#enfusion_model
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i can link you a video that really helped me with gun texturing
Please do
My biggest annoyance is that I'll have to start texturing in metrough
When specgloss is superior
metrough? never heard of it
i exclusively use substance
Tutorials - Handgun for Video games Tutorial | Complete edition, USD $30.00. youtube tutorial trailer:ย https://youtu.be/pcuLcvM5aRIIn this tutorial I will cover full process of creating a game ready weapon asset,...
Metal roughness pbr
pbr my beloved
Instead of specgloss pbr
metal rough is consistent
so its all i use
cause i hop around between games alot
Well arma refunder doesn't support anything else
Would be neat if it did specgloss too
Like other games
artstation has alot of great ones
also 36k for a high def mg + stand? thats really not that high
my xm is 38k or so
scope is another 10k
It's for a3 ๐
mw19 weapons are like 70k with attachments lol
Tho I do plan to bring it into refrogger at some point
ah yeah i see
hate working with old engines cause models go ow lmao
at least you can force halo 3s engine to just take 200k tris if you want lmao
Eh it's not a big deal from what I know, at least for a3
It can supposedly deal with tris just fine
Section count (materials/ UVs) seem to be the bottleneck
huh interesting
i only recently moved to more small textured rather than few big ones
kinda like cod has it
every major gun piece is a textureset
but they're all 1-2K
Well it makes sense modularity wise
Yeah
can get alot higher texel density for the same space
the xm is currently 66mb
and scope is another 13 or so
So I recently found an artist I really look love
Guy did work for dayz, iron front (the game), squad, ghpc
neato
typical lmao
Insanely good
lemme look
Look at his polycounts
And texture resolutions
i was looking at that and the m16s
jesus
i mean granted they are very much simplified, thats insane
my main take away from the past month is
i really gotta get into a fusion360/cad to zbrush workflow for guns
cause the amount of time wasted on polymodeling something like a gun is just a waste
Personally I CBF to get expensive software like zbruh or fancy cad shit
i have zbrush in a totally legitmate way

but also i think fusion is free if you're not a company
Interesting
eitherway i can very much see why cod gun modellers all moved to cad
oh me too, it pains me cause i love blender
oh hey i have access to plasticity, havent tried it in a bit tho
Nurbs software but not cad oriented
Hmm
I mainly do vics
So polymodelling suits me just fine
Vehicles
ahh yeah thats fair
i might install latest version of plasticity and just get to work on a random attachment to see if it really saves time
Studios have some insane workflows
i'd probably rather deal with cleanup of cad than to deal with a week for a small object
lmao
oo oki
Fully automated high polies
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โ ๋ฐํ์:ย ์ ๋ฐํฌ์คํ๋์ค Erik Hallberg
โ ๊ถ์ฅ ๋์:ย 3D Artists, Weapon Artists, Character Artists, Level Artists
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lemme see
Yep, all praise technical artists
I think it might be possibly to do something similar with ab3d geonodes setup
But idk geonodes
it might be
im unsure as well
sure as hell can see whoever figures it out selling it as a 50$ plugin tho
lmao
True lol
Hi, i have a small blender question. When i separate the bones from the mesh (Redo things of the bones), the model get huge. Its the any way to rescale it to the original dimensions? Doing by hand its a little bit messy
sounds like the bones have been scaled
and when you remove them that scaling gets also removed
you would have to apply such transformations before removing bones
nice but it seems this is far away from having this as an independent artist/ students or even most studios.
That's the point ๐
Although you can probably emulate some features
Like the blots
I'm very sure you could get functionality with b3d geo nodes that would place assets on specific empties
RESOURCES (E): Trying to create RigidBodyComponent on model @"Assets/Characters/Uniforms/Pants_BDU_M81/Pants_BDU_M81.xob" without geometry```
Vanilla asset without collision?
does anyone have a good enfusion object tutoriel ?
I'd like o know howdo i apply material to faces in enfusion ? What about the UV layers ?
Enfusion uses materials from FBX so you can search for tutorials about how to add materials to mesh in software of your choice
Are you using non item variant of model in MeshObject?
Pants_BDU_M81.xob should be only assigned in Worn Model and Preview Model fields -both don't require geometry
So i can use a texture over 4096x4096 ? I'm making large buildings (over 50m large and long)
I don't remember it right now but I guess you could try
ok thanks i'll give it a try
Used as a prefab for create a new preview for a retexture item
Not sure if is the right discord tab, but, its there any way to move the position of a weapon on the back?
and do you have rigid body in that prefab?
Desactivated
it shouldn't be present at all
Multimaterial is still a thing here.
why do you need such a large texture for buildings? you can use the same uv space for most buildings
Finally some more buildings being made
Would like to see your work
I just figured out the workbench does not import material with a dot in the name. Thisis why i couldn't find my materials
I only work on large buildings, concept buildings and military buildings. Here are some of the buildings i've made:
i'm also working on a residential building
youll need to look into sharp edges
I have a question: i used blender enfusion tool in order to import a p3d of mine in blender then i directly exported it. Why is the geometry not working ?
