do it in the past. But they can also be added procedurally with bevels

delicate condor
#

There is no need to argue about that king of workflow details. Everyone does things in the way that fits their thinking.

delicate condor
willow sage
#

Working on a Nest and heavy weapons mount with a front angled protective shield.
This comes to my mind after the X confrontation with BTR, the gunner will be still vulnerable to danger from sides and back.

#

Will Mk19 be challenging to achieve in game?

eager hill
fathom elbow
tacit eagle
#

for me it makes no sense to use cad because your spending all that time defining dimensions and doing 2d sketches, plus when im doing low poly I just copy and turn off subd and I have a low poly ready for uv with little effort

fathom elbow
#

you dont need to dimension (at least in the... better CAD tools)

#

and you have to constantly worry about topology when creating HP with normal modelling. In CAD you dont have that problem. So in the right situation CAD is better, in other situations normal modelling is better. Which is why a tool that can do both well is preferable

fathom elbow
tacit eagle
#

good UI is subjective, i think autoschiet has terrible ui

bright raft
daring condor
bright raft
daring condor
#

It's honestly one of the fastest ways you could use it besides shortcuts

#

Personally I do not mind pie menus

#

I like using machine tools for switching between edit and object mode

fathom elbow
#

how is max more bulky than blender? Blender can do even more stuff by now...

#

unless you correlate "bulky" = bigger UI buttons

bright raft
fathom elbow
#

how often do you reinstall your modelling software for that to be relevant? xD
And compared to 1 modern game, its peanuts

tacit eagle
#

every update 😦

fathom elbow
#

i install once per OS/system lifetime lol

bright raft
#

Nvm, that argument was invalid

last hill
# willow sage Will Mk19 be challenging to achieve in game?

In theory beyond making the model it should be actually pretty easy. Change the model, prefab, then set up the type of ammunition it fires to the 40mm already in game, setup velocity, zero the sights up to the model, whack it on the tripod or vehicle mount as a prefab (I believe that is how the M2 is setup, don't quote me). Then wham bam thank you ma'am a MK19 variant.

#intheory

willow sage
#

#intheory

Thanks mate, will see how things will goes.

cloud rampart
#

its there any way of changing the texture of the preview model of a vanilla retexture item?

willow sage
#

Yes, it is.

You need to inherit designated prefab and change its texture in its component.

willow sage
#

It's something wrong with me or firing chamber stay the same in external caliber in both of them?
1 - Length of M2
2 - Length of Mk19
3 - Length of M998

cloud rampart
#

Any clue about this?

#

The faces are not flipped on blender

#

some faces get invisible

delicate condor
#

you sure they are not flipped in blender..

cloud rampart
delicate condor
#

is it all 1 object?

cloud rampart
#

yes

delicate condor
#

any mirroring

#

anything scaled -1?

cloud rampart
#

no mirroring

#

and the scaled i think no

delicate condor
#

try triangulating it

cloud rampart
#

It worked

#

my bad

#

thanks!

delicate condor
#

👍

willow sage
tacit eagle
lusty eagle
willow sage
eager hill
#

And for the mk19 I think you could check how the M203 grenade launcher, that's attached to the M16, is created

#

there should be some kind of a weapon component

bright raft
willow sage
# bright raft How long did it take you?

To be honest, this is a part of ours project that started 2 years ago. We started to create atgm simulator for android, and this is polished version of low poly assets. To be specific +- 12 days, 6- 11h daily for Mk19.
But whole project is still in progress and I stopped counting in the beginning of this year.

willow sage
# eager hill M2 is in the game if i remember correctly. I may be wrong but isn't one of the a...

This is what I did, the skeleton for m2 with pintle is kinda... unusual. First thing what I have done is placement of root and rotating bones, w_barrel, w_trigger, w_sight etc. But their rotation is still messed up in terms of vectors.

Without proper skeleton this is kinda pointless, plus we don't know yet if reduced amount of bones will work for this kind of object, like it happens for clothes/equipment skeleton.

bright raft
#

It will work corretly. What I did with M14, I placed my bones in simiiar positions as visible in engine viewer for M21, then just adjust bone pos -> test in-game -> repeat

willow sage
tidal latch
#

M2 is animated via procedural animations so you don't have to replicate 1:1 skeleton on your model

#

just place bones/helper in places where it make sense

willow sage
#

Helper bones are empty axis ?

tidal latch
#

ye, like barrel_chamber/muzzle

willow sage
#

Should helper points like; barrel_chamber, barrel_muzzle be parented to; w_barrel ?

