#enfusion_model
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for aircraft and cars i just retopo a lp
But overall I can handle bevel weights / subdivision fairly okay by now, but it's still hard to get it right 100%. Subdivision does whatever it wants. Shading/stretching issue here ? Well try to fix it and that makes another issue appear somewhere else. It's never happy. 
that's correct
we all know that can be achieve with substance painter. screws, nails etc etc
but yeah I would add an extra edgeloop if i really have to.
you need your high poly almost match the low poly otherwise you'll get weird shading when baking
i am master Boolean modeler 😏
I like to use booleans aswell. Opinions are mixed though. Some people say booleans are the greatest thing ever, some hate it and want to do the hole/cut by themselves
I just use it to make really complex models... then I retopo it
alot of youtube videos online made by people getting a kick back from selling those boolean tools to people, you spend more time cleaning the mesh than making it right in the first place
not saying booleans are not a good tool, but they are just that a tool, not a technique. really good for concept art and block out and some basic modeling.
I don't really use bought addons.
sure.. but thats not the only option to make stuff either
I think we're going too deep on how haha
90% of the blender paid addons are just shortcuts method of what is possible in normal blender
I don't need them for now. I think the only mod i bought was the simply cloth.
just to create this
blender 3.5 is pretty unstable 😦
i just ask chat gpt to write scripts for me, but i dont use them i just look and see what the ai is doing with the script
(yes u can ask chatgpt for blender scripts)
thank you @woven swallow
is there a tutorial on how to make lights\reflectors for headlights and flashlights?
It's a pretty broad question but I'd say you could take a look at the vanilla ones. The reflectors and bulbs are usually on the model themselves and the glass over it is a seperate model attached to the main body (on vehicles atleast). So it's a covered 3D space instead of the usual 2d texture. But it depends on the type of light really. Take a look in the gamefiles for sure!
indeed.
hopefully that's enough room for players not to get stuck in stairs. one thing I notice in Vanilla buildings is that everything feels small and that includes stairs.. like players get stock in corners, doors and stairs..
To basement.
Basement access is going to be optional just by blocking the door. for those who are gonna want to place these structures without modifying the terrain lol.
Should I add thickness to glass?
no glass is just two panes
it can still have thickness
visually it matters where the glass starts inside its frame
and depending how far the detail goes if the glass edge seals and such are in the texture
this stuff
dont you have to make the glass a plane? and as non joined part of the mesh
well yes
or well no it could be welded/merged to the frame or whatever
but that has no real use
makes things easier to have it separate mesh
but the glass planes can have space between them
I think I'll just make a plane and add some thickness.
currently making a collection of doors for variation.
then I'll do the same for windows
I do subdiv and creases + remesh + corrective smooth.
Easy bevels and means I can clip complex geometry together without actually having to merge them.
Have you thought about doing a kit of all your different beams, boards, doors, etc? Would be quite cool for assembling new structures using stuff that has accurate measurements already.
🤔
Anyone had an issue, where all instanced objects in Blender, get scrambled after saving the blend file?
Several times
My workaround was.
While having Blender with scene opened.
- Opening another instance of Blender.
- Copying stuff simply by copying and pasting objects to instance 2.
- Setting export settings.
- Exporting
Yeah just did exactly that. Weird stuff
I know, usually i continue work on another instance if the export went well.
hard knock life also is in theme…so is ban hammer :))
yeah, you should really at least know how to do the vanilla workflow for addon functionality once so you know what exactly is going on
hey do you guys ever bake to a higher resolution low poly and then delete the unneeded geometry? or do you just make a lod0 to bake on to?
i do, especially for more organics forms where baking to a lower geo lp (game ready mesh) is not gonna bake correctly for things like spheres / cylinders
I mean the baking is just to generate your normal map but if you end up deleting more geometry on your low poly you might get weird shading if there's no geometry to support it. If that makes sense.
just some doors i made last night
Is there a tool(s)/method(s) to debug model's performance, like drawcalls/memory etc.? Or is it purely empirical, like spawn 10k models and compare to different version?
the home depot collect ™️
i'd imagine its in the model viewer itself but ive never really checked tbh
hey, If you want to work on these buildings don't hesitate ! I unfortunately don't have the time (3D royalty free, the author has given access to the source files in early January)i cant send link but if you want DM me
??
