#enfusion_model

1 messages · Page 6 of 1

surreal ore
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even the prefab is correct

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the preview for the icon and the inspect menu are messed up, not sure how to fix it tbh

quiet fog
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would you mind elaborating? Im completely new to this and in every tutorial i watched they basically said "turn it on or off depending on if it is giving you the result you desire"

surreal ore
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@delicate condor I thought this would help

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in the PreviewRenderAttributes, but no luck

delicate condor
tacit eagle
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bisect is like a boolean opp that only works in union, so where parts a and b intersect you have geometry, its a useless setting for 99% of the times and a bad habit to use

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and to make sure you have no scaling issues reset scale and rotation on your mesh by going to object mod and pressing ctrl + a and select what ive just said

quiet fog
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ok, but that unfortunately didnt solve the issue im having :/

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I must say, coming from Autodesk Inventor it feels like some things are overly complicated 😄

tacit eagle
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cad and 3d programs have different workflows

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so pretty much forget most of the stuff your learned with cad programs

quiet fog
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i figured as much

tacit eagle
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for this type of work you can easily just box model it out of a box,

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also make sure your normals are pointed in the correct direction, select all in edit mode and hit ctrl + n and then enter

quiet fog
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you mean shift+n?

tacit eagle
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for me its ctrl + n

quiet fog
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ctrl + n asks me for a new file

surreal ore
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If you can't remember the shortcut keys use F3 to search

tacit eagle
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thats because you are in object mode

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not in edit

quiet fog
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i am in edit

tacit eagle
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well what does shift n do

quiet fog
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recalculate normals

tacit eagle
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yes its that one

quiet fog
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but when i hit enter nothing changes

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like the menu on the bottom left doesnt disappear

delicate condor
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it stays as long as you do something else

quiet fog
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oh ok

delicate condor
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you can still adjust you action through it

quiet fog
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usually it disappears when you click somewhere or move the camera

tacit eagle
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too see your normals

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blue is proper and red is inverted

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at least with my theme

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face orin...

quiet fog
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looks good i think

tacit eagle
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everything blue?

quiet fog
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the top is "open" so you see the bottom that is red

tacit eagle
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I would also get rid of those faceless geometry parts like those lines

quiet fog
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would you mind going into one of the voice channels so we dont spam here?

tacit eagle
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fine

quiet fog
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@tacit eagle thanks for all the pointers tonight 🙂

junior wigeon
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hello, has anyone tried to export 3D models from DayZ to Reforger? And I would be also wondering, if there is any way how to export a height map from dayz map so I can generate a map in the Reforger Workbench 🙂 Thank you

covert dune
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Porting official assets over from DayZ isn't allowed, and there's no way to access the maps in Terrain Builder to my knowledge. You may find something from Chernarus in the Arma 2 sample map files, but I have heard they would not work well anyway.

sly bridge
junior wigeon
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I have a decent amount of assets from the stalker so my goal was to put them from dayz p3d to reforger but it's ok. I think i have found a way. There are blender tools for converting p3d objects to enfusion model. And in general, I think the best way to import new models to enfusion is to take them directly from the xray engine from the xray plugin in blender.

delicate condor
lethal frigate
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Stalker models are everywhere, look how many are in arma 3, and they are in many other games too

delicate condor
junior wigeon
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GSC GameWorld has a legal statement about using of their own assets for non-commercial usage however you want for modifications and games. There is no prohibition either anti-legal behavior. The only controversial bullshit around this topic is, that many people things that they can sell it and do inappropriate actions with that. I got your point but don't worry. 🙂

junior wigeon
delicate condor
junior wigeon
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Sure, i have it on my mod on steam, let me find it

midnight path
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@delicate condor have you rigged a car before, or know anyone who has?

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trying to figure out what direction the bones\armatures are supposed to face for wheels

willow sage
midnight path
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does that all articulate?

fluid fern
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hey do you know this error? i try to import old p3d (RSO building pack) @lilac sand if you have sources 🙂 (i change pc and i have no save than work drop to me there is 2 year)

delicate condor
burnt thunder
glossy lynx
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honestly looks incredibly similar to the suspension

light vault
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I have the same as you here - did you get an answer on the missing "Addon Folders" section?

tidal latch
fluid fern
delicate condor
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Maybe that one is binarized too see below

tidal latch
fluid fern
tidal latch
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no worries, there is also tweak deployed internally which catches that exception and throws human readable error, informing user about new requirement

light vault
tacit eagle
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I am trying to put this as a backpack. but when I do there is a lot of clipping or it doesnt move with the charecter. any ideas?

calm rune
tacit eagle
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hey thanks I know how to do all of that its just idk how to make it a back pack

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when i weight it and add the skeleton it clips really badly

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thanks btw@calm rune

calm rune
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Set it to the correct area type

tacit eagle
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@calm rune is it OK if I dm you? I appreciate the help

buoyant nymph
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Vergy and Ronin = ✅

calm rune
tacit eagle
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@buoyant nymph
Is that your model I bought?

buoyant nymph
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No, I'm just a fan of you all.

tacit eagle
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is fan of me ?

buoyant nymph
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Absolutely!

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Love your tubes dude!

sick shard
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anyway to move the hand position or do I have to make a new custom animation? snap_hand_left doesn't seem to work unless I'm doing something wrong

finite quartz
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i got a quick question: What are the Limit of Polygon for a Vehicle?

tidal latch
sick shard
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Heck okay time to learn how to animate lol thanks for the info would love to see snap points in the future would be pretty handy

delicate condor
tacit eagle
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is Christmas gift :3

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also sight picture

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if you complain that you cant see, well thats you a problem.

covert dune
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Perfect way to send the tank crew their christmas present. 😛

autumn ledge
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Doomtube.exe

surreal ore
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@calm rune You around?

calm rune
surreal ore
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No worries lol

calm rune
surreal ore
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I was wondering if you could do me a favor

calm rune
surreal ore
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dm me lol

last hill
tacit eagle
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is free nft

midnight path
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@tacit eagle what are the blue lines called in blender

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in edit mode when you make lines theres the black ones and the blue ones i forgot what you told me about the blue one

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sharps or something like that??

tacit eagle
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EDGE SPLIT

midnight path
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ok cause the collider model for the car tires for the sample car are all blue lines

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and i wanted to replicate that but didnt know how, so i can select my current lines and edge split them?

