#enfusion_model
1 messages · Page 6 of 1
even the prefab is correct
the preview for the icon and the inspect menu are messed up, not sure how to fix it tbh
Might need a bug report
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"
@delicate condor I thought this would help
in the PreviewRenderAttributes, but no luck
There are million ways to model. Don't 100% trust what anyone says
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
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
ok, but that unfortunately didnt solve the issue im having :/
I must say, coming from Autodesk Inventor it feels like some things are overly complicated 😄
cad and 3d programs have different workflows
so pretty much forget most of the stuff your learned with cad programs
i figured as much
for this type of work you can easily just box model it out of a box,
also make sure your normals are pointed in the correct direction, select all in edit mode and hit ctrl + n and then enter
you mean shift+n?
for me its ctrl + n
ctrl + n asks me for a new file
If you can't remember the shortcut keys use F3 to search
i am in edit
well what does shift n do
recalculate normals
yes its that one
but when i hit enter nothing changes
like the menu on the bottom left doesnt disappear
it stays as long as you do something else
oh ok
you can still adjust you action through it
usually it disappears when you click somewhere or move the camera
too see your normals
blue is proper and red is inverted
at least with my theme
face orin...
looks good i think
everything blue?
I would also get rid of those faceless geometry parts like those lines
would you mind going into one of the voice channels so we dont spam here?
fine
@tacit eagle thanks for all the pointers tonight 🙂
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
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.
define export 3d models from DayZ? Which models? Who made these? Etc
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.
I'd recommend getting a clear permission from stalker devs who own the IP to use the assets like that to make sure you don't get shot down later when you try to publish them in the workshop.
In general this channel is meant to support making of models and not taking them.
Stalker models are everywhere, look how many are in arma 3, and they are in many other games too
That does not make them exactly legit. I know the history, but right now there is no recent permission as far as I can recall.
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. 🙂
I agree that my question is maybe not valid for this kind of channel and all respects for the 3d artists and creators for the models. . Anyway I have a clear vision now and thank you for your insights. I appreciate that and hope that I didn't insult anyone.
can you point me to this so we can add it to the wiki
Sure, i have it on my mod on steam, let me find it
@delicate condor have you rigged a car before, or know anyone who has?
trying to figure out what direction the bones\armatures are supposed to face for wheels
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)
cant import someone elses binarized p3ds
Is that an LAV?
honestly looks incredibly similar to the suspension
I have the same as you here - did you get an answer on the missing "Addon Folders" section?
documentation was updated, check the wiki again
i know but now, when i would like open A2 source p3D, i have this error whereas before I had no errors at all
Maybe that one is binarized too see below
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_P3D_Conversion see updated documentation. Since 0.9.7. version of the plugin, it is necessary to have Workbench running in the background with net api enabled
ah ok there was a delta between the 0.95 my bad I had just read the line when you answered me!
I would pay more attention to the docs and avoid reading diagonally 🙂
no worries, there is also tweak deployed internally which catches that exception and throws human readable error, informing user about new requirement
@tidal latch thanks, I checked the wiki. So just to confirm we should not expect to see an "Addons" section just "Export Profiles Folders" section?
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?
You need to rig it to the skeleton and also weight it. Its quite the process if you have zero knowledge on the subject. If you are using blender I will send to the .blend files for rigging and weighting. As for clipping you need to also properly mold the model(suggest the lattis modifier) to whatever base mesh you'd like it to fit over.
hey thanks I know how to do all of that its just idk how to make it a back pack
when i weight it and add the skeleton it clips really badly
thanks btw@calm rune
@calm rune is it OK if I dm you? I appreciate the help
I love you
Vergy and Ronin = ✅
Sure! I might not get back to you right away. Watching hockey 😅
@buoyant nymph
Is that your model I bought?
No, I'm just a fan of you all.
is fan of me ?
yes
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
i got a quick question: What are the Limit of Polygon for a Vehicle?
snap_hand_left has no function at the moment, in future it might be used as reference point for weapon deploy. You need to make new ik animation to move left hand
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
#creators_recruiting is the place, follow the template and prepare to pay premium if you want speed.
is Christmas gift :3
also sight picture
if you complain that you cant see, well thats you a problem.