- please do NOT share models directly for files you do not own / you are not the original author, no matter of the license
- if you really want to share something via some url provide the original link towards the place that also contains the license file
- this is model makers channel, with an emphasis on makers
One step closer every day👍
Should be in texture makers now
how do i make one of those objects where the terrain texture gets cloned on top of it?
what is that even called?
There's a material you can put on it, terrain object material or something
like the new aircraft hangars
Just open the hangar xob in preview and look at materials
not even close for textures
is there a size limit for models?
undiscovered. large things seem to work quite well but there might be issues in rendering etc if you are not looking directly at them
What plug-in do I need to install for blender to make my models work with the enfusion engine?
Thank you so much!
Anyone here has done trees or plants in general ?
Yup what’s up?
@woven swallow do you have problèm with alpha ?
i seeking somebody for import this charactere in the game, i have the blender file with weight and skeleton 🙂 + textures
@calm rune might be able to help you out
I tried to help him a couple nights ago. It’s a new basebody rather then a piece of clothing. So I’m not 100% sure how to go about it. Not sure if there is some actual scripting involved to override the current basebody or not.
not sure if you can change the base prefab, but in theory at least an entire model should be able to be imported as a new "uniform"
not even sure if it is possible to change the basebody...it theory it should
Just so he could play around and test the model it’s self I did set up a prefab that just uses the jacket slot and I hid the complete vanilla basebody. Like you said I don’t even know if it is possible to change the vanilla basebody.
¯_(ツ)_/¯
I have zero experience in scripting. The only thing that could possibly make any sense to me would be to duplicate the vanilla basebody prefab and duplicate the vanilla head prefab. Insert your model into each one. Then go into whatever script is used for that specific thing and change the prefab name to whatever you named your new basebody prefabs. Hell I don’t know, I’m just spitballing here 🤣
there the prefab there is the body and the separate head, in my opinion they are just 3ds called according to such and such a "function"
So the model of my gun is modeled after the pkm. I have no anims for my model yet and only have the basic design for it. When I put my model into the game the mag likes to sit behind it where the pkm mag would normally sit and I want to change the position of the mag as I have my own model of a magazine. So to clarify how do I change the position of the magazine so that it sits in the correct spot for my model?
muzzle component on weapon has also params for magazine placement
@agile crater I'll give you a hand
would it be possible to change out the default pkm sight to my own pkm sights?
if you want, yes
@stark jolt The position of the mag depends on the slot_magazine bone in the rifle.
the mag is placed at that slot position based on the mags origin
Thank you @surreal ore
If you set everything up correctly your magazine will be placed correctly without altering its offset in the muzzle comp
@stark jolt thats the best way to do it as others wont have to alter the position
lmk if you need help
I can't wait to see the finished product!
Does anyone know what the issue here is? The hood of the engine, doors and other stuff are invisible from outside, but if i look from the inside out, its visible. I have no idea what i possibly did wrong here.
normals are flipped
That was indeed the error. Thank you bud
u guys are talented
4k texture for laser attachment lets go
hmm which part to press my eye against :S
Call Of Duty all the way 🤣👌🏼
anyone have experience with geo nodes? trying to have randomized points
and by randomized i mean by transformation for the each point
i have a slightly different setup for welds
hang on
its not the best
but you can mess around with the sizes
forgot i made it more scuffed
this has some random roation too
to fix this
That looks crazy good
nice thanks, it pretty good, I will have might have to change a lot because the welds beads type 😦 and maybe figure how to join them and create lowpoly
Thank you!