This is what i want to change. I'd like to see buildings with more various shapes
no not shapes
sharp edges vs smooth edges
lot of your mesh is all smooth edges and looks odd
it's probably because of the perspective. All these buildings except the residential building have sharp edges
no they have smooth edges
this is clear from how the shading goes
cube can be smooth shaded
That's true i have to fix this.
Does anyone knows about the geometry ?
Soon
Planning on making tons of warhead/Fuze combos, or have an idea for scripting it?
Currently only tweaking the dammage, warhead type, dammage effect etc using built in tools. If time will allow later I might consider scripting some custom stuff
Nice
Doing the same for Mk 66 hydra.
@bright raft nice work! You use BasicPBR Mat for this right?
Yep, just basic stuff ๐
impressive
im a massive nerd and i dont think i would've ever realized it lmao
does this make me a massiverer nerd?
yes :)
where's the rest of the gun tho
gotcha, in this case I'm gonna let this slide
why no use floaters for 3 dots ๐ฆ
because it's so easy to do in a mesh that I didn't bother with floaters for that. It'll be baked into lowpoly anyway
nais HP, thatโs a sig?
agreed
Vis 100
I always like to use floaters where ever possible, it allows for a lot of versatility and its not topology dependent
ahhh, goody, looked pretty similar to sig sliders but couldnโt pinpoint which, now i know why
I haven't noticed that, but yeah, they look really similar
each with its own i guess, floaters have their advantages but it isnโt a one solution that fits everything
@tacit eagle you're using brown material in blender just to mess with my brain? I keep thinking it's zbrush
where brown :C
helicopter
its a matcap red
sounds like a car paint color
ah clay ok
Clay Brown
not just brown
man I wonder if maxon will make zbrush interface better
woah that's trippy
the moment you use a wacom (tablet or monitor), zbursh interface makes a lot more sense (not that is it any good). Also, they said on some forum post if they will add a new UI, they will always keep the current as legacy at the very least (because a lot of people got used to it)
Man you're crazy good at these intricate parts.
"dammage"... i thought we abandoned that for good with enfusion ๐
Damn, my bad xd
lmao
Because of that, I honestly thought that it is written like that ๐
i hope my dammage is not brain
that was a thing in a3
BI scripting language prior to enfusion was littered with spelling mistakes
or czech words
Dammage
Enfusion engine looks great but the usage is not very well explained. I've tried various thing to make the geometry but none have been working. I don't have a choice but to wait for tutorials and return to Arma 3 in the meantime.
compare your models with the ones provided as samples, maybe there's some small difference that makes it not import correctly
My fbx is exactly just like theirs. Is there nything else to do when you import an fbx to make the colliders work ?
I imported a sampleto test it and the colliders didn't work
did you assign their properties?
I forgot exactly where it is but in the xob (I think) there's a collision/geometry import setting
What do you mean ?
When i look at my FOB it has the 151 colliders but they're not working
Geometry Params in the .xob import settings
on the bottom
Thanks for your help; but how do i massively set a mass for the object. I have 151 object i can't do it manually
I don't know how to speed up this process, any way you can simplify the colliders?
what kind of model is it?
It's a building. i have 151 convex shapes
can you maybe post an image?
perhaps you could edit the .xob.meta file in a text editor
because number aside, you have more options for coliders for reforger (besides convex as with a3) than a3
also, so you have any properties for these?
are these named correctly?
Components are named correctly but i have 151 of them
it's justa simple classroom building
i set the preset on building and concrete with blender enfusion tool but it's apparently workbench is not reading this parameter
i have another building created from an importation with blender enfusion tool and saved to fbx, i set the geometry on building and set a mass over 10 but it's still not working
there were no errorwhen i imported the file so i guess they are
not a blender user so no idea about how to setup in blender (i use max)
but something is def off
Bohemia's explanations are not clear. I looked at theeir sample but their geometry is not working either so i guess i'm missing something in the workbench
Bohemia's software are usually made to be simple but are a bit tricky. I've been searching for 4 days nos i think i'll stay on Arma 3 and wait for more tutorials
I had no issues, but I was assigning the collider layers manually, as I was working on the thing before I read about the usage parameter
The bohemia's sample portable desk geometry is not working for me
i'll wait for better explanations and return on Arma 3....
Would you mind sharing your blend file with me in PM? I could take a look.
@tacit eaglei did end up going back and adding a slight bit of chamfer to it like you pointed out btw
havent re-baked yet, so shaded view
nice looks good, see if you can add a slight step in the middle
you can probably use the knife tool and go down and face extrude a very small amount
planning on doing that purely in the normal
just a straight line through 2d editor in substance + noise + blur slope
should give that look
I think i know why the geometry was not working i was trying to import the wob file in the world. I need to import an entity not a model
How do i convert an xob file to entity ?