Perfect way to send the tank crew their christmas present. 😛
Doomtube.exe
@calm rune You around?
I ment to reply to this 2 hours ago. Im sorry 😅. What’s up!
No worries lol
Do you still need help?
I was wondering if you could do me a favor
Depends on how difficult it is haha
dm me lol
Isn't a gift something that we receive? We can't do anything with the picture.
is free nft
@tacit eagle what are the blue lines called in blender
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
sharps or something like that??
EDGE SPLIT
ok cause the collider model for the car tires for the sample car are all blue lines
and i wanted to replicate that but didnt know how, so i can select my current lines and edge split them?
edge split is not doing that
SEAMS
bad edge seams
when i do it they come out pink
pink or red
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...
WIP.
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.
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.
updated. I Came up with some techniques for uneven floor planks and roof tiles.
i have a couple of these things already made, a couple already textured= american rural style (pennsylvania-ish) buildings. I’ll check it next week
noice
you know what we need, mk 4 supra
then model it.
well time to waste 5 hours of my life
then don't model it.
but i want supara stututututu
Start modelling it then, if not worth your five hours, not worth ours.
I wanna do buildings.
But also I have so much I wanna do already.
Need to invest into cloning tech.

wtf, i spent like a week editing this car to get everything exactly like the sample car, and it wont import correctly
hahaha
I'm adding an attic, I'm thinking about adding a basement or that would be overkill?
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
yeah that can be solve by blocking the door that goes down the basement
Would you like to know more?
I hope this stairs design doesn't glitch people lol.
No trip people
Nah, I fixed it. made it square.
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?
door is a separate entity which is rotated as a whole
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!
no, it's not using Animation Editor. Best I think would be to take a look at existing door prefabs
Door set contain door frame and door frame contain door entity
DoorComponent is responsible for rotation of whole entity
Thank you. That helps to narrow the search down quite a lot 🙂
it surely isn’t 5 hours job, no matter how good of an artist one is
do NOT post that sort of thing here
I think I could make the wheels in 5 hours
I know that feeling
@midnight path whats with the edge crease
is that for the collision mesh?
yeah I guess it is with the log
you dont need edge crease(no sub D), no edge seams or edge seams
Looks amazing the details on the cockpit when can we see this in action 💯🔥
Rafale interesting choice
ooh me like.
Almost done with the High.
Or when can I just place this on the airfield as a prop?!?
100rnd beta c magazine
looks good bro, I would make the screws with normals instead of mesh.
I didn't make the model just bought it from cgtrader lol
ah okay.
In that case you could probably clean it up in blender a bit and make it have fewer poly's.
High Poly is now done.
looking good
Thank you wolf.
based
Anyone here working on some structures? Apartments and stuff
That rhs apartments are amazing
Wish they port them soon
Not many pics been posted about buildings Im afraid
@midnight path is working on some buildings
BullsEyE too
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) ?
Maybe if not, can those UDIM uvs be separated into multiple UVs?
https://drive.google.com/drive/folders/1EwSrnNHvEvTVo6O0usnZyQ_9_V6gEGf3?usp=share_link
but I don't know how to make the textures, I tested the colliders, they work well, I just need to rework the outer doors
A3, no, Enfusion, my hunch is no.
@fluid fern Have you gotten Portals to work?
whats portals?
For doors and windows
you mean you never played portal?
no I didn't use the doors of the 3d object, I had created a prefab and added the doors of the vanilla game
portals are not fully implemented in the game yet are they
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.
I never hard good results with decals (or I don't know how to properly apply them on curved mesh). What I am currently trying to do, is to use UDIMs in substancce painter, because you can paint those panel lines/rivets/any other detail accross multiple texture sets. And I'd like to know if those UDIMs can be separated into individual texture sets
how many udims you got? (as in how many texture sets are you looking at)
it does not sound very performance friendly idea
Currently just 4 but I am just testing workflow
Shinkwrap modifier with a plane, subdivide it up first to get enough vertices to match the original surface curvature.
4x 4k or 4x 2k?