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edge split is not doing that

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SEAMS

tacit eagle
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bad edge seams

midnight path
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when i do it they come out pink

tacit eagle
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pink or red

midnight path
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thank you!!

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they are pink

woven swallow
buoyant nymph
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Is that gonna be a composite?

woven swallow
# buoyant nymph Is that gonna be a composite?

First of all I want to model my second structure.
this is my first one: it was meant to be release as a mod for dayz. underground base building. I have plants to make houses with basements and attics.

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Second, I want to model a couple of american style houses and hopefully i can make different variants of the same houses by changing colors, and last I would like to work with someone on different stages of the house. like new, old and destroy, and weather effects too.

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updated. I Came up with some techniques for uneven floor planks and roof tiles.

buoyant nymph
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Ah! Reforger life.

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Well done lad.

woven swallow
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not reforger life lol

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this is completely independent. lol

sly bridge
unborn reef
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you know what we need, mk 4 supra

woven swallow
unborn reef
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well time to waste 5 hours of my life

woven swallow
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then don't model it.

unborn reef
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but i want supara stututututu

last hill
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Start modelling it then, if not worth your five hours, not worth ours.

zenith quartz
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I wanna do buildings.

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But also I have so much I wanna do already.

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Need to invest into cloning tech.

midnight path
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wtf, i spent like a week editing this car to get everything exactly like the sample car, and it wont import correctly

woven swallow
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hahaha

woven swallow
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I'm adding an attic, I'm thinking about adding a basement or that would be overkill?

tacit eagle
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if you gonna add a basement I would make two versions of the haus one with and one with out.
the one with has to have a ground skirt

woven swallow
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yeah that can be solve by blocking the door that goes down the basement

young shard
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Would you like to know more?

woven swallow
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I hope this stairs design doesn't glitch people lol.

tacit eagle
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No trip people

woven swallow
light vault
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I have a question on how to animate house doors. Does this use the same approach as for any other “hinged” animation (e.g. adding bones in Blender, etc), or is there a different way of doing it?

tidal latch
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door is a separate entity which is rotated as a whole

light vault
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Thanks. So is that achieved within the Enfusion tools alone, e.g. using the Animation Editor (i.e. not using Blender)? Do you know of any references I can look at to find out more on how to add a working door to a building? I can’t seem to find any. That would be greatly appreciated!

tidal latch
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no, it's not using Animation Editor. Best I think would be to take a look at existing door prefabs

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Door set contain door frame and door frame contain door entity

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DoorComponent is responsible for rotation of whole entity

light vault
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Thank you. That helps to narrow the search down quite a lot 🙂

sly bridge
sly bridge
shell hedge
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I think I could make the wheels in 5 hours

sand pagoda
tacit eagle
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@midnight path whats with the edge crease

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is that for the collision mesh?

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yeah I guess it is with the log

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you dont need edge crease(no sub D), no edge seams or edge seams

zenith wave
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Looks amazing the details on the cockpit when can we see this in action 💯🔥

toxic obsidian
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Rafale interesting choice

young shard
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ooh me like.

young shard
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Almost done with the High.

hardy cairn
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Or when can I just place this on the airfield as a prop?!?

sick shard
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100rnd beta c magazine

woven swallow
sick shard
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I didn't make the model just bought it from cgtrader lol

woven swallow
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ah okay.

young shard
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In that case you could probably clean it up in blender a bit and make it have fewer poly's.

young shard
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High Poly is now done.

eager grove
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651457698445131781 looking good

young shard
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Thank you wolf.

minor crystal
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based

lethal frigate
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Anyone here working on some structures? Apartments and stuff

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That rhs apartments are amazing

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Wish they port them soon

delicate condor
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Not many pics been posted about buildings Im afraid

astral hull
covert dune
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BullsEyE too

lethal frigate
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I'm really hyped to see that stuff

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Gonna be good for mapping

bright raft
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I have a question regarding UDIMs.
I know we can make them in blender and later paint across multiple udims in Substance Painter (big thing for me since I'd like to paint panel lines on model).
Will those UDIMs be later usable in game engin esuch as Enfusion (or A3) ?

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Maybe if not, can those UDIM uvs be separated into multiple UVs?

fluid fern
delicate condor
surreal ore
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@fluid fern Have you gotten Portals to work?

fluid fern
surreal ore
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For doors and windows

shell hedge
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you mean you never played portal?

fluid fern
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no I didn't use the doors of the 3d object, I had created a prefab and added the doors of the vanilla game

shell hedge
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portals are not fully implemented in the game yet are they

leaden trench
# bright raft I have a question regarding UDIMs. I know we can make them in blender and later ...

No UDIMs in the engine, but your model can have multiple UVs.What exactly is the problem you are trying to solve? You don't have enough resolution to paint "panel lines"? If that is the case you could construct/project decal geometry on the areas where panel lines appear, paint in Substance with alpha blend and render with PBRDecal shader in game. This way you have high detail for low memory cost.

bright raft
delicate condor
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how many udims you got? (as in how many texture sets are you looking at)

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it does not sound very performance friendly idea

bright raft
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Currently just 4 but I am just testing workflow

leaden trench
leaden trench
bright raft
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4x 4k

delicate condor
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would that fit all of the model?

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or would it need even more

bright raft
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Well I got it down to 3x4k for main fuselage. One more for main and tail rotoor, one more for other details. Something like that

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I know it can't be compared but I checked how DCS has textures for its Apache. It's like 20 4k textures for external model 😐

leaden trench
fluid fern
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what software do you use to texture your objects?

bright raft
bright raft
leaden trench
bright raft
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Thanks 🙂

glossy lynx
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If you want more examples of decal usage look at the BTR’s welds and the jeeps indents

delicate condor
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the decals are definitely way to go for better perfromance and higher details

tacit eagle
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how does the decals work? is its an overlayed uv?

shut bloom
# midnight path yes

is that building using Hero UV Workflow or are you working with Multi materials

midnight path
glossy lynx
tacit eagle
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a mesh???? really I need to look into this after I reinstall everything

glossy lynx
midnight path
glossy lynx
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It's a mesh with a new material on it

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Look up what trim sheets are

tacit eagle
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oh ok like with cgi

shut bloom
tacit eagle
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have you made randomized numbers for the decal?

glossy lynx
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No as the numbers are not random, I would also need to make it a render target if I did that which would be a pain

midnight path
shut bloom
midnight path
fluid fern
glossy lynx
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You just re-import your model

shut bloom
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Arma 2 Actually

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well simply explained its a mask Based Tilable Texture Workflow similar to Vertex Paint but a bit different

spark onyx
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Hey everyone! Were lookin for help with our WWII mod: Forged in Europe

If you have any models you would like to donate or would be interested in joining the team ( Lordjudicator and myself ! ) Then give us a jingle!