Is there a reason my skeleton bones are not recognized by workbench ?
no such thing, an entity can have a meshobject component that has the mesh though
if you drag the mesh into the world editor onto a terrain it might also create an entity with it
ok thanks
do you have any idea why workbench does not read my skeleton bones ?
it does not even read my preset for the colliders
do you have the mesh weighted to โbonesโ?
also make sure you tick the option in the workbench import panel
when i selected the bone parent i use the option "with automatic weight"
i mean this
https://twitter.com/alwarrensidh/status/1529397782632603648?s=21&t=zlH6Mjiq5QbxsQkek3Jwug
also -> export skinning
a bit counter - intuitive, should be import skinning but whatever
thanks a lot !
Anyone knows why workbench is not reading my colliders preset ?
By the way when i drag the mesh into the world editor geometry does not work
I don't remember but you may need a rigidbody component?
or set the entity flags to static?
dang my memory is not very good
@clear wraith here's how a rigidbody setup looks like for a house prefab
I think Model Geometry and Static are the important things here
aaand textured
might adjust the specular a bit when i wake up and make a variant with real markings when i wake up
but besides that we done
Problem solved, i needed some more explanation about the static option of the prefab
and no body told me i had to select model geometry and the proper building layer
just copy stuff from existing things
oh also ingame :)
nice better than the sog
sog?
a3 dlc
Specular gloss shader plus Arma3 lighting does make things far more challenging than with reforgers pbr.
yeah it does for sure, my main modding games are the halo games and anything pre H2A is terrancecook specgloss and no matter the amount of fiddling, stuff will look off
ah i see
well thanks for the compliment anyways :)
i actually like specgloss pbr for texturing
lot more versatile for just about anything that isnt a gun
and the big studios seem to agree
spec/gloss pbr and diff/spec non pbr are not the same. All previous Arma titles and Dayz are Diff/Spec
@daring condor which big studios are using specgloss workflow?
Yes, for characters
Call of duty does characters in specgloss and guns in metrough
okay, interesting.
Does anyone know how to take the Models from Reforger and just put them in like Blender.
You cant
You need to make new models
Alright.
Hello. Is there's proper info regarding making buildings or other non-waepons or non-vehicles models? As I see workflow differs from previous games but I can't find any detailed explanations of some features.
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation here you have document about prop creation
Not too sure the best place to post this but I'm finding my scope doesn't zoom when set to 4x magnification (as it should be). It zooms in to the right amount when it's set to 10x.. but that's not the right amount of magnificiation for the scope to display on the UI
As far as the model is concerned I've copied in the PIP setup from the sample model optic, which seems to zoom to 4x fine
aha figured it out, it's because I increased the distance between my eye memory point and the PIP component
not all boots are high boots like the US/Soviet in reforger.. would be good if not just having "foot_L" to hide but perhaps "Foot_L", "Foot_L1", "Foot_L2". Just as a suggestion.. (i foresee there will be a sneakers and other shoes coming that will have same issues, socks might solve some but would be nice to not be forced to that)
I agree that the base mesh for the leg should have more versions that are lower as in including the ankle. For performance anyway. As of right now all my sneakers had to be fitted around the mesh of the foot based on this exact reason that I could not hide it due to the foot mesh being very high up past the ankle.
Amx 10 rc are good bobcats
@agile crater they look awesome when are we seeing these
@agile crater can you tell us more about those? Are these ports, new models made for Reforger mod?
Actually they are in game ready , lods , textures , selections for arma 4
the amx 10rc is pretty much a tank :3 since it cant steer
So not for reforger ?
maybe reforger is arma 4 ๐ฎ
its same ENGINE
maybe, maybe no, we dont know
Ready to get that helicopter and aircraft flying?
@light eagle polycount , textures , mlod and preselections
@tacit eagle
https://careers.bohemia.net/positions?projects=12
uwu wut dis?
do you think they work in enfusion for keep it in the side and dont use it ? ^^
samples for anims literally called a4 samples or something
also a lot of screenshots on wiki showing that reforger was named a4 at some time
BIS'es also confirmed that AR mods will be compatible with a4
or you guys just joked and i ruined the joke?
well personally I think reforger is arma 4. or more correctly Arma reforger will turn into arma 4. the reason why I believe this one of the devs mentioning that buying reforger when its 30 dollars is much better deal than when it becomes full priced.
You mean full price after full release?
yes
Isn't that normal?
pretty.
yeah but some people have also said that reforger will remain 30
maybe but the engine for arma 4 ans reforger stay the same
mostly yes. There can still be differences
(don't mind the misplaced safety it's just messed up because i have it on M16A2 anims atm)
pretty sure that from an asset perspective (model + textures) things will stay mostly the same
maybe new prefabs and other rigs/anims (unlikely for the rigs) but still
Game-specific engine differences, I recall
Don't tease ๐คฃ they look amazing
tease what?