4x 4k
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
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 😐
I really suggest decal workflow. Read on MSFS docs; it's directly translatable to Reforger. Will save you hundreds of MBs of VRAM. https://docs.flightsimulator.com/html/mergedProjects/How_To_Make_An_Aircraft/Contents/Modelling/Airframe/Texturing/Surface_Detail.htm
what software do you use to texture your objects?
Thanks for that link, I never thought you could use decals in texturing object to achieve indentations
Substance Painter
Yea, first time it suprised me also. But if you think about how a normal map actually works, it makes sense. You can texture it just like any other layer in Substance.
Thanks 🙂
yes
If you want more examples of decal usage look at the BTR’s welds and the jeeps indents
Will do
the decals are definitely way to go for better perfromance and higher details
how does the decals work? is its an overlayed uv?
is that building using Hero UV Workflow or are you working with Multi materials
just assigned materials in blender and uploaded to enfusion, nothing special
It's an overlayed mesh
a mesh???? really I need to look into this after I reinstall everything
forgot to mention once in enfusion i just assigned materials that are already in game, to test if everything was right
oh ok like with cgi
you should look into Multi Materials
have you made randomized numbers for the decal?
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
is that something in blender?
no thats a workflow that is used for Buildings in the Enfusion Engine
do you have a link to info about it?
It is possible to import new materials on substance?
You just re-import your model
this one is for arma 3 but it explains the process
Arma 2 Actually
well simply explained its a mask Based Tilable Texture Workflow similar to Vertex Paint but a bit different
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!
very nice
that is the bi building behind?
That is a BI building
So low poly is basically done and I'm just seeing how it looks with some materials and with the high baked on.
Looks like you are doing your part
The only good bug is a dead bug.
This side looks the best.
After I'm done making the Clothing and vest Ill make more variants of the helmet and such.
v0.5 House
Nice.
Like make this part.
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.
So I'm sure its fine.
Its Starship Troopers.
Humans verses aliens.
lol I never liked sci fi stuff
1,358 Facses
Very liberal Fascists
If you don't mind me telling you, I would add more detail to rounded mesh
I just really like the movie. Not a Facist.
Like the top and stuff?
I was thinking of adding more to those parts.
Heres the wire for the front.
yeah
when i was making my shotgun i went with 16 edge loops with the rounded parts
but then i didn't like the end result so I just added more till i was happy.
yeah but you're @ 1.3k faces
How many faces does the Helmet in Arma Ref have?
For something you don't really see up close because it's on your head, I think it's really good
yeah you don't see it but other players do.
some people are still making their models like it's 2009
@young shard don't get me wrong, your helmet looks good.
How much would you say be a good amount?
5k?
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.
Yeah.
if you can add a little bit more to make it look rounded
Especially with the new game being very high quality.
Base game has 6k verts
there you go
Good to know,
time for more coffee
Hopefully one day
Ok I'ma rebake the new mesh and see what it looks like.
Ill have a better asset to show tomorrow then.
Wood is actually dimensional and real world size, 2x4", 2x6" etc etc.. Maybe I'm going to far with this.
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
yeah the idea is to be able to make different variants of the same structure by changing from siding to stucco or just planks.
and colors of course
2x4 are every 16" apart just like in the U.S construction code lol

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
I see
Attic and basement 😉
This is gud! Realistic internal design makes good buildings!
taking game assets to the next level haha, nah just trying to come up with something for future map i want to work on.
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
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
Are you using a large amount of array modifiers?
Hi all, in substance painter, you use PBR - Metalic Roughness when you import your fbx?
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?
my bad thanks
I've been having that feeling to be honest. I feel like buildings in game are too small but I always thought that's how buildings are in Europe lol but yeah in game buildings to me are bare and small , empty.
Older buildings definitely are smaller especially in the countryside
well factory worker apartments are that too 😄
there are big houses too but those were more rare or are more recent builds
so it goes both ways
but even small house needs right width for walls and right size for doors
America for example has far more newer houses than europe
and the designs are very different
and vary between north and south due to climate requirements
well it does that in europe too I suppose 😄
The scale thing is important for any object, moreover for the textures especially.
Yeah my walls are 4" plus 1" on each side for stucco, sheetrock, plywood or siding.
Red dead redemption 2 is a great source of inspiration and references for for me.