We also have a form for anyone who does wish to submit a model or is wanting to suggest a model to our team!

surreal ore
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@midnight path

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I'm working on procedural buildings

midnight path
tacit eagle
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that is the bi building behind?

glossy lynx
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That is a BI building

young shard
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So low poly is basically done and I'm just seeing how it looks with some materials and with the high baked on.

young shard
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The only good bug is a dead bug.

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This side looks the best.

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After I'm done making the Clothing and vest Ill make more variants of the helmet and such.

woven swallow
young shard
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Nice.

glossy lynx
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That would be very cool

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What are the ip restrictions like for starship?

young shard
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Idk. But there are plenty of mods out there already for it like there's one in Arma 3 and another really good one is Squad.

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So I'm sure its fine.

woven swallow
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what is this tho?

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starwars?

young shard
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Its Starship Troopers.

woven swallow
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I never liked star wars

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ah

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never seen that one either

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lol

young shard
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Humans verses aliens.

woven swallow
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looks cool tho

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what is the polycount on your helmet ?

young shard
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But humans are Fascists' invading Alien's homeworld.

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Umm let me see.

woven swallow
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lol I never liked sci fi stuff

young shard
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1,358 Facses

glossy lynx
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Very liberal Fascists

woven swallow
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If you don't mind me telling you, I would add more detail to rounded mesh

young shard
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I just really like the movie. Not a Facist.

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Like the top and stuff?

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I was thinking of adding more to those parts.

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Heres the wire for the front.

woven swallow
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yeah

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when i was making my shotgun i went with 16 edge loops with the rounded parts

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but then i didn't like the end result so I just added more till i was happy.

young shard
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I'm just trying to keep the poly count down.

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So I can have more bugs to fight lol.

woven swallow
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yeah but you're @ 1.3k faces

young shard
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How many faces does the Helmet in Arma Ref have?

woven swallow
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you still got room for more

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don't limit yourself too much

glossy lynx
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For something you don't really see up close because it's on your head, I think it's really good

woven swallow
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some people are still making their models like it's 2009

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@young shard don't get me wrong, your helmet looks good.

young shard
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5k?

woven swallow
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I would think so. i mean all I'm saying is that models look a lot better when rounded parts are actually rounded and not blocky.

young shard
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Yeah.

woven swallow
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if you can add a little bit more to make it look rounded

young shard
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Especially with the new game being very high quality.

glossy lynx
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Base game has 6k verts

woven swallow
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there you go

young shard
woven swallow
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time for more coffee

glossy lynx
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Some helmets are all the way up to 14k

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But that's with camo fluff stuff

young shard
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Damn.

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I was assuming it be way smaller.

young shard
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Ok I'ma rebake the new mesh and see what it looks like.

young shard
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Ill have a better asset to show tomorrow then.

woven swallow
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Wood is actually dimensional and real world size, 2x4", 2x6" etc etc.. Maybe I'm going to far with this.

covert dune
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I think that's actually pretty neat cause then you can make houses that are uniform with eachother. A 2x4" is the same as a 2x4" in another house and so on

woven swallow
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yeah the idea is to be able to make different variants of the same structure by changing from siding to stucco or just planks.

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and colors of course

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2x4 are every 16" apart just like in the U.S construction code lol

covert dune
tidal latch
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that should also work quite well with destruction - you can notice that some of the Reforger buildings have modeled inner bits (attics) which you cannot access from the ground

shell hedge
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destructible attics lets gooo

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that's where all the monsters live, right?

woven swallow
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Attic and basement 😉

delicate condor
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This is gud! Realistic internal design makes good buildings!

woven swallow
delicate condor
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Honestly I believe buildings should be modeled like this to make them work. Armas world is in real dimension and when building dimensions are off it stands out

covert dune
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It does really stand out. Mostly grab or rip assets from games and asset stores and most the time they're not exactly in proportion. Pretty rare to see people actually make structures themselves

glossy lynx
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Are you using a large amount of array modifiers?

fluid fern
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Hi all, in substance painter, you use PBR - Metalic Roughness when you import your fbx?

glossy lynx
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I made my own

fluid fern
# glossy lynx I made my own

I believe that the default pbr works well, I have not found any software that automatically converts to .nmo, .BCR etc, does it exist?

glossy lynx
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You can in substance

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Look at the pinned messages in texture makers

fluid fern
woven swallow
delicate condor
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Older buildings definitely are smaller especially in the countryside

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well factory worker apartments are that too 😄

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there are big houses too but those were more rare or are more recent builds

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so it goes both ways

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but even small house needs right width for walls and right size for doors

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America for example has far more newer houses than europe

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and the designs are very different

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and vary between north and south due to climate requirements

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well it does that in europe too I suppose 😄

leaden chasm
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The scale thing is important for any object, moreover for the textures especially.

woven swallow
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Yeah my walls are 4" plus 1" on each side for stucco, sheetrock, plywood or siding.

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Red dead redemption 2 is a great source of inspiration and references for for me.

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Plus I'm a construction superintendent so that's a plus haha

delicate condor
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😄

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Work - Hobby crossover

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Not too many American assets for Arma mods around so great to have someone making such

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buildings have always been the least made thing

woven swallow
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Haha yeah.

young shard
calm rune
young shard
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My brain hurts to try and make em cause the scale always looks off to me and I just go insane.

delicate condor
delicate condor
young shard
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Can't use real life measurements all the time or your space will become too small in game.

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Gotta use the games measurements.

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I've been trying to figure out the measurements for like doors and stuff.

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I've been able to get the character to the right size in blender.

delicate condor
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have you used the sample character?

young shard
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Yeah.