I really wish I could do more but sadly for half a million produced and exported to about 5 countries there is only a dozen images of the thing ; ~ ;
what is it
well done, Its not perfect but its 100 times better than what ive found
yep have that
let me see if this site has the SARPAC
im looking more for details like the trigger, scope area.
a manual of the scope would be fantastic info
can't you like find it in some local warfare museum?
oh it's still in service, so maybe not
no they are not in service, they were viewed as expendable, easy to use and forgotten about, people probably couldn't take them home after using it or didnt want to if they could. and giat the company who makes them was restructured when they got bought and all information is probably forgotten about or never put up online.
the wasp had real world usage? I think I read it couldn't penetrate armor of its time
I am probably gonna hold off ofnthe tripod recoilless ones and the ww2 era
the wasp is like the law and rpg 18, both are stilled today. the french probably didnt want to continue production because it was cheaper to use the reloadable larc or purchase / compete in the export market with the law, rpg and at-4
that is the spainish 120mm something something
so no panzerfaust?
basically a giant c90 with a fcs attached to it
The Wasp 58 is a compact and disposable anti-tank rocket launcher. It was designed for maximum compactness and versatility, rather than for high armor penetration.
yeah I have everything on military today its the only site that has any info on it. also that image is a preproduction model
@shell hedge ive done the panzerfaust 3, and the rgw which is basically a disposable replacement model series
you can see moar here https://forums.bohemia.net/forums/topic/238811-veles-rpg-at-pack/?tab=comments#comment-3463762
Hello Everyone, I would like to show case some content that Im creating for Arma Reforger and Arma 4. Here is the list of Unguided AT launchers Im planning (please note the Unguided part) Spoiler List of AT Launchers [ Finished HP ] [ Wip / Requires Redux] [ Not Started ] RPG-2 RPG-7 RPG-7D RPG-7...
@fathom bolt very nice
@agile crater those vics look sexy i wanna operate em so bad rn
wut is ? r700, m24, m40?
what are you using the marker for in this image if i may ask
kinda curious
plain axis*
wrong term whoops
@minor crystalyou mean the pivot point or whatever blender calls it?
isn't that some sort of helper? (empties subgroup)?
sry, max user here, blender terminology is specific to blender
it can be used for loads of things
so im curious what he's using it for there, maybe some kind of local axis for modeling or some kinda modifier, unsure
I use mostly to define pivot points so I can place a 3d cursor on and use that as a pivot point or just as angle guide
ahh i see
M24
It's an empty
It has no vertices but stores information about transformation
Very useful
i know what it is
i was curious what he was using it for in particular
but thanks
Personally a way I use them is to organise bake groups
I parent a list of objects to an empty at origin
For the LP and hp
Then just move that empty somewhere
Or to organise my blueprint refs so I can move them all at the same time
what do you guys think about weapons having slings? do you think that its strange not to have them?
it's a bit strange not to have them, but I can also see why not to include them, saves a small amount of polygons, and you don't need to hazzle about animating stuff like the sling moving around
you are right, even the M72 law lacks a sling in the stowed position
however the sling is kind of needed to protected it since its hold the covers together
meh could add one
could not
i think they are funky
for the m72 you could just add the sling for the stowed position
this game has slings for their weapons https://youtu.be/1SH-jdj6EFw?t=393
All content from this video and this channel is recorded and edited only by me. If you're asking how many video games I have, well, maybe over 250.
Weapon Showcase playlist:
https://www.youtube.com/playlist?list=PLwJfG6S18tmVnKn56-h_splHFJiVEKuyV
Featured Video:
https://www.youtube.com/watch?v=wrPy450A4us
I dont think if you put them away they show on your back tho
this is about as far as i'd go with slings / straps lol
just cause i wouldnt have to animate it anyways
I have an entry-level question. Is this a bug in the old version of substance painter?
its hard to tell what your pointing at
:S what am I looking at? beside a UV island.
possbily
and its breaking on lot of places
@zinc thunder have you UVunwrapped the gun?
Im wagering the problem is your bad unwrap and not substance painter
Yes, and the edges are continuous
I think you want to revisit that
your seams are not in right places
or at least does not look right in the uv picture
So this is just a preview bug?
why
Intelligent UV of this software
you seam hard edges typically over 90 degrees
those circle parts that are <90 should not be marked as seam
Almost 90 degrees
Just one seam?
Alright guys, we are making our way to the good stuff. I know these explanation videos might seem a little basic for those of you who are more advanced, but I really want new users to be able to follow a streamlined playlist if they've never done this before. This next video tackles what I believe to be one of the most confusing things for new 3...
I mean, it's a ring, and it still needs a seam?
Maybe I need to learn more about wiring?
your mesh should have good topology like this
on the left side, the right side has too many Ngons
Maybe I should look for a theory
maybe blender doesnt like that your model has not enough seems
this is the same issue as yours
It seems that I need more time to get started with the basics of modeling
some more texturing progress
Holly crap the level of detail you put into that is amazing.
thank you :)
i wanted to go as far as possible without boring my self
still got some texturing left
great work ๐
thankss
Damn !