Plus I'm a construction superintendent so that's a plus haha
😄
Work - Hobby crossover
Not too many American assets for Arma mods around so great to have someone making such
buildings have always been the least made thing
Haha yeah.
They also seem to be one of the hardest to make at least for me.
Im an electrician. Let me start modelling some wires and conduent for some semi build homes 😅 (joking)
My brain hurts to try and make em cause the scale always looks off to me and I just go insane.
they indeed are more complicated than one might initially think
I recommend using real life measurements. that gets scale pretty decent
Can't use real life measurements all the time or your space will become too small in game.
Gotta use the games measurements.
I've been trying to figure out the measurements for like doors and stuff.
I've been able to get the character to the right size in blender.
have you used the sample character?
Yeah.
Had to resize it after joining all the parts together cause when you delete the bones it like super sizes the character.
Although I'm sure there's a way to delete the bones without doing that.
Probably dissolving then actually.
Why didn't I think of that.
there is yes. but also its made bit weird since it does that 😅
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.
Sized it to 150 cm.
Yeah.
No that’s not right
no wonder your scale is off
It doesn't but when I brought it into Reforger it was pretty much 1 to 1.
I think blender has a scaling issue.
youu have some major issue with it
Use this @young shard It is the proper scale.
Thx.
Every time I do a model I always end up watching videos on YouTube about them and how they are built.
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.
Next I want to learn clothes and animations. You better watch out @calm rune I'm going to be making clothing 🤠
I like some competition, means I need to try ever harder 😉 haha
Are there any info of maximum size for things like geo collisions? Like for ships etc.
Is there like battle states in Reforger. Like the more your character goes through the more like dirty he gets over time and such?
That would be epic. If your bears would grow and your hair..
Question. Do we have birds in game yet ?
Yeah that also but I was thinking more for the armor.
So like if explosions go off around you and such.
Ah no idea brother
Hmm...
Maybe with some texture changer script ? Maybe bacon knows lol
I'll find out. Cause that would bring a great level of realism.
Yup
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.
Haha yeah
Like with my helmet I'm working on the basic texture I have on it has a lot of scratches and such on it.
That could be for after a battle.
I also wonder if there's Inverse Kinematics in the game.
I've got a lot of questions for modding lol.
what are you using to make mods?
A variety of softwares.
I'm mainly a asset creator though so I'm not gonna be really coding things for mods.
ok thanks
Are you asking what softwares I use to create the assets?
yeah
Blender for Modeling.
Marmoset Tool bag for baking High to Low.
Substance Painter for texturing.
Marvelous Designer for creating clothing.
Krita for creating sprites and such for textures.
Substance Designer for creating Textures.
Speedtree for foliage.
MoI 3D for organic modeling.
Those are the ones I can think of off the top of my head.
bet thank you
I have a handful of others I use but I'm not home ATM so I can't list those off.
But those are like the essentials.
all good I just needed a general idea of some softwares
alr
You could technically do all of those things from Blender but it be really difficult.
Like Marvelous Designer is really good at creating clothing and it's really easy to learn.
good thank you for the help I really appreciate it
Fusion 360 is another one. It can be used to create realistic Mechanical things.
Your welcome.
How did you start off when you first got into modeling?
Well I started almost 4 years ago. But I only started to actually learn the workflow less than a year ago.
So for the first 3 years I was entirely self taught.
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.
no official word. Blud said they tested some 800 meter cube and it worked
or something like that
Id wager best way is to just make big ass blocks and test which ones work
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
I would recommend using a pbrmulti for that\
Did you weight the mesh components to the bones?
I talked him through it, he was not using vertex weights for the mesh
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?
Like open two blender files and copy paste one into another ?
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
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)
@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
Been working on a Thompson. Highpoly is done just need to finish up the low and then onto texturing
looks good!
Thanks 🙂
Oy, what mod/plane/thing is that
is there a way to completely disable culling and mipmaps for a model?
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
case of usage
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
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?
well a script to literally move the entity every frame
exactly :/ if you move origin to where your joint is then your joint will move in relation to the origin as well
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
I think we could create a generic script that would make entity follow a spline
so you would have it on rails
yea, it is a way to go actually
for airplanes this is a bit wonky because the rotation changes won't work the way you'd expect an airplane to turn
if i remember correctly, curves do have normals so, it can be rotated
but i might be wrong
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)
well, then curve is not really the way to go
@shell hedge @sand pagoda use proc animation for banking
sorry for a ping after literally 2 months, but, what do you mean by attach to the bone directly?