I'm asking because MWS (rig based on sample weapon) seems to not have them parented, but M2 in enfusion have them as childs?

tidal latch
#

notice that M2 pintle model is a model of M2 with... pintle

#

pintle is rotating the weapon and without hierarchy (aka parenting) barrel points are not going to rotate

willow sage
tidal latch
#

it seems it tries to rotate the turret

willow sage
#

It is rotating the turret

tidal latch
#

that is the older implementation

#

with current anim setup, pintle should be limited to +/- 35 degrees

willow sage
#

Is there a component that limits it, or ready prefab that should i use ?

tidal latch
#

did you duplicated m2hb prefab?

#

turret in current stable is rotated by a/d keys and it shouldn't rotate the base if you are on the horizontal limit as on your video

willow sage
#

Yep interhited, the M2 with pintle.

tidal latch
willow sage
#

Something missing i guess.

#

Have inherited that Turret "M1025_gun_mount_M2HB.et"

tidal latch
#

disregard my pic, this was taken from 0.9.6 build

tidal latch
#

in any case, would you be will to share that mod with me in DM? I would quickly take a look at it

willow sage
#

Sure thing.

willow sage
# willow sage

Problem with hands not following the grips was caused by me.
Guided by reyhard, In original prefab binding names was LHandIKTarget and RHandIKTarget and i believed that changing them to names from M2 like v_hand_R_target and v_hand_R_target will be recognizable also. Do not change names in AnimationIKTargetInfo because it will be not recognized by Animation system.

tidal latch
#

additional issue lies in M1025_gun_mount_M2HB.et prefab. {8C68C54F9C50A9AF}Prefabs/Vehicles/Wheeled/M998/M1025_gun_mount.et should be used as parent for m1025 mounted weapons

#

it seems that this prefab was omitted during refactor and probably this issue will be solved in next milestone

willow sage
#

Willco, thanks in any way.

tidal latch
#

actually I also think it that inheriting from M1025_gun_mount (which should be weapon agnostic version of prefab) should be more correct

#

plan was to have in M1025_gun_mount_M2HB.et only m2hb specific parameters - in this case it would be link to weapon prefab only

willow sage
#

Sighting on mounted weapons isn't working intentionally?

tacit eagle
cloud rampart
#

Gettin this error on vanilla asset retexture

  RESOURCES (E): Trying to create RigidBodyComponent on model @"Assets/Characters/Uniforms/Jacket_BDU_M81/Jacket_BDU_M81.xob" without geometry```
tidal latch
cloud rampart
#

im trying to do a prefab to preview model

#

im not sure if disable the rigidbodycomponent is enough

tidal latch
#

can you post pics from the Workbench?

buoyant depot
#

Hello, good afternoon, could someone explain to me why in vehicles the chassis is not attached to any bone?

tacit eagle
tacit eagle
#

is there any tutorials to rigging jets nozzle like this?

tacit eagle
#

probably using a "controller" with empties

#

so the petals are being controlled by a single empty moving back and forth

#

I should say the bones for the petals are being moved by the empty

tacit eagle
leaden trench
#

Is it possible for artist to configure LOD levels? i.e. define when each LOD is shown? If not, is it documented how LOD loading works?

delicate condor
#

artist should not usually micromanage that as its overall scene complexity and what hardware can run that drives the lod changes

#

optimized models get most consistent results

fossil crater
fathom bolt
# leaden trench Is it possible for artist to configure LOD levels? i.e. define when each LOD is ...

LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

From Wikipedia

leaden trench
leaden trench
fathom bolt
shell hedge
light eagle
#

With LOD factors you can adjust the distance with which the lods switch based off required detail. It's in the "Manual Override" section of the Level of Detail Wiki.

shell hedge
#

oh, nice

#

is there a way to translate the factor nonsense into actual distance?

leaden trench
shell hedge
leaden trench
fossil crater
tacit eagle
#

im sure you could just make a grid for the scope reticule and base it off known ranges. say a range scale like on the svd scope

shell hedge
delicate condor
#

No, its still part of the same scene complexity calculation, higher lods are just preferred longer. But distance is not the only factor in that calculation so it can not be set to X meters per lod.

tacit eagle
#

had to redo the tail.

zenith quartz
#

How are you doing those panel lines?