Looks amazing ๐ช
@minor crystal what the render in enfusion
Where did you get this env map ?
pretty sure is some hq hdri. there are plenty free about. is that blender or marmoset @minor crystal ?
Are you using Substance Painter?
Seriously though, I have no idea how did you achieve such good texture work
good starting point would be to press curvature map button, add weathering mask
but you also need a good model
hdrihaven, under the forest section
blender eevee viewport screenshots
You want seems on every hard edge and vertically on. Cylinders, also apply scale of all objects
yep, and honestly i dont know, i dislike most textures i do but im happy with this one. its all about that specular map
If trouble persists with certain islands try to switch from angle based to uhhh
Whatever the other I'd called
Or other way around
I just fuck around until I'm satisfied with the unwrap
How many polies?
rifle is 39k
scope is around 15k and flashlight + mount + wire button thong is another 15k
it could definitely be lowered but it was intended for a clients ue5 game
Oh god, that's reaching my WIP mid poly for an MBT im working on ๐
Guns are scary man
the highpolys all together is like 6 milion tho lmao
@wispy crypt
yeah haha, all of mw19's weapons are even bigger
that is pretty hefty lump of polies
Meanwhile I'm here like, "18 sides = circle"
mw19 and coldwar are proof of how you should start doing guns in a cad package
isnt worth the time spend fiddling with polys
To be honest, that's perfectly fine amount for Reforger I think
polycount comes to play in heavy scenes
Ak-74 is 36k
and for people with older hardware
In refrogger
its about the amount i see for alot of modern rifle models yeah
on art station and games etc
good lodding helps
Good thing I don't aim for AAA quality ๐
gotta keep in mind weapons like this are always on screen up close so the lod0 can definitely be a bit heavier nowadays
Close enough is good enough
same lol
Meanwhile UE5: yeah I'll take your 6 million poly model, thank you
I'm happy with making low polies
Can't even think of all the times my perfectionism ruined projects because "something didnt go the way intended" ๐
Rather use a bit more vram than add to computation
such a mood
I don't understand that opinion tbh
If you look at mods and things that get lots of praise
You'll realise the average Joe can't tell what is good and bad
when something isnt just right, no one will notice
At all
I can live with that
it hurts
Don't think about it
Well, people always react different about their work
everyones different for that
some are ok with 80%, some want 90% and some want 100%
Just put it on sketchfab and someone will pay 30โฌ for the biggest pile of shit you've ever seen
even though others wont notice its still kinda in your brain
and well, some also have requirements to "themselves", they want something to be proud of
oh well at least now that the xm177e2 is 100% finished i can finally start with new interesting stuff
B-52
i do wanna do a vehicle
probably not a b52 tho lmao
i crave for the simple subd modelling of vehicles
I wish I could model but it feels like modelling is like learning maths, at least to me ๐
mmmm
Do a Sheridan and let me use it for cwr3
its such a tedious process
based idea
requires much training and work
onto the pile it goes
wip tank xd
tanks can get pretty complicated too

dunno
saw something on artstation yesterday
160k
i think they started doing mesh tracks
which is insane to me
they hurt me
that object count is relatable tho lmfao
oh fun fact, that is without any of the bolts added
rifle alone had like 70pieces and scope + flashlight another 30 or 40
๐
pain
curves are gud
16500 tris
but i think they missed a 0
160k
i sometimes name things, but then i end up with stuff like this
i suppose its a bit less important when you dont intend on doing high-low bake
i do xd
๐
i just physically separte the bake groups
ive always loved this model
especially for AO i want the bake to take multiple objects into account
as long as they are not animated
not really, i just parent both lp and hp parts to the same empty then move them around
nanite will handle it!
dont worry about the game size inflating like a balloon
remains to be seen though, or is there already a full fledged game using it
only tech demos so far I think
After the surface is triangulated, it can be displayed. Maybe I don't need to worry about this...
Yep, without tracks
@thorny cobalt that's from war Thunder ๐
That's why I prefer alpha tracks
You really don't see the difference in game when it's animated and it saves on tris so goddamn much
no not odd sided circles
how you can notice the perfect vertical and horizontal edges. if you make it 20, 24 its you cant pick up on the edges as easily
too many tris
you can always half it for the next lod
see you can go from 32 (or 24) to 16 to 8 very quickly and have equal distance between each side
you can always make it a flat plane with a sprite on LOD10
It does have some limitations (nanite only works with static meshes, not skeletal meshes) but it's pretty powerful. We are using it for some static environment meshes in an upcoming multiplayer FPS and it's great. ๐

:)
Sick work my dude! keep it going!
@tacit eagle you are ludicrously prolific at modelling these, nice work! One launcher I kept getting requests for in FWA A3 was the RL83 blindicide, used by the Belgians, Swiss and Israel
thank you
very nice work
FWA wut dat
I saw somewhere that you can import null as an "anchor", what does it mean?
free world ~~arsenal ~~ armoury me thinks
This is more real than real life
thanks lmao
If a model with bones have lods, the lods needs to have a new skeleton or is attached at the same original skeleton?