Good question 😄
I think I added it here
thanks a lot
np
Yeah it breaks the transform but I don't remember how to fix that 😄
@sand pagoda @reef sun change the transform in blender and don't apply the changes
like scale it down a lot?
Just move it back where it needs to be.
@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
Globemaster?
il-76
I should make the an22 :3
don’t
Parenting the collider using this method is correct, you just have to move the collider back in blender after you set it
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
Anyone knows the polycount of a standard house in reforger?
Pull up one as the xob and check the material list for number of poly/vert
I wouldn't think they would be too extreme given they are squares etc. The furniture prefab compos might be a bit more.
I'll check it out. thanks
Working on the chimney of the house
Detail baked on or painted in using normal/height map? Looks great thus far.
normal + displacement. trying to keep the displacement.
I think some of the in game shaders allow for height maps but not sure about displacement
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
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 ? 🤔
Yeah me too. If I only used the normal map it would look too flat and even. I was going after an organic look.
isnt something like this going to be pretty heavy?
considering average brick weighs about 2 kg this structure could weigh up to 500 kg
that is indeed quite heavy
No, because everything is going to be balanced. I did apply the subdivisions just to get the details from the displacement map then I decimated down to a decent number without losing the shape too much.
yeah but if this is a map object there will still be a lot of them in the scene
we have the lod 🙂
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
Exactly.
You don't need a whole brick. You just need the parts that are meant to be seen by the player.
oh I know, just wondering how it would be handled
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.
you know, for science
Is it possible to bevel perpendicular to the selected edge? https://imgur.com/vRuRYpP A quick search didnt bring anything up unfortunately
no
bevel works on edges
hmm is there another operation that can achieve this?
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 :/
extrude - bevel maybe
you can do a lot if you make the basic shape first, then bevel in right order
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.
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
YUS press H on the parts you want to hide work, work on them and finish up after unhiding them.

😮
so low :C
more than in RV
but not even double 
cool
first thing to come in mind is safari
maybe because of the colors of your reference pic
you mean bomb truck
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
the roof is a one piece tho :S
for now
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
already did that 🙂
nice
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?
that's not a problem after all since in Enfusion you can have animated "proxies" (called slots/entities in Enfusion)
nice, this reminds me I gotta finish mine. lol
what you makin?
ah right this does help!
👍 👍 👍 👍 👍
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
start from just modeling and texturing tutorials
once you understand how your do those you can more easily start to figure out the enfusion specific requirements
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
depends on how big the object is also you can look at how at how its done in the sdk
A golf cart lmao
finally a spiritual successor to battlefailed babcompany 1
haha thanks
I was making an RV like the one in breaking bad but I lost the project..
still wanna make one tho
bruh.... that sucks
lol nice
🍻
Anyone knows how many textures a house has in reforger?
3-4 on the guard hut,
Inside, outside, roof, foundation
awesome
There might be more on larger buildings
So i have room. I want the chimney to be high detailed so I'll use a whole texture just for it
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
good to know
thanks dude
since players are going to be interacting with the chimney, I want the Chimney to look awesome
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
haha imagine?
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.
future should mean touch pad
Probably not I think, since gloves, but at least not for a cheaper Eastern radio I think.
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
Having the ability to assign attachments in the soldier's prefab would be cool.
Rather than preset weapon prefabs. Just to avoid clutter.
restart workbench
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 ?
you are missing layer preset and game material
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Physical_material_.28Game_material.29 take a look over here too - you might need to reset current collider settings
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
Try Ctrl + Alt + Shift + B
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?
Yep that was the issue
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..
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?
lack of colliders might cause it
@lucid bridge has to have view geo collider
Also seems like a lot of UV maps for just one weapon. Assuming it’s a weapon right? 9 materials is a lot.
more radio nonsence
that doesnt seem to do anything on my end. Do you by chance mean Shift+Ctrl+B for a vertex bevel?
im dying 😂
its so funny looking LOL
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
Did you read what i said this morning?