#

Cutting out parts of an original piece and shrinkwrapping to it to keep the shading intact?

tacit eagle
#

:C no im not a butcher I fix all the problems with good topology

zenith quartz
#

Oh wow.

#

Sounds tedious but hey it looks nice.

tacit eagle
willow sage
#

Making one that will not be flooded by water, with front shield and various armament.

last thunder
#

Are you guys remodelling the hmmwv / had it already or are you using the enforger one? If yes how did u export it from engine?

willow sage
last thunder
#

ah nice, ok cool! thanks for the answer!

tacit eagle
#

can you take off the truck cover on the bi model?

willow sage
last hill
willow sage
last hill
willow sage
junior thorn
junior thorn
willow sage
#

Yeah, you can PM me with them.

tacit eagle
hidden yarrow
# tacit eagle

How did you do the uhhh idk what its called but lets just say fence thing lol in a curved angle?

tacit eagle
#

I give you a hint, w unsubdivied a cylinder

hidden yarrow
#

Uhhhh

tacit eagle
#

set it to a odd number

hidden yarrow
#

But how did you get the pattern to follow the curve?

tacit eagle
#

its already curved

last thunder
#

@hidden yarrow

last thunder
#

you can basically make every pattern fit into anything and its pretty flexible. In case this is what you want.

#

and thats the other side

tacit eagle
#

brother I dont know what you did, but its not what I did

last thunder
#

Yeah thats also a way of doing it. You can just copy and paste the cylinder grid in case you want to change something later on

tacit eagle
#

its a advantage to having good topology

last thunder
#

sorry, I dont understand. What has topology to do with all of this?

tacit eagle
#

because its harder to do without

last thunder
#

this is just simple topology. nothing too complicated

willow sage
willow sage
# tacit eagle

In terms of Hi poly modeling its fine what you did there.

#

In terms of game dev it's not necessary, i would do that with opacity map while texturing.

#

For me, it's always the same reaction when getting to this point when you need to recreate LODs

daring condor
#

Decimate is dope, saves so much time

#

I use it set to angle to generate a low poly from a mid poly

#

Ngons, tris, nothing matters if you have your sharp angles set

last thunder
zenith quartz
#

I wish I could get simplygon to work with Blender.

#

But I'm not sure if it's any better than just using decimate.

last thunder
#

Well in this case topology does matter and makes your live easier. Good topology is more likely to get correctly decimated than a model with bad topology and even ngons.

#

doesn't matter what algorithm you use

#

at some point

#

but my choice would be the auto lod feature. As long as it provides nice results there is nothing wrong using it imo. It is basically the same thing as using decimate modifiers

last thunder
#

Just to demonstrate what I mean.

#

second picture shows decimated version

zenith quartz
#

Auto LOD?

#

That's a thing in Reforger or?

inner kelp
#

Does anyone know if there is a good way to create _NMO-textures in Marmoset 4?

delicate condor
#

can you combine different outputs/channels into new one in it?

inner kelp
#

Yes. You could for an example create a R+G+B+A output texture. But the problem with that setting is that you cant use Normalmap in any of the channels, only Bump as the closest. I have tried to use the Normal-texture in the Bump output. But the end results doesnt really match other nmo:s I have seen.

#

If you want to export a RGB+A texture, then you can use the normalmap but not in the example mentioned above, and that I find a bit strange.

delicate condor
#

the enfusion textures are very specific for the engine and combine multiple texture types into one for better performance so it may need some work to get them produced right

#

bump wont work in this use case, you would need 2 channels RG of normalmap and then metalness in B and ambient occlusion in the alpha

last thunder
# zenith quartz Auto LOD?

It is a thing in some modern game engines... Unreal Engine also has auto LODs... Nothing to do with Reforger. Its a feature in Enfusion.

zenith quartz
#

Meant Enfusion but how do you access it?

last thunder
#

Your models will automatically decimate on distance (LOD0,1,2,3)

#

At least I think Enfusion has Auto LODs... let me see in Prefab...

last thunder
#

@zenith quartz Actually I was wrong appearently. I read this couple of weeks ago and thought it means auto LODs.. seems like Enfusion doesn't have this great feature. Aeew...

zenith quartz
#

Ahhh okay.

delicate condor
#

how good is the UE one these days? I suppose good results can be had if model topology is clean

last thunder
#

I have never really seen issues with it. The mainthing is you can throw so many small assets into unreal (for an environment for example) and its so much less work. If you really want to you can add manual LODs to hero assets (or basically tanks, weapons etc in a game like arma reforger) and go with it.