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Had to resize it after joining all the parts together cause when you delete the bones it like super sizes the character.

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Although I'm sure there's a way to delete the bones without doing that.

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Probably dissolving then actually.

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Why didn't I think of that.

delicate condor
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there is yes. but also its made bit weird since it does that 😅

young shard
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Well I've already gone through the pain of resizing the character and bringing it into Reforger to see if it's the right size. I actually got it first try though so it's no biggie.

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Sized it to 150 cm.

delicate condor
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the character?

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that does not sound right

young shard
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Yeah.

calm rune
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No that’s not right

delicate condor
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no wonder your scale is off

young shard
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It doesn't but when I brought it into Reforger it was pretty much 1 to 1.

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I think blender has a scaling issue.

delicate condor
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youu have some major issue with it

calm rune
young shard
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Thx.

delicate condor
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also dont scale things in object mode

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that messes up things

woven swallow
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Every time I do a model I always end up watching videos on YouTube about them and how they are built.

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Before modeling Information gathering is very important. If you really want to make something nice and realistic. For example with my Ithaca model 37 shotgun I watched bunch of shooters on YouTube and reading pdf manuals for specific parts.

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Next I want to learn clothes and animations. You better watch out @calm rune I'm going to be making clothing 🤠

calm rune
plain galleon
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Are there any info of maximum size for things like geo collisions? Like for ships etc.

young shard
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Is there like battle states in Reforger. Like the more your character goes through the more like dirty he gets over time and such?

woven swallow
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That would be epic. If your bears would grow and your hair..

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Question. Do we have birds in game yet ?

young shard
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Yeah that also but I was thinking more for the armor.

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So like if explosions go off around you and such.

woven swallow
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Ah no idea brother

young shard
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Hmm...

woven swallow
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Maybe with some texture changer script ? Maybe bacon knows lol

young shard
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I'll find out. Cause that would bring a great level of realism.

woven swallow
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Yup

young shard
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Like it wouldn't make sense before a battle that armor would be super dirty and such. And wouldn't make sense that armor is as clean as it was before a gruesome battle.

woven swallow
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Haha yeah

young shard
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Like with my helmet I'm working on the basic texture I have on it has a lot of scratches and such on it.

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That could be for after a battle.

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I also wonder if there's Inverse Kinematics in the game.

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I've got a lot of questions for modding lol.

woven hull
young shard
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A variety of softwares.

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I'm mainly a asset creator though so I'm not gonna be really coding things for mods.

woven hull
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ok thanks

young shard
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Are you asking what softwares I use to create the assets?

woven hull
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yeah

young shard
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Blender for Modeling.

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Marmoset Tool bag for baking High to Low.

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Substance Painter for texturing.

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Marvelous Designer for creating clothing.

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Krita for creating sprites and such for textures.

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Substance Designer for creating Textures.

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Speedtree for foliage.

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MoI 3D for organic modeling.

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Those are the ones I can think of off the top of my head.

woven hull
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bet thank you

young shard
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I have a handful of others I use but I'm not home ATM so I can't list those off.

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But those are like the essentials.

woven hull
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all good I just needed a general idea of some softwares

young shard
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Yeah. Most are pretty expensive.

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Some you can get free licenses but mostly not.

woven hull
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alr

young shard
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You could technically do all of those things from Blender but it be really difficult.

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Like Marvelous Designer is really good at creating clothing and it's really easy to learn.

woven hull
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good thank you for the help I really appreciate it

young shard
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Fusion 360 is another one. It can be used to create realistic Mechanical things.

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Your welcome.

autumn ledge
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How did you start off when you first got into modeling?

young shard
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Well I started almost 4 years ago. But I only started to actually learn the workflow less than a year ago.

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So for the first 3 years I was entirely self taught.

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I started modeling when I went to Special High School for Computer Science. And I had assignments like creating games and such. So I started to learn how to use Blender.

#

I didn't know a thing about creating game assets thouh until I joined a Modding group for Arma that was almost entirely comprised of 3D Artists then went to college for 3D Art.

#

And they've been teaching me this past year how to create High Quality 3D Assets.

#

Idk if you've heard of them or not but the modding group is called Chokepoint Games and where working on creating a Halo Arma 3 mod called Far Isle.

#

They taught me everything I know. Well almost everything but if it wasn't for them I would still be creating basic models and scenes in blender.

#

Sorry for uhh dumping all that information onto ya.

#

I'm definitely not a professional at this. I'm still a Junior Artist.

delicate condor
#

or something like that

#

Id wager best way is to just make big ass blocks and test which ones work

midnight path
#

so after multiple tries. i continue to fail to set up armatures and bones correctly for my cars. can someone make me a simple tutorial on how to exactly go about setting that up. i will even pay

#

when i get the car into enfusion with bones finally, they are not linked to anything. and i swear i am following the instructions, there must be something im missing

#

what i mean by not linked to anything, they are all linked to eachother, but not to any geometry, when i turn a bone it doesnt turn the wheel.
but in blender its all parented correctly and when i turn a bone in blender it turns the wheel like it should

young shard
glossy lynx
#

I would recommend using a pbrmulti for that\

last hill
glossy lynx
#

I talked him through it, he was not using vertex weights for the mesh

quiet fog
#

is there some kind of "assembly" option available in blender? In Inventor the workflow for complex assemblies is that you create each individual component in a separate file and later place them together in a master scene so to say. There you can still access the individual components and change their properties etc but duplicate/orient them in a specific order as well so that you for example only need to model one screw of a pitch circle.