It is attached to the original one
Okay, thx!
Ummm, get this even with attach to the original skeleton
Nvm, somehow the lods didnt have the weights added
The model might not have been made for reforger
And the lods were already done is my guess
i have the problem of small faces but how can i bypass it
cause i can't do something bigger lol
maybe import bigger and scale after ?
ok its working like this
in import setting just change the scale and re-import ๐
your doing those steps as a mesh
I donโt understand lol itโs my asset yes the xob
I just see video games make the low poly as a slope
oh yes but it my first lod
in fact the model I was importing was at the right basic size so the small faces were not recognized
reforger should be able to handle it, I just think its such small detail and polygons could be spent in other places
I don't know but it's strange sometimes we have no choice
would definitely recommend baking that down onto a slope
you barely notice the difference in a game and saves considerable polygons for more demanding areas
even for lod0
yeah how big is each half circle? like 20 sided?
greg that is an sane amount of detail for something that takes up less than 1 cubic inch of space
it will stay like that for this weapon for another I'll try to get down in poly
did you end up importing 10x scale then scaling down once againโฆ?
yes in blender i've make my model bigger i try in enfusion to see if somes faces are gone or not and if not in the re-import tab i change the scale to 0.5 in my case
and its working well
in blender i've just scale my model in x2
it seems there is some fixed welding thing on import. had the same sort of stuff happening
yes when faces are little and too close its broke the model
this shouldnโt happen on fbx import
yes its strange
that's fair
you can definitely just get away with a simple slope
especially considering most people would never even look at it that closely
to save on poly I only use 6 sided circles for my sights
No even for LOD0 for a fire selector that is too much.
i'd say sights is something where one can splurge some more polygons, unlike a 1.5k fireselector....
anything closer to the users sight is definitely where you can splurge more
sights, carryhandle, charging handle
those are places normal maps alone cant carry you
yep, even though i have never actually did the COD way of texturing, where the closer to the screen the denser the texels (also left side has almost twice the texel density than right side) :))
maybe in the older games, cod mw19 rips show texel density being equal
on left to right at least
they just use alot of texturesets with smaller textures
especially for sights and the likes, long are the 24 faces for a scope....you can check A3 vanilla base scopes against the DLC ones....
silhouettes add alot subconsciously
hmm, i wouldn't know, i'm sure older titles did this trick - read an article about it some 10+ years ago
that's fair, they did change alot of it to keep up with modern expectations
nowadays guns are viewed from any angle with inspect animations, weapon editor etc
from the MW19 FAL
similar pieces on the upper
especially for a game that is both 1P and 3P, i would keep things pretty evenly
yeah, i'd say that now with how common place it is to have 5-10 texture sets / udim with 5-10 textures its definitely just worth keeping it even all over
since high TD is easy to accomplish
does ReFroger have 1st and 3rd weapon models?
no, it does have 1st person and 3rd person view, no more pilot view like in A3
to be honest, for a weapon, 5+ texture sets is a bit on the much side, seems that most in reforger have a lot less
it really depends
cod seems to do 5 pretty often
depends on modularity too ofc
ofc depends on resolution too
5 individual uv/texture sets, 1-2k each (at least that is for most console games)
the combined maps for material / normals have been split by whoever ported this tho
in reality it has 8 sets
ยฏ_(ใ)_/ยฏ
5 texture sets like pufu said
isnt it better just to use a bigger texture than splitting them?
no cause you end up with smaller sizes with more textures
for similar TD
if not less
- better for modularity
also because you can do stuff like this for some parts
i dunno, for A3, the more individual textures the less well it used to work - so if you had to choose between 4x 1k texture vs 1x 2k texture, the later would be the better bet
so what like having handguards use a separate mesh and texture. so you can switch them out easily ?
also 4K textures would be the first to be mipmaped
yeah for example
handguards, stocks, barrel attachments, maybe ironsights if you wanna go that far
ideally you would have the least amount of textures available on screen at any time
so if you have a squad of 4 people using M4s in different setups, you could add say 2 accessories on a single texture set than have each accessory with its own texture set - also better for averaging the texel density
UDIMS are the ultimate solution for something like this
it is always indicated to have the least amount of textures at possible. also polygons are cheap to render, textures not so much (hence why several maps have been collapsed into 4 types of textures using full RGBA for 2 or more maps)
reforger doesn't use UDIMS unfortunatelly
cause you can have many smaller textures for say attachments (multiple 512 or 1024s for example) and it'll just treat it as 1 textureset
not alot does sadly
else i would've fully moved to udims already
for reforger exclusively, i would keep the number of textures sets to a decent minimum (and use existing assets as base)
i don't think i have seen 4k textures in reforger for weapons, pretty sure that is supported, but not sure how does the engine handles it.
depends on the size of a weapon. i know people who prefer 2kx4k textures for rifles
my latest rifle was a bit overboard on TD so i have many sets but
does workbench show texel density?