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
round things do round things
what are you making?
if there something to change the center of mass?
does the uniform overrides the base body model or it just overlays it?
dont know ive never really opened the sdk
can you make it fly?
What are you talking about ? Lol
a flying golf cart
in bfbc you could just use AT mines to do this
probably for the sling loops
@lucid bridge Not 100% but im pretty sure they're locations for sounds
Are you using a lot of modifiers, those can take processing time after bone moves
Anyone know what causes head gear model to stay visible in 1st person
yes there is a way to turn it off while in fpv
Do you know how
I thought it was just HeadClipping_A.edds added to the opacity map
yep I think
Ive got that on and makes no difference
well did you do the opacity?
What do you mean ?
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
I will try
this is the default one
:S so low res
the one that comes with the game
This tutorial we will help you create your very own low poly game foliage assets we will start with the creation of textures.
For the next steps in creating the plant in 3DS Max try this one ... http://youtu.be/YCUn6lynDAQ
Thanks ill take a look
just as a general overview on it
No difference there
@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
Makes no difference its odd because its fine on my other head gear and its exactly the same. Maybe i did something wrong in blender
maybe restart the workbench
Done that so many times 😂
You have to enable two params in materiál too
On phone now so check i. E. Sample headgear on github
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?
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.
what gpu and cpu you got?
which draw mode you use?
rendering mode
wireframe-solid-textured-render
perhaps some sort of issue on how you had that set up then 
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
good uv for a round cube shape?
Did you get the issue solved?
What's the word on this beauty?
Not much at the moment as it is a lot of work
Still needs textures
Well I love the other two thus far Space! Good job
@calm rune sadly not
Did you add the parametric component to your prefab and set the two check boxes in the material?
Right down the bottom near the alpha mask settings there are two check boxes. I am not at my rig right now though so can't remember the options
I will check
Alpha blend & alpha bias at middle of the way on your object .emat
Check it on helmet emat an everything will be as you wanted it to be.
Just makes it have loads of holes
Show us the material settings
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.
Default and set to halfway
as I mentioned before, Allow User Alpha Bias & Disable User Alpha In Shadow are required https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/data/Headgear_Example_01.emat
you should not touch alpha test and alpha mul
Thanks
Should be fixed now?
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.
This is the way I'd have done it atleast
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.
same as before then
except harder if the animations are not released
I was hoping it would be easier not but perhpas in A4
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
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
@delicate condor im agree with you
how many textures are they in the Enfusion charactere ?
So you could probably resculpt the head aswell.
@young shard
yes , take a look of character creator 4 .
the head will need to fit the head skeleton to work
its work 🙂
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.
where the broken?
its quite obvious 0.o
maybe shading issue is everything tri
nope sadly not its a in engine problem it changes when the object is moved
how does it look in blender?
fixed it
what was the issue/fix
It looks like a normal map issue when the model is being auto triangulated on import to the engine.
But that could be just me seeing that.
Idk had to rebake the whole thing 2 times and trial and error the shading for some reason something that normally works did not work correctly.
thats what i thought too but it wasnt
did you triangulate it before baking?
yes but that did not make a difference
does it have all smooth edges or does it also have hard/sharp edges defined?
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.
This issue appears when you haven't marked the edge sharp in Blender before exporting to reforger.
Since nobody else picked up on this - it's close to good, I'd suggest properly quadrifying so if you applied something like a 2d diamond pattern or stripes they wouldn't look slightly warped. If you haven't heard of/don't have ZenUV (good set of UV tools) and UVPackmaster (fantastic island packing), I'd recommend them: https://sergeytyapkin.gumroad.com/l/ZenUV https://uvpackmaster.com/
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
Maybe I'm going way too far with this. lol
why you put studs and beams
For future destruction
I love it but I'm not sure my FPS is going to love it.
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:
Ah okay, excited to see how it comes out, having an area on the map thats like an under construction housing area sounds super cool.
bunch of cubes wont hurt FPS. the chimney might. working on it. trying to keep details without going crazy with the amount of polygons.
Just messing around with some smart materials in Substance Painter.
i personally don’t because it’s been a long while since i packed anything manually, my aim is to pack as tightly as possible and also keep a consistent texel density
for retexturing i’d rather render a colored masked and provide that instead
@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
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
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 ?
you cannot do that
@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.