What I am trying to do is to place a single supporting structure of train tracks that i modelled into a new scene and add an array modifier to it so that i dont need to do this manually. But since my object is linked, I am not able to apply any modifiers to it.
If I understood the wiki right, I could use append but then I would be creating a new standalone object in my "master scene" which wouldnt represent any changes made in my original object right?
How is something like this done?

woven swallow
#

Like open two blender files and copy paste one into another ?

quiet fog
#

its not as simple it seems. A mate of mine helped me now, but I would like to make sure it is the right practise:

  • Drag and Drop the file into the viewport or hit File->Linked
  • Select the object you want to place
  • Under collection (top right), right click the desired object -> Library Override -> selected: Now you can edit the object.
  • If you made changes in the original file and want them to display in the assembly, hit the dropdown above collections which has the three images stacked, select blender file, scroll down to your object, right click -> reload
surreal ore
#

@quiet fog Just Append the train tracks from your "original" file

quiet fog
#

yeah i know, but as far as i understood it, when using append, blender creates a completely new file which isnt affected by any changes i make in the original (which i want)

surreal ore
#

@quiet fog I don't even have a button for reload

#

nor do i have "Library Override "

#

i think im still on 3.0 or 3.1 though

quiet fog
#

hm im on 3.4

chilly dragon
#

Been working on a Thompson. Highpoly is done just need to finish up the low and then onto texturing

glossy lynx
#

looks good!

chilly dragon
#

Thanks 🙂

tacit eagle
sand pagoda
#

is there a way to completely disable culling and mipmaps for a model?

shell hedge
#

mipmaps can be "disabled" by unticking generate mips in texture import settings

#

I have to do it for things like optics reticles otherwise xbox series s displays them in roblox graphics

sand pagoda
#

model is moving by simple animation, but its initial point(origin) is static

#

so when i move my camera from it, game thinks that object no longer visible and culls it

#

so im trying to find a way to disable it

shell hedge
#

uhh maybe set material cull to none but I don't know if that makes any difference, it might be trying to cull by entity origin?

sand pagoda
#

yea, that's what i said

#

i dunno if its possible to move origin with mesh somehow

shell hedge
#

well a script to literally move the entity every frame

sand pagoda
#

but what if animation is not a simple move forward?

#

then there is 2 ways

shell hedge
#

exactly :/ if you move origin to where your joint is then your joint will move in relation to the origin as well

sand pagoda
#

first one is make a script that transforms animation into a scipt

#

second one is go to a room corner and cry

#

second one is better cuz im REALLY bad ad scipting or programming

shell hedge
#

I think we could create a generic script that would make entity follow a spline

sand pagoda
#

hmmm

#

this is a way too

#

but its still too simple

shell hedge
#

so you would have it on rails

sand pagoda
#

yea, it is a way to go actually

shell hedge
#

for airplanes this is a bit wonky because the rotation changes won't work the way you'd expect an airplane to turn

sand pagoda
#

if i remember correctly, curves do have normals so, it can be rotated

#

but i might be wrong

shell hedge
#

yes, though it would turn like a train instead of banking like an airplane

#

I think

sand pagoda
#

nah, i mean, it can bank

#

ok, im wrong

#

it just deforms mesh instead of rotating it

shell hedge
#

it would rotate but the spline points in world editor dont have rotation

#

so best you could do is have the plane aim at the next point

#

I guess

#

so no banking (unless you add desired banking values to the spline points somehow but that seems like too much extra effort)

sand pagoda
#

well, then curve is not really the way to go

surreal ore
#

@shell hedge @sand pagoda use proc animation for banking

sand pagoda
#

sorry for a ping after literally 2 months, but, what do you mean by attach to the bone directly?

reef sun
sand pagoda
#

thanks a lot

reef sun
#

np

sand pagoda
#

well, its attached now, but its weeeeeird

reef sun
#

Yeah it breaks the transform but I don't remember how to fix that 😄

surreal ore
#

@sand pagoda @reef sun change the transform in blender and don't apply the changes

sand pagoda
#

like scale it down a lot?

surreal ore
#

Just move it back where it needs to be.

surreal ore
#

@sand pagoda@reef sun I found another way, that's a little more convenient.

#

In edit mode select the bone you're using and set its Tail Z location to something small that's above 0

#

If you set it to O the bone is deleted

#

I just found another way as well

#

the offset is caused by the tail Z

#

so in this situation i moved my collider on the z axis by -0.03

zenith wave
sand pagoda
#

il-76

tacit eagle
#

I should make the an22 :3

sly bridge
glossy lynx
#

When you parent a collider in blender to a bone it should ALWAYS move the collider, if it does not then the parent did not work and you will end up with odd transforms in game

woven swallow
#

Anyone knows the polycount of a standard house in reforger?

last hill
#

I wouldn't think they would be too extreme given they are squares etc. The furniture prefab compos might be a bit more.

woven swallow
#

Working on the chimney of the house

last hill
woven swallow
glossy lynx
#

I think some of the in game shaders allow for height maps but not sure about displacement

woven swallow
#

displacement can be applied to the mesh

#

but I'm not applying it just yet till i figure it out how im going to finally model this chimney

woven swallow
#

So.. I think i got it. Ima apply the subdivision modifier level 6 just the get all the high details from the displacement map then run a decimate on it 😉

#

this are the results.

#

I wonder if I should standardize chimney size and make different designs and keep them as a separate models.

#

you guys think that could work ? 🤔

zenith quartz
#

Probably could.

#

Also I love the uneven-ness on the edges.

woven swallow
daring condor
shell hedge
#

considering average brick weighs about 2 kg this structure could weigh up to 500 kg

#

that is indeed quite heavy

woven swallow
daring condor
#

yeah but if this is a map object there will still be a lot of them in the scene

tacit eagle
#

we have the lod 🙂

shell hedge
#

kinda makes me wonder how performance heavy it would be to make a structure out of actual individually modelled bricks and stuff, I wonder if they would be culled when behind things or not

woven swallow
woven swallow
shell hedge
#

oh I know, just wondering how it would be handled

woven swallow
#

Same with the rest of the models. Like for example they are faces on the wood that you can't see so mind as well delete them.

shell hedge
#

you know, for science

quiet fog
quiet fog
#

hmm is there another operation that can achieve this?

delicate condor
#

no dont think so

#

make edges there

quiet fog
#

I guess i could too loop cuts/subivisions but then i need to manually pull them out, which likely doesnt get me a "smooth" curve :/

delicate condor
#

extrude - bevel maybe

#

you can do a lot if you make the basic shape first, then bevel in right order

quiet fog
#

kk, gonna try that then ty 🙂

#

on that note, can you make loop cuts without the loop? There is the knife tool but its more manual, the loop cut has that convinient feature that you can control how many cuts are made with the mouse wheel and they are evenly spaced.

delicate condor
#

well it can cut single quad too but it will cut the loop if there is any

#

you can try hiding the parts you dont want to cut

#

or separate mesh

#

dont be afraid of some manual work tho

zenith quartz
tacit eagle
#

YUS press H on the parts you want to hide work, work on them and finish up after unhiding them.