in general you want to go for 2k / 1k for weapons
that's what i see in most AAA games anyways
that's because consoles suck in terms of vram
also size
4k heavy :(
that's another reason why i went to the cod style of setting it up
4k for vehicles? :3
4k for vehicles is acceptable imo
afaik it is preferable to have a single 1x 4K texture over 4x 2k textures for DX11+
๐ฎ
8k i think with a download
oh yeah
war thunder is pretty great, BI could learn a lot from them
1x 4k texture = lower draw calls. Also because SSDs are a thing, loading times are not really affected (also 4K texture should be automaticly mipmaped based on ingame texture settings)
again PC exclusive thing based on DX11 docs available
i wouldn't go out expecting SSDs as a main thing
even now
most people still keep a majority of their games on good ol massive hdds
ive installed refroger on a hard drive
u notice the textures loading when you start
according to steam, 80+ % uses ssds for windows partition
as with many 3d aspects
yeah i only use it for windows
games are too big to put on just ssds
:))) i have 2x2TB +1xTB of gen4 NVME SSDs plus an older 1xTB SATA SSDs....
all the big open world games I put on a SSD
the pricing is definitely going down but alot of people are still rocking hdd for big games
i'd say a few more years before it really becomes a standard
ssds are pretty cheap these days...it is one of the things that gets fluidity
i do have 2 x old school HDDs for backups, despite moving everything in terms of backup to either cloud or NAS...
definitely looking forward to replacing all of my storage with ssds
soon
it is painful using substance painter on a hdd lmao
anyways, i would keep the texture sets as similar to vanilla reforger as possible....going overboard can get expensive fast, and i would rather make fewer larger textures than the other way around (that might not be the best approach for console optimization - but for mods i don't really care for now)
im sticking to what im doing for my portfolio / what i see assets i look up to doing
eitherway for mods as long as you dont go extreme you'll be fine
it is also good to have a general idea about the number of said assets that will be present (instanced and texture loaded) at the same time on screen
is one thing having a lot of texture sets for things that are being shown on screen all the time - character gear and uniforms, main base weapons etc and another for things like tanks and the like
anyways, back to work for me
very true
ultimately i'd say its circumstantial, you wanna balance both where you can
forexample my previous weapon averages at about 68px/cm with 4k textures (109mb) while my newer one averages 70-80px/cm at 100mb, comes down to similar stats just with extra draw calls until you also account for the modularity
what does it mean by % UV space?
Wow, thats pretty high density compared to mine. How many textures you have for newer weapons?
does that mean how much UV islands take up the UV map?
yes
anything at like 70% and up is gud
or at least that's what i aim for
last rifle was 8 texturesets
not all at 2k
some at 1k
like barrel, ironsight and grip
i generally use 3 textures per (ue4 export from substance)
altho i could bring that down to 2 ofc
like arma has it
Damn, thats why yours looks so good. Well that and your skill
My MK14 and M4 both have one 4k textureset
aww thanks for the compliment but i doubt im more skilled, your stuff looks great^^
i tend to look way too closely at my own assets and then get frustrated at its texture sharpness that's why i went the route i did lmao
I bab ; ~ ;
the pre โ89 colt carbine whatever is called?
xm177e2 yeah
i want to re-use alot of it for variants
so its as modular as possible
M16a1E1 RECIEVIER BEST
lmfao
you use packmaster?
i do
I wish blender foundation would make their own quad remesher and other tools that are well liked
they had quadriflow
i heard its not awful
and for the freeware side of things there is uvpacker
not nearly as advanced as packmaster but i cant be fucked to pay
quadriflow is free?
this was my attempt of remaking the fallout plazma rifle to a more realistic style.
maybe it will come to a sci fi mod in the future
The PSO-like scope makes me think this is like a russian attempt at building their own plasma rifle.
That's a lot. o.O
Although I've got 5 total textures for my rifle so ehh I'm not far off.
2*2K for the gun itself
1K for barrel options
1K for ironsights
1K for magazine
Oh and technically a 128ยฒ for the bullets lol.
I might transfer UVs and stuff later but for now it works.
what is a 128ยฒ texture
128x128px for bullets
my brain no worky
just to reiterate i could definitely reduce texture count and keep the asset looking acceptable
but i wanna make as high quality as possible stuff rn :)
(within reason)
Is anyone making a j-35 draken for arma reforger? I saw some guy teasing that there was a jas37 gripen in the works, and some other guy teased a mirage2000.
Just imagien flying the draken over the new reforger terrain and landing on roads with it
@wise tendonare you asking that to make sure you don't do the same work yourself, or?
Kind off, have been wanting to make a j-35 draken mod for arma 3 and then maby find a way to port it over to reforger. But im not the best at making models in the world so i dont want to spend so much time and effort if some one with better skills is already working on one.
considering there are no plans so far for jets in reforger, i would think there isnโt much interest to model these assets just yet
quadriflow is integrated in blender and isnt the same thing as quad remesher
you can access it in sculpt mode with alt+shift+R iirc
Why does the game keep telling me about a "sand" material on the sphere collider I setup in blender? No matter which game material i select in the collider setup using the blender plugin?