I do that with a remesh modifier after geo nodes
My welds are based on the same tutorial
Artisans of vaul if I'm not mistaken
I can send the .blend when I'm back on my computer
whoa never thought of using geo nodes for that, that's clever. i may steal that
tbf they stick to 512,1024 and some 2048 textures
they just use alot of texture sets per weapon
It doesn't really matter. The only difference between those two models is that specgloss has a texture with colors for reflections and roughmet has grayscale value so the color is calculated.
You can get the same exact results with those 2 pbr workflows
Yes and no
It works a bit different still
Take wet cloth for example
It'd still have high roughness but also high specularity
Specgloss is way nicer to work with for organic/ non metallic things
And the way it handles reflections is still slightly different
Specularity is not for amount of light that gets reflected but for its color
Anount of light is decided by glosiness map which is inversed roughness
Really the difference comes down to reading reflection color from the texture and calculating it
It's both
Surface with high roughness won't have a specular reflection, but a diffuse reflection
Specularity is mainly a measure of how much close to a mirror like reflection you get
Wait, I might be getting Pbr and bling thong mixed up here
That's glosiness, not specularity
In this episode, we discover the Specular map and the full range of control that it allows us to utilize for a material's specular reflection.
Spec does both
Reflection colour is defined by tone, reflectivity by value
Gloss map is just the surface condition, if it's rough or flat
Not the reflectivity of a material which is something completely different
That's not even possible in rgb colorspace. Such thing would be possible with HSV, but RGB doesn't separate tone and intensity
Specgloss uses 3 maps. Diffuse for diffuse reflection, specular for specular reflections and glossiness to decide whether use specular or diffuse reflection
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.
Here you can read how it works from rendering engine's point of view
In COD two different PBR models aren't used because they want to, but because they have to
If one was better than the other, they would use it for everything
What you linked literally says that the specular map is used to define the intensity of specular highlights
And also isn't pbr specular but old school shaders
You guys really go that far ?
Don't like people spreading misinformation about a topic that people who visit this channel might want to learn
Re tone and value in the same RGB space, if you greyscale any RGB image you have the values
@tacit eagle @minor crystal
it doesnt really like sharp angles
most of it is taken from a youtube tutorial with some changes i kinda bodged together
the "GeoNodes2" object for the pearls is horribly optimised and barely useable because i do not know how to geo nodes
based, thanks
will def take a look
you can obviously substitute the curve from the boolean intersect with a custom one
its not well made but it kinda almost works
youll probably get better results that way even
by adjusting the twist
i wonder if there is a way to do that by snapping it to the mesh
to get the normals from the intersecting edges
What you've sent basically confirms what i said. Glosiness is used to decide whether surface is rough (diffuse reflection) or smooth (specular reflection). Specular is used for reflectance value for metals and fresnel value at 0 degrees for dielectrics.
Reflectance corresponds with reflected color, not the intensity, because it's connected to photoelectric effect and amount of energy of photon which gets absorbed
And energy of photon is directly connected to its wavelength and thus color of light
and the resulting specular highlight will be more or less intense depending on the value of the pixel
its not just the colour but also intensity of the specular highlight
No, it's not for the intensity
How much light gets reflected is decided by how rough the surface is
If surface was perfectly 100% rough, then there would be no specular reflection at all, but only diffuse
and if a a surface was 100% gkissy and 0% specular it would not have specular highlights
its not just the colour but also intensity of the specular highlight
yes low gloss will make the specular highlight less intense
but its two different kinds of highlights
But it's because you put a value which breaks the physics
what
You're not supposed to put whatever value you want in specularity
That's even said in the substance article you sent that you can break the rule of conservation of energy by putting wrong value
yes?