Can you explain the licensing thing ?
nothing can be taken out of Arma though
sources are needed
like the released datafiles
Sources ? Like where they got those from ?
yes
You need to find out if they are released under share-alike
even share alike does not allow the models to be taken out
You're not allowed to unbin anything.
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
Ahh there’s more to this then I thought
Well , is there a direction you can point to purchase or find good models ?
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.
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.
i need some advice
such small footprint polygon wise
but i want to have a better LOD0
Depends. if those details are meant to be seen by the player or not.
but no matter what i do i get to like over 1 million poly
over a million???
lol
you probably need full lowpoly remake of the mesh
this in the picture?
yes
so whats over million?
so if i subdivide the shell like 2 times
it gets over 1 million
but looks perfect
A) you need to turn smooth shading on and setup smooth/sharp edges right
B) you need to bake the normalmap out of the hightpoly on to the lowpoly to capture the details
select object, hit space, type in smooth
and then possibly turn on autosmooth in the vertex tab of the object
@midnight path , do you know the difference between low poly and high poly models?
the complexity of the geometry?
you know how to bake high poly into low poly ?
no
you need to know what high poly and low poly is. brother
1 million poly assets are pretty standard noaw in unreal games
Trying to find a video on youtube that explains the difference. very useful.
thank you
yes but what about arma lol
not
no arma devs know what they are doing
can i have my lod0 be 2 mil?
no
since the distance is only like 30 meters
or is it because of how big the file would be
@midnight path bad practice not optomize
im gonna say you are wrong about that.
I agree to that
@midnight path
https://www.youtube.com/watch?v=eS6gI1bAvPA&t=637s&ab_channel=FlippedNormalsMarketplace
In this video, we'll explain all the basic steps needed in order to make 3D models for games. We'll go over blocking out, high poly, low poly, UV unwrapping, texture baking, and texturing.
If you're interested in putting your knowledge to the test, have a look at our FlippedNormals Exclusive - Hero Prop Creation in Blender & Substance Painter ...
I'm remembering how much I hate doing organic shapes / subdivision.
My brain is just sitting here making dial up noises. 
so high\low baking is the new way to achieve high quality without using the actual geometry?
Yeah.
You make a high poly for fancy shading and stuff.
And then you bake that all down onto a low poly which is used in-game.
that blows my mind
Here's a high poly.
Low poly.
High poly has all the bevels and the serrations and such.
so the model i have right now, would be the low poly that i bake the high onto
Yeah.
if i make a high poly model using modifier do i have to hit apply
enfusion understands mirroring and stuff when its not applied so im assuming no?
the results of that baking is a normal map image
no unreal devs almost always use 1 million poly assets and templates written using "3d programing nodes"
I don't recommend applying modifiers unless you really have to
gotcha ok
no its very old way 😅
Im still fairly certain you are talking nonsense, but this is not unreal channel anyway. Lets stick to enfusion related things and advice that fits it
i thought we were making better hardware to get higher poly counts
but now it doesnt matter as much if you can bake
You could say it sounds... unrealistic.
🥁 
👉 😎 👉
like what are the limitations
couldnt i just make a brick and bake my high poly on it and it looks like a car?
you can find lot of tutorials and explanations on how higpoly and lowpoly workflow works
on the web
I think he means this
https://www.youtube.com/watch?v=qC5KtatMcUw&ab_channel=UnrealEngine
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and Special Projects Art Director Jerome Platteaux (filmed in March 2020)...
in case further UE talk is needed it can continue at #other_games_chat
Highpoly is painful. So so painful..
I've been trying to get good results for months
Trying to tame the subdivision makes me wanna cry. 
i am experiencing that right now
the space between the body of the car and doors now is messed up
I like to combine bevel modifier and subs 🙂
Same
sub d is the easy 😦
subdivision is not always the right way to do HP
bevel weights allow you to non-destructively bevel things, have things bevelled on different levels and more. That's why I like it
lol then how?
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
normally I do my low poly then i achieve highpoly by adding subs and bevels..
this is what im doing
you might for example have details like bolts and panels and whatnot that dont exist on your LP model at all