#

Really wondering why a simple decimate operation is not in there. It is actually far more work than Ive considered (for an own project inside enfusion) kinda dissappointing tbh but okay..

delicate condor
#

perhaps its worth suggesting for future?

last thunder
#

where can I do that ?

#

sorry, im new to arma modelling

delicate condor
#

mm I recall the feedback tracker has a suggestion box too

#

BI people read this chat too but in the tracker it should get to correct people and theres a record of it

last thunder
#

I think they either are working on that feature or they don't want it. I don't think they didn't know about it.

delicate condor
#

mayhaps there are more pressing matters to implement first

light eagle
tacit eagle
#

does arma use billboards? ive only seen it in arma 3 with the M200 intervention where I think cup caused such an issue that every lod past 0 was a billboard

light eagle
#

I have not seen any, but I'm primarily working vehicles. It's really a foliage deal, so maybe worth a check

tacit eagle
#

is that considered a billboard?

light eagle
#

Hard to tell on phone. A billboard is just two simple panes with an image texture of the asset itself. Just meant to resemble its base mesh at a great distance.

delicate condor
#

most other things not

delicate condor
#

bilboard generally is as low poly as possible so 2 triangles with texture mapped to it

tacit eagle
#

this is from RHS that ive found, but in my past case it was 2 planes 90 degrees apart

delicate condor
#

I dont think this is intended look, something might be bugging out

#

since everything else is in high quality

light eagle
#

Generally you wouldn't bother using billboards on such low use assets. It's biggest use case is very large quantities of instanced assets. Ie foliage. It's a tradeoff of memory usage for the savings of 1-200 verts per.

sour sigil
#

Uh ok guys im trying to make some new gear for Reforger. Should I start by making a blender model? Does anyone have any resources or guides they can point me towards, im kind of lost right now

light eagle
tacit eagle
zenith quartz
#

Nice.

fathom bolt
#

After a month its possible to make some hand anim for weapon or not ??

last hill
fathom bolt
#

ok interessting

bright raft
#

Todays work:

#

Turns out I like doing scopes and reddots

daring condor
calm rune
#

This will forever be my most hated part of modelling 😡

daring condor
#

Just don't do it then

calm rune
daring condor
#

If it's good enough for AAA it's good enough for you

#

Can't find the exact source

#

But somewhere in the final fantasy franchise there's like, a 280mb mesh for a monster

#

Straight from zbruh

tacit eagle
#

yeah a real monster

daring condor
#

Used in game

#

Only found out about because some bloke was weirded out by Joe laggy an area of the game was

#

If the pros don't retopo, why should you?

#

Think about it

tacit eagle
#

vergy why dont you create a low poly retopo and then subd it with da shirnkwrapz

#

then you can throw another shrinkwrapy and merge / delete unneeded stuff

calm rune
tacit eagle
#

just trust me on this

#

you can use normal local with a smooth Proportional editing to adjust the mesh for the shrink wrap, its much easier to work with a mesh that has 200 polys than 600

calm rune
#

Interesting. Will try that.

calm rune
daring condor
#

I'm not being serious lmao

calm rune
tacit eagle
#

16 sided legs

#

and you can then reduce it even further

calm rune
#

well f%ck me... that would save me so much time lol

#

Well i'll continue these as I normally do but them imma try your method with the same model. God damn that works well from the look of it. Ty!

tacit eagle
#

yes its how all those fancy retopy addons work. using basic functions of blender

minor crystal
#

Some stuff ive been working on

hidden yarrow
#

Ayo? Howx you get it to look like that in blender?