sand pagoda
surreal ore
#

For anyone wondering, that's the max amount of bones before crash.

delicate condor
#

so low :C

#

more than in RV

#

but not even double blobcatsweats

midnight path
midnight path
#

100% custom with ai generated photo for inspiration

delicate condor
#

cool

#

first thing to come in mind is safari

#

maybe because of the colors of your reference pic

midnight path
tacit eagle
#

you mean bomb truck

midnight path
#

im a mechanic with a photographic memory, all of the parts i made from memory

#

(all the engine and suspension)

#

if anyone needs anything like that i can make it

tacit eagle
#

the roof is a one piece tho :S

midnight path
#

for now

tacit eagle
#

yeah you can just select the faces and separate them

#

I know it seems strange but define the whole body of the car

#

and then you can cut in panels like the doors and windows

midnight path
#

already did that 🙂

tacit eagle
#

nice

midnight path
whole cove
#

Hey, if I made say a sign asset for map makers, can I make them be able to write on said sign so it appears in-game so the players can read custom text?

tidal latch
# delicate condor so low :C

that's not a problem after all since in Enfusion you can have animated "proxies" (called slots/entities in Enfusion)

woven swallow
midnight path
delicate condor
#

👍 👍 👍 👍 👍

upper nebula
#

Hello ! Is there anywere a good tutorial explaining all the process from modeling to blender to importation in enfusion ?
After som research , i dindt found anything enough complete

delicate condor
#

once you understand how your do those you can more easily start to figure out the enfusion specific requirements

upper nebula
#

Im used to use blender and substance painter, its just the LOD and Collision things where im a bit lost

#

how many polygons max on LOD5 for exemple, how to smartly cutting them

tacit eagle
#

depends on how big the object is also you can look at how at how its done in the sdk

woven swallow
tacit eagle
#

finally a spiritual successor to battlefailed babcompany 1

midnight path
#

sick!

woven swallow
#

haha thanks

#

I was making an RV like the one in breaking bad but I lost the project..

#

still wanna make one tho

woven swallow
#

want some beer?

#

haha

midnight path
#

lol nice

woven swallow
#

🍻

woven swallow
#

Anyone knows how many textures a house has in reforger?

glossy lynx
#

3-4 on the guard hut,
Inside, outside, roof, foundation

woven swallow
#

awesome

glossy lynx
#

There might be more on larger buildings

woven swallow
#

So i have room. I want the chimney to be high detailed so I'll use a whole texture just for it

glossy lynx
#

And the inside outside texture is separated on the middle of the window/door sil

#

That way you can’t see the seam when you put the window/door model there

woven swallow
#

good to know

#

thanks dude

#

since players are going to be interacting with the chimney, I want the Chimney to look awesome

glossy lynx
#

Are they going to be dropping down it?

shell hedge
#

open the sample weapon and you can see how its setup

#

open the m16 in workbench and look where the scene root is?

#

or rather where the weapon is related to the scene root

woven swallow
zenith quartz
#

RHS's new radio looked cool so I wanted to make my own inferior version.

#

Draws inspiration from various Azart radios and some other random fictionalization 'cause fuuuuture.

#

Still doing the knob and antenna on the top, and side buttons.

tacit eagle
#

future should mean touch pad

zenith quartz
#

Probably not I think, since gloves, but at least not for a cheaper Eastern radio I think.

glossy lynx
#

Everything only needs to be it's own prefab if you plan to be able to spawn it in game that way

#

If you have an m16 you don't need to make a prefab with the scope because you can just let players attach them

#

But if you plan on giving AI the gun with the scope then you need to make it a prefab

zenith quartz
#

Having the ability to assign attachments in the soldier's prefab would be cool.

#

Rather than preset weapon prefabs. Just to avoid clutter.

glossy lynx
#

restart workbench

upper nebula
#

Hello Guys, im trying to import a simple house in Enfusion, I think im close, but i have an issue with the colliders, does my name on blender isnt the right one ?

upper nebula
#

aaahm so it permit enfusion to emit sound with the proper kind of material I imagine

#

thanks a lot ! i will study theses two links

zenith quartz
#

Finished highpoly!

woven swallow
tacit eagle
#

Why is it when I import a model into the enfusion workbench that it is red, even after applying the texture files? Is it something to do with the base color on blender?

delicate condor
#

you might have added vertex colors to it

#

remove those

tacit eagle
#

Yep that was the issue

midnight path
#

almost...

#

check out the action manager component

#

compare it to the one u copied

#

so in actions manager

#

it has scr_pickupitemaction

#

?

#

well yeah im guessing no bones is the issue

#

well is a bone required to make a gun work?

#

ive been working on a car for a month, and getting bones to work is my issue

#

so im guessing its the same for guns

#

the tutorials are kind of spread out for stuff..

shell hedge
#

export skinning, export scene hierarchy

#

one of the two

#

shouldnt matter if your action context is valid

#

I wonder if there needs to be a collider?

tidal latch
#

lack of colliders might cause it

surreal ore
#

@lucid bridge has to have view geo collider

calm rune
#

Also seems like a lot of UV maps for just one weapon. Assuming it’s a weapon right? 9 materials is a lot.

patent flower
#

more radio nonsence

quiet fog
quiet fog
midnight path
#

the instructions for cars on the wiki is lacking so much stuff

#

so it looks like the LOD for the wheels on the sample car has its origin at the tip of the bone instead of the beginning

#

on my car the origin is in the center of the wheel

#

so it spins oblong like that

#

theres nothing on the wiki talking about that part

#

also not much about the 'CarProcAnimComponent'

#

which is required to make the wheels move visually

surreal ore
#

Did you read what i said this morning?

tacit eagle
tacit eagle
#

the mesh needs to be triangulated is my guess

#

"Non orthogonal transformation on collider" I think this has to do with non uniform scale in object mode try resetting the scale on your objects

#

press ctrl + a in object mode on a model and hit apply rotation and scale

tacit eagle
#

round things do round things

#

what are you making?