For different materials there are set values which should be there
but that image is just an example of the effects
if you want a library for what to use where there is this
a spec value of almost 1 is also not unnatural so idk what you want
this would roughly correspond to polymoers
this to metals
they have completely different reflections because of their specular value
the glossiness is unrelated to the specularity
glossiness only describes the surface of a material
not the actual optical properties
of that material
It actually describes physical properties. That's why it's called physical based rendering
i meant optical
If object has glosiness equal to 0, then there is no specular reflection, but only diffuse reflection
And specular map decides how specular reflection behaves
if you have a rough metal surface there will be no diffusion because it is diaelectic
light cannot enter the object
Just read this, because i'm wasting my time https://www.physicsclassroom.com/class/refln/Lesson-1/Specular-vs-Diffuse-Reflection
Reflection off of smooth surfaces such as mirrors or a calm body of water leads to a type of reflection known as specular reflection. Reflection off of rough surfaces such as clothing, paper, and the asphalt roadway leads to a type of reflection known as diffuse reflection. Whether the surface is microscopically rough or smooth has a tremendous ...
That's not how it works at all
Metal can't be diaelectric
Because diaelectric simply means non-metal
right lets agree to disagree
yeah i got that wrong
been a while since i had to do with metals in optics
currently used to diffusion in a different context
the point still stands that the value of your specular map will effect the intensity of the specular highlight, not just the colour
This might want to be moved over too #enfusion_texture
im just dropping it entirely
True
more like an insulator 
dielectrics are complicated, more than just a insulator
I'm sorry, What am i supposed to look at here?
I'm sorry but that's a terrible welding effect brother haha
point being?
i know what good and bad welds look like
i wanted it to look like that
its literally only there for it to be baked down into normals
and at the texture resultion itll probably have on the vehicles im working on it probably will only be a few pixels
So I imported my model and got all the bones to appear on it but for some reason the mag is flipped 180 and the gun shoots behind me
the muzzle point is backwards
comparing aluminum inverted tig welding to stick welding...
and imo, on 3d models you always kinda want bad welds
looks more interesting
and since they are baked down into normals you want it to be more noticeable
On the model, what axis your model pointing and what software?
has anyone worked out what you need for custom tree models in reforger?
@last hill Its on the y axis on Blender
Chill out dude. I said the weld was terrible. not the way you're trying to mimic weld.
No its exactly on the y-axis in the middle
Ill send a pic
Now it is worth mentioning the model was facing 180 where it is now and I grabbed the model and manually rotated it 180 degrees to where it is now
Yes, what about their direction
the z's of all of them were 180
that might be the problem
That fixed it @tidal latch
from where?
I want to make a futuristic military uniform, but for a long time I can't find information on how to transfer weights and how to add to the game. I look at other mods, and others have already added other clothes, but I can't
Where is there information about this?
weight transfers and weight painting are not arma specifc things and you can find tutorials/guides on that for your 3d modeling program online
Woah is that a grip i see👀
Yeah I made an RVG too.
Also working on the BCM Gunfighter vertical grip and a Magpul AFG on the side.
i think he asks how to transfer weight from arma model to his model like its working with dayz models
Has anyone tried making a building? I made a bank safe and when I walk in it the walls disappear. Any suggestions?
Normals?
are the walls one single plane with no thickness?
u could either flip the normals in blender, select object, edit, mesh dropdown menu > normals > flip
or solidify the walls of the safe so you will have normals on both sides
u can also select individual planes and flip the normals if that will work better
planes/faces
dm me if you need any more help 🙂
Ahhh thank you!!
Not trying to sound like a smart ass but you literally have to type in “weight paint transfer in insert application name here” ie: weight painting in blender” and you’ll get everything you need. Really is that simple.
Took me 15 seconds to find this https://youtu.be/yEAvSDrS_n0
Weight transfer from body to cloth a short and quick tutorial
Discord :- https://discord.gg/g8kMPmh
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learning the terminology is like 80% of the learning curve -.-
More like 2% but he uses the proper terminology so.
yeah but knowing what weight paint transfer is, defies logic in the traditional sense
if you dont know anything about functional 3d models
@winter magnet there are a lot of gate keepers if you need help man I can walk you through some thing
anyone need highways?