#

Love that look

daring condor
#

Apply AO as a diffuse texture

tacit eagle
#

@hidden yarrow

hidden yarrow
#

Thanks

tacit eagle
#

the 1gen upper need to have a draft angle

#

@minor crystal

minor crystal
#

render pass ao yeah

minor crystal
tacit eagle
#

its not flat for the A1 series

#

this is a1 model

#

there is also a slight step in the middle

#

depending on the tooling that was used, I think the step adds to it tho

minor crystal
#

oh that

#

yeah its not completely flat, just a lil too flat

#

was too lazy to go back n change it tbh

#

tbh i just kinda fucked up the upper/lower by not working with subdiv on them, would've corrected the look alot better if i did

minor crystal
#

but at least the scoooop is all nice n done

leaden chasm
#

anyone knows how MatPBRTTreeCrown decides what is "local branch"?

willow sage
last thunder
#

really looking good @minor crystal

minor crystal
#

thank you^^

#

i'll probably work on a fal too at some point

daring condor
#

yeh, gun looks dope

#

personally i can never really be fucked to go that far into detail 😆

#

(you can always just use the excuse that you introduced some innacuracies so that its easier to see if someone stole it)

minor crystal
#

lmfao

modern zealot
#

Hey,
I am currently building a house for the Enfusion engine. Haven't seen any documentation on objects such as houses. But does anyone know if there is any know measurements?
What would be the normal/min size of a door for the character to pass normally for example. Is there a preferred wall thickness, both outer walls and inner walls?

calm rune
modern zealot
tacit eagle
#

hey why do modelers make low poly cylinders with strange sides like 10 - 14 - 18? where you can see vertical or horizontal edges

#

why not just use evenly divisable sides like 8 - 12 - 16 -24 -32

shell hedge
#

specifically to annoy you

covert dune
#

I don't get that either. I always use even numbers for my cylinders

delicate condor
#

does it really matter?

tacit eagle
#

yes its noticeable and I would like to know the reason behind it

sly bridge
minor crystal
#

ended up going with some fake names just cause the person who commisioned it doesnt want real company's cause of copyright

willow sage
#

Cannot wait to check it out! How Xm177e2 is going?
Will you release them together?

minor crystal
#

its done but i need to fix the textures on the xm

#

and yes i will

willow sage
minor crystal
#

sure thing^^ honestly may dive into both high and lowpoly of the rifle itself to fix some things with it

#

its tempting, even if its somewhat painful to do it now

eager hill
minor crystal
#

just some random hdri from hdri heaven under the studio category

#

i think you may be able to find it if you search for "studio08" or something like that

#

i think thats what the file was called

bright raft
minor crystal
#

i think it was like 83 pixels/cm or something density at 2k

daring condor
#

For visual interest there if nothing else

#

The entire model is so detailed that that part just looks kinda lacking tbqh

minor crystal
#

besides that just adding a bevel on the carry handle on the lowpoly since from your first person pov that'd really help keep visual fidelity

daring condor
#

Love the model btw, what kinda workflow are you doing?

#

Remesh?

minor crystal
#

upper/lower is ngon+bevelmod

#

as for the lowpoly variant

daring condor
#

Good god, I couldn't imagine doing subD on an asset like a gun 😆

#

Well not full subd

#

I hate doing good topology

minor crystal
#

in most cases i drop the subdiv mod and bevel mod and then deleted supporting edge loops i dont need

#

and then bake

daring condor
#

For vehicles it's alright because you don't notice minor issues

minor crystal
daring condor
#

But guns need to be perfect

minor crystal
#

after getting better n better at doing guns in subd i feel like i can tackle any object i want to

#

cause of the amount of small detail

daring condor
#

I'd probably go a mix of Boolean subD and remesh

#

To deal with bad subD

minor crystal
#

that works, remesh tends to give me yucky blobby results

#

so i stay away from it unless im in zbrush

daring condor
#

Haven't really done a small arm so far

#

Got enough to do as is

minor crystal
#

very much same

daring condor
#

I hate texturing anything that isn't painted metal

minor crystal
#

i have more stuff i want to / need to make than i can deal with lol

#

my textures undo all of the confidence i gain from modeling lol. so i can relate to that

daring condor
#

I have no clue how to even approach parkerised metal

minor crystal
#

my topology is far from perfect

#

but it gets the job done

daring condor
#

Looks good

minor crystal
#

sadly never took an image of the completed pistol

daring condor
#

For A2 studios? Or something else

minor crystal
#

a2 studios? wdym

minor crystal
daring condor
minor crystal
#

ohhh

#

nah, just something i was doing for a halo mod

#

... in halo not in arma

daring condor
#

Ah

#

Don't really have much to show from my work

minor crystal
#

heres the complete thing, unsure if i have textured images laying around

minor crystal
daring condor
#

Most recent thing, should probably texture

#

But I should really redo UVs and bakes

minor crystal
#

this is a neat one i did tho, even if i want to retexture it

minor crystal
#

neat*