#

if there something to change the center of mass?

primal prawn
#

does the uniform overrides the base body model or it just overlays it?

tacit eagle
#

dont know ive never really opened the sdk

tacit eagle
hasty basalt
woven swallow
hasty basalt
tacit eagle
#

in bfbc you could just use AT mines to do this

tacit eagle
tacit eagle
#

probably for the sling loops

surreal ore
#

@lucid bridge Not 100% but im pretty sure they're locations for sounds

tacit eagle
#

select the part and assign it

#

the auto is more for organic modeling

delicate condor
#

Are you using a lot of modifiers, those can take processing time after bone moves

lavish ingot
#

Anyone know what causes head gear model to stay visible in 1st person

tacit eagle
#

yes there is a way to turn it off while in fpv

lavish ingot
#

I thought it was just HeadClipping_A.edds added to the opacity map

tacit eagle
#

yep I think

lavish ingot
#

Ive got that on and makes no difference

tacit eagle
#

well did you do the opacity?

lavish ingot
tacit eagle
#

well you have have to assign the opacity white or black. typically its white for 100% opacity if im thinking how it should work

#

so that specific texture map for that hat would be all white in the correct file format

tacit eagle
#

you have to make a copy of the color map or which ever map you have

#

and edit it

lavish ingot
#

this is the default one

tacit eagle
#

:S so low res

lavish ingot
#

the one that comes with the game

tacit eagle
lavish ingot
#

Thanks ill take a look

tacit eagle
#

just as a general overview on it

lavish ingot
tacit eagle
#

@lavish ingot did you make it black so its invisible (if that standard for refrogers)

#

also make double sure that the file format is correct and that naming for the file fits the standards

lavish ingot
tacit eagle
#

maybe restart the workbench

lavish ingot
tidal latch
#

You have to enable two params in materiál too

#

On phone now so check i. E. Sample headgear on github

tacit eagle
#

based reyhard

#

what's your poly count knight?

#

that's really high, 30k tris for the bi weapons. and thats 77k for 1 / 31 objects

#

that for lod 0?

delicate condor
#

armature modifier of course is a must for moving parts and triangulation should not be very heavt. but perhaps you are reaching limits of your hardware then.

tacit eagle
#

what gpu and cpu you got?

delicate condor
#

which draw mode you use?

#

rendering mode

#

wireframe-solid-textured-render

#

perhaps some sort of issue on how you had that set up then blobdoggoshruggoogly

tacit eagle
#

computationally heavy

#

make a save and copy of your blender file and apply the tri modifier

#

this is how I label my blend files I can make incremental saves of them

#

if something happens that I dont like I can go back

#

but yes apply the triangulate modifier, its used in game so that the game knows how each face is orientated

#

or you can just turn off the tri mod until after your done

#

some people do it before baking or after right before they import it into the game

tacit eagle
#

good uv for a round cube shape?

calm rune
buoyant nymph
#

What's the word on this beauty?

glossy lynx
#

Not much at the moment as it is a lot of work
Still needs textures

sick plume
#

Well I love the other two thus far Space! Good job

lavish ingot
#

@calm rune sadly not

last hill
willow sage
lavish ingot
last hill
#

If it is making it have holes, you've set it up wrong

#

That component will only hide the mesh in first person mode, unless you have the material set up incorrectly/wrong.

lavish ingot
tidal latch
#

you should not touch alpha test and alpha mul

last hill
lavish ingot
#

It is thank god

#

i feel stupid now

calm rune
#

I honestly have no idea how to do it from scratch either and when I look at GitHub I still do not understand it. I just duplicate a vanilla headgear emat, change the name and assign my textures then drag into my models material slot.

covert dune
agile crater
#

created a 3d into character creator and move it too the enfusion position

#

exported the mesh and transfers the weight

#

and its work 🙂

#

so you can creat your own character and import it in enfusion however with women model its will be more longer. indeed it will be necessary to have the sources of the animations in order to resize them to a feminine height so as not to have a woman of 1m80. Otherwise it will be necessary to redo all the animations of the game for a female character.

delicate condor
#

except harder if the animations are not released

#

I was hoping it would be easier not but perhpas in A4

agile crater
#

it would be good for the game to have the sources of the animations or to have animations of several sizes.

#

to increase the immersion on the other hand it involves more work level 3d of clothes it is sure

delicate condor
#

more access to the animation via editor/coding would be good

#

or well preferably more adaptive animation system to begin with, but those are not easy to make

agile crater
#

@delicate condor im agree with you

#

how many textures are they in the Enfusion charactere ?

young shard
agile crater
#

@young shard
yes , take a look of character creator 4 .

delicate condor
#

the head will need to fit the head skeleton to work

agile crater
#

its work 🙂

tacit eagle
shut bloom
#

Anyone have a clue why my normals are broken in Enfusion. works fine in Blender Marmoset and Substance so no clue what is causing this.

tacit eagle
#

where the broken?

shut bloom
#

its quite obvious 0.o

tacit eagle
#

maybe shading issue is everything tri

shut bloom
tacit eagle
#

how does it look in blender?

shut bloom
#

fixed it

delicate condor
last hill
shut bloom
shut bloom
delicate condor
shut bloom
delicate condor
#

does it have all smooth edges or does it also have hard/sharp edges defined?

karmic adder
#

Is there any reason as to why Reforger is rendering the characters head at LOD0 while in first person?
That's +40k triangles (5-10% of total) at all times, and for shadows, even LOD3 is easily good enough.

bright raft
uneven vessel
tacit eagle
#

when you guys do UVs do you try to group the parts together? I want to do that with my models for those who want to do retextures

woven swallow
#

Maybe I'm going way too far with this. lol

tacit eagle
#

why you put studs and beams

delicate condor
#

why not

#

😄

hardy cairn
#

For future destruction

tacit eagle
#

I love it but I'm not sure my FPS is going to love it.

woven swallow
#

Trying to create different versions of the same house.

  • under construction
  • completed version
  • destroyed version

however, I might change some things. Haven't decided yet.
for example:

tacit eagle
woven swallow
woven swallow
#

Just messing around with some smart materials in Substance Painter.

sly bridge
#

for retexturing i’d rather render a colored masked and provide that instead

white sigil
#

@tacit eagle Quixel and Substance uses Color ID mask so as PuFu said its easier do that.. then group it also you can easily turn it into mask in PS

sleek forum
#

why is one of my items heavy and cant be picked up, even tho all the settings and weight are the same, it is a little bigger model tho

#

other items work fine

#

i found a fix, had set it up as scaler

trail cave
#

Don’t know if this is the right place for this , but I’m trying to get some models out of Arma into 3ds max to edit them , is there a tutorial on that ?

surreal ore
#

@trail cave Are they models from the licensed data packs?