Im replying to what he asked. Therefor I assumed he doesn’t need a breakdown on the entire concept of modelling.
Relax bud, In the last 6 months I’ve had about 40+ people ask me for help in my DMs and I’ve gladly helped them. They just got to show some effort on their end. Also the video I just gave him is the same video I’ve been sharing in this discord for months now. Literally shows you all you need to know is under 90 seconds about weight transferring in blender.
changes nothing. Still a fact more people are interested in charging than teaching
When did money get involved here!?
Doesn’t matter, this isn’t the place for it. If you got an issue you can DM me.
youre the one making this about you man. Im just trying to help the dude. you got defensive. if you took any offense take a look at yourself 🤣
Wut O.o 🤣
And that really was a useful 90 seconds lol
Need a whole Shanghai 😂
like the city???
thats alottttta modelling lol
😦 i wanted to burn it
Ik
I really like the one from bf4
So was thinking if it's achivable on a bit bigger scale in reforger or a4 ine future
Can we put in reforger bought models from sketchfab or some other site?
your gonna be so bored building such a huge map honestly
No I would not do a huge just like a little deathmach
Who has time to make a city of who knows how many millions of people
Anyone about this?
You bought them. Their yours to do as you wish.
I'm having a weird issue trying to help @agile crater. He's made a custom character and rigged it to the vanilla rig.
I can get his model into the game but for whatever reason the root is rotated incorrectly. I've used the same template for importing clothing. So I know it works correctly.
If the license that they are under allows you too then yes.
I just assumed if you bought it for a game then you'd make sure you can use it first lol
When I was new I made the mistake of not looking at the license 😅
Oddly enough that is how everything imports. I feel like it might be a visual bug.
All my items in all my mods are the same. Same with all of our RHS assets.
@calm rune
That’s ah, interesting 🤣
Does it only appear like that in the workbench or also the editor?
Tbh it might not even be possible to replace the basebody in enfusions current state.
isnt it just a matter of having the correct skeleton?
scaling settings might mess up animations a lot
@shell hedge Nothing has been scaled
between your vanilla and new character screenshots I can see different amount and placement of some joints
it might suggest the skeleton is slightly different, maybe different enough to not work
equip chad
There's something really weird about all this tbh
If he's a jacket he works. As a character he has 2 bones that are wrong Root and EntityPosition
If I drag the xob on to the map it crashes
if i try to manually create a genericEntity with a MeshObject and set the xob to it. crash
Could Try to just make a new head
I assume that would work
I think you're right
@shell hedge custom heads would be fine
Lol making the same thing except as a Vietnam Variant.
@surreal ore with my blender file we can import all heads created in metahuman
@young shard you working on vietnam assets?
Hi, Just wondering if there is a way in the Enfusion tools to view the dimensions of a simple object (e.g. a door) or the dimensions of a "building hole" (that a doorset would fit into)? Thanks
We should ask @bohemia if this is possible and if it is not possible that they agree to make it possible. This would allow players a better immersion in the game. Then I don't know what they want to do for Arma 4
You can basically use real life dimensions but gameplay wise you like to increase it slightly.
Would be nice to have actual dimensions used by BI themselves though. That way modders could all produce the same scale across the board.
Thanks @calm rune , but my question was more about seeing what the actual dimensions are of an in-game object. Basically, I'm wanting to put Reforger prefab doors and windows into a custom house that I will build the model for in Blender. If I know the door and frame I want to use then what size "wall hole" do I need to create in my model in Blender. So how would I find out what the dimensions are for the door XOB in Enfusion?
I could do this with trial and error, but it would better to just know the dimensions 🙂
Gotcha. Yeah I’m not 100% sure tbh.