**EDIT: ** It appears it works after manually removing the material and report, but this was the first time a collider was added with no material selected initially. So I am confused why it chose sand ...
EDIT 2: This is probably because I coped the existing collider samples from github, they all have sand on them. Maybe they should be assigned with the default material instead?
I know nothing about guns but I think it looks like a gun so you've done a great job
keep it up
yes first test in reforger for this gun i mean
oh i see
i thought you were doing some kinda strange render to get your textures lol
no lol ๐
it need some slight discoloration
like a very soft cloud of slightly lighter and darker colourz
i will try that
is type 67?
or is chairman stickhandgrenade? because those use a plastic ball instead of a ring
Japan (Type 98) had a pull ring
Looks amazing
RSP-30
oh okz
is smrt gun
clean
@chrome plaza this is not in pins but also might be important https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
I'm not sure there is documentation specifically for foliage but you should be able to figure it out just browsing the models
thanks dude, appreciate the help
@chrome plaza Foliage isn't too different to any other object. The main thing is assigning the material classes as either "MatPBRTreeCrown" or "MatPBRTreeTruck" to the respective emats. This will make the foliage sway
but can you play Doom on it
its like that smart shotgun with the wifi from russia
the one that didn't sell well because they don't have wifi in russia?
yes russia is like north korea and sahara where people send messages by pigeon and tin cans tied to strings
yes except bears not pigeons
you mean by a flock of mease
100% yes.
We thought about recreating the Google dino game on it as an Easter egg.
But probably won't do that lol.
Unless someone is very bored.
experimenting with 3d scans
goods gud but 3d scans hurt me ; ~ ;
I think I'll have to re-do all the hardware bits do get them looking nice and pointy, but even having the reference right there in blender in 3d makes the process so much faster - also there's plenty more that can be done to tune up the texture to do things like better highlighting of the seam areas and so on
Wut. When it comes to organic modelling 3D scans when done properly look better then any hand sculpted model. That's not even up for debate.
Magazine!
This has been a royal pain.
All of those blue lines (I mark them as bevel lines to make it easy to remove later) are support loops which were all hand placed.
Since my workflow uses both creases and support loops, subdiv, and then I stick it in zbrush for the actual edge bevels.
Just about done! All that's left is the mag catch and the plate on the bottom.
Also have a clever little spring which'll use a tiling normal map, texture, and probably a global BCR (it is painted red towards the bottom)
I guess? xD
I've been working on this for a few days - today for about 7 hours.
so how does the texture for the spring work
It's just a horizontally tiling one, works like any other tiling texture. ๐
So I don't have to actually model a spring out of a cylinder or something.
so your gonna use a cylindrical normal and share the same uv space for most of it?
Yup!
Prooobably using PBRMatMulti or whatever, I think.
For the spring alone.
No clue if that's a good solution or not but we'll see. Main thing is I just need that global BCR for the red paint.
I think you should model a little red plastic tab instead
I'd rather stick to the real thing.
Plus I could see a tag or tab getting snagged.

Maybe I should start making one
If you start it I am cheering for you!
Interested in working on helicopters? ๐
Why is everyone making guns ? Make something more interesting ๐ค
oh thanks for the heads up mate, will get on that
Well, what did you make?
Lego mod
?? why would you care what other people are doing in their free time? what are making with yours since you posted in #enfusion_model channel?
Lego mod
??
Don't worry about it
don't post it if you don't want me to worry about it. are you just posting lego mod for no reason?
YES!
don't do it again
๐
You take your job as a discord moderator very seriously. I will never do that again
This is a formal apology
to the discord staff
it isn't my job mind you, but i would rather have this discord stay free of random thrown words about, especially (but not exclusively) in channels that are meant to be used for sharing information in regards to addon making.
I'm so really sorry
Maybe in the future. I'm too busy with working on weapon models now. Just made some photos today of this apache and a viper.
Dude, last I checked all you are creating are fishing poles, tackle boxes and axes. Don't judge others when the things you are making are not that exciting either.
@calm rune + @eager hill - please don't feed the troll...
arma refrogger: advanced plumbing
๐
what wrong
These are the less annoying parts.
Lotsa weird shapes but I'd like to flatten and even them out to get them more square-ish.
Haven't gotten good results so far.
Recommend ZenUV if you use Blender. Such a good addon.
I'll check it out!
Nice piece of pvc there hahaha
It is amazing. So many options to make UVing more fun haha
where is amazing?
Get back to your pvc
can you unwrap a 7 sided cube?
Does a bear sh*t in the woods? ๐คฃ
I hate it too but it's necessary ๐
haha substance painter go brr
Zen UV and UvPackmaster are a must for UV in blender. Default packing method is shit compared to pack master heuristic.
if you use blender, get UV packmaster and don't look back
auto uvs are suckings
no u
Stay where you are, let the people do things their ways.
But not you
You're annoying.