#

If so you can absolutely do that because that's what they're for.

#

Also if they're your models you can do so, or if you have explicit permission from the person who made them you can do so.

#

Also if they were released under certain licenses you can do so.

trail cave
#

Can you explain the licensing thing ?

delicate condor
#

sources are needed

#

like the released datafiles

trail cave
#

It’s more so from mods that are on arma , not arma specific Lu

#

Specifically *

delicate condor
#

then you need to ask for sources

#

you still cant take anything out of the mods

trail cave
#

Sources ? Like where they got those from ?

delicate condor
#

yes

surreal ore
#

You need to find out if they are released under share-alike

delicate condor
#

even share alike does not allow the models to be taken out

surreal ore
#

You're not allowed to unbin anything.

delicate condor
#

there is no scenario where you can take out a model from the game or a mod for editing

#

you will need to ask for a source model from the maker

#

and they dont have to give it to you

#

source models/data can be used if it is released separately with a license that allows its use

trail cave
#

Ahh there’s more to this then I thought

#

Well , is there a direction you can point to purchase or find good models ?

delicate condor
#

there are various 3d model trading sites. good models dont come cheap though and are usually not game ready anyway.

#

pretty much all cases of bought assets I've seen require quite a lot of adaptation to make things work and be performance optimized

#

Also you as the mod maker are responsible for making sure your outsourced assets are not ripped from other games.

tacit eagle
#

what you guys think geometry or texture?

#

880 tris vs 300 tris

shut bloom
#

well how big is the rest of the model ?

#

and how big is it in general.

#

also is it a General Prop or a Hero Object ?

#

But I Would prob do it in Texture.

midnight path
#

such small footprint polygon wise

#

but i want to have a better LOD0

woven swallow
midnight path
#

but no matter what i do i get to like over 1 million poly

delicate condor
#

over a million???

woven swallow
#

lol

midnight path
#

way over

#

2-3million

delicate condor
#

you probably need full lowpoly remake of the mesh

midnight path
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its as low poly as i can get it without making it look like ass

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right now.

delicate condor
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this in the picture?

midnight path
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yes

delicate condor
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how many poly is that?

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oh there it is 62k triangles

midnight path
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its in the scene

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ye

delicate condor
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so whats over million?

midnight path
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so if i subdivide the shell like 2 times

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it gets over 1 million

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but looks perfect

delicate condor
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A) you need to turn smooth shading on and setup smooth/sharp edges right

midnight path
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yes that

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how

delicate condor
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B) you need to bake the normalmap out of the hightpoly on to the lowpoly to capture the details

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select object, hit space, type in smooth

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and then possibly turn on autosmooth in the vertex tab of the object

woven swallow
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@midnight path , do you know the difference between low poly and high poly models?

midnight path
woven swallow
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you know how to bake high poly into low poly ?

midnight path
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no

woven swallow
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you need to know what high poly and low poly is. brother

midnight path
tacit eagle
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1 million poly assets are pretty standard noaw in unreal games

woven swallow
midnight path
delicate condor
tacit eagle
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no arma devs know what they are doing

midnight path
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can i have my lod0 be 2 mil?

woven swallow
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no

midnight path
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since the distance is only like 30 meters

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or is it because of how big the file would be

woven swallow
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@midnight path bad practice not optomize

delicate condor
woven swallow
#

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zenith quartz
#

I'm remembering how much I hate doing organic shapes / subdivision.

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My brain is just sitting here making dial up noises. pain

midnight path
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so high\low baking is the new way to achieve high quality without using the actual geometry?

zenith quartz
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Yeah.

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You make a high poly for fancy shading and stuff.

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And then you bake that all down onto a low poly which is used in-game.

midnight path
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that blows my mind

zenith quartz
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Here's a high poly.

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Low poly.

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High poly has all the bevels and the serrations and such.

midnight path
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so the model i have right now, would be the low poly that i bake the high onto

zenith quartz
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Yeah.

midnight path
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if i make a high poly model using modifier do i have to hit apply

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enfusion understands mirroring and stuff when its not applied so im assuming no?

woven swallow
#

the results of that baking is a normal map image

tacit eagle
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no unreal devs almost always use 1 million poly assets and templates written using "3d programing nodes"

woven swallow
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I don't recommend applying modifiers unless you really have to

midnight path
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gotcha ok

delicate condor
midnight path
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i thought we were making better hardware to get higher poly counts

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but now it doesnt matter as much if you can bake

zenith quartz
delicate condor
#

🥁 notlikemeow

zenith quartz
#

👉 😎 👉

midnight path
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like what are the limitations

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couldnt i just make a brick and bake my high poly on it and it looks like a car?

delicate condor
#

you can find lot of tutorials and explanations on how higpoly and lowpoly workflow works

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on the web

woven swallow
#

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delicate condor
midnight path
#

wow

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virtualized geometry

covert dune
#

Highpoly is painful. So so painful..

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I've been trying to get good results for months

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Trying to tame the subdivision makes me wanna cry. notlikemeowcry

midnight path
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the space between the body of the car and doors now is messed up

woven swallow
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I like to combine bevel modifier and subs 🙂

covert dune
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Same

midnight path
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subdivision rounds my windows

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-.-

covert dune
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You can work with bevel weights

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thats how I do it

tacit eagle
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sub d is the easy 😦

woven swallow
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@midnight path use bevel modifier first then subs

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@tacit eagle is the right way.

delicate condor
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subdivision is not always the right way to do HP

midnight path
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ooo neat trick

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thank you

covert dune
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bevel weights allow you to non-destructively bevel things, have things bevelled on different levels and more. That's why I like it

woven swallow
tacit eagle
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I just make a base mesh 90% of the time and my high poly is just at most a modifier stack while my LP is just deleting some extra unneeded stuff and merging verts

woven swallow
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normally I do my low poly then i achieve highpoly by adding subs and bevels..

covert dune
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It's easier to increase detail than it is to decrease detail

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I have heard

delicate condor