Thanks @surreal ore . How did you find what those dimensions were?
Right! So that’s what I’m trying to avoid! LOL!
they are named with their dimensions
Ok….hmmm…let me check that out. Thanks
Whoever named them that way; I salute you.
❤️
@covert dune No shit lol
I absolutely agree with you
Been trying to figure this out but the custom mag keeps going to the middle of the gun
I have one
oh wait a slot_magazine
not a snap_magazine
so my gun model has a slot_magazine
and my magazine model has a snap_magazine
@lucid bridge
Yes the vanilla mag aka the stanag/banana mag is set in the correct spot
Thanks! Really appreciated 🙂
The vanilla mag fits perfectly as shown here
The custom mag does this
Nothing was changed between the two accept the MeshObject went from a vanilla mesh to a custom mesh
that would be cool, However I don't think they will allow it since Metahumans are just for Unreal Engine projects.
Did you position the snap point of the magazine to the correct point in Blender? When the mag is in the weapon, duplicate the slot_magazine empty and name it snap_magazine and export it again with the snap magazine selected and the model. Then in the workbench do your import settings to import the bones and reimport.
If you did all that show us the positions of the dummy/empty points.
@last hill Are you talking about duplicating the slot_magazine in enfusion workbench?
No, in Blender where you create the skeleton bones etc.
I use 3ds Max but the idea is the same.
By duplicating the slot_magazine dummy which is in a pretty close to right position on the model as it gets the standard mag in fine, if you duplicate it and rename it as your snap_weapon (that is what tells your modded mag where it needs to snap to on the weapon) and then export the magazine out with the collider and your newly copied snap_weapon dummy then reimport with skeleton and heirarchy checked on workbench import options for your model file.
It's all covered in the tutorials for weapon creation on the wiki
Okay so in my gun model I need a snap_magazine not just a slot_magazine
You have to change your orgin point of custom magazine - you can easily adjust it in blender.
Check .xbo of stanag - it will show you where you should place the magazine.
Only height correction of object is needed.
Thank you @last hill and @willow sage I’m going to look into both of these thoroughly!
@woven swallow i did a test with metahuman but if its working with meta its will work with charactere creator 4.
i will not pay 300€ for a soft that will not work in arma 4 ^^
Imagine the alignment as if you were screwing things together: slot/pivot in the weapon is a screw hole, slot/pivot/origin in the attachment/magazine is the screw hole of this item - you align things by making sure both screw holes match
not sure if this helps
simplygon has a reputation for being okay, but for most things decimating with uv edge respect, or angle respect is a good start
but I've never seen a fully automatic LOD that was satisfactory without any manual tweaks
I think there was a BI presentation where they mentioned that they do LODs manually a lot of the time by just collapsing vertices
mad respect for anyone doing that on the team
for my stuff I usually collapse by surface angle and by uv first and then go into manual
most of the time it was enough
you can also have blender's decimate respect edges marked as sharp or seam, or material borders
I usually only pay attention to like the first 2-3 LODs, higher ones can be just blobs
but there are more experienced artists here so they might have some cool tips for you
I am trying to attach only one bone to my object. but when i export it it either has entity position or root as a second bone. any help would be great
Most likely some vertices are not skinned to spine5
#creators_recruiting Keep in mind that you can not legally pay someone to inject it into the engine its self. Everything outside of engine is fair game.
Thank you 🙏🏼 @calm rune
In console log you will see error that some the vertexes are skinned to root
yeah thats it. any solutions?
thanks
because they want to be different 😉
Explain yourself
Y is up on a chart
then they are wrong obviously
Z is vert
of course I'm just messing with you, different tools use either system
LOL u did have me
Y is up in unity, Z is up in unreal engine
it's not standardized / software developers choose the one they prefer
Bohemia recommends blender for 3D modeling. they even made a tool for it. so why not have it the same same so the process is less tedious ?
is that why you need to export to an autodesk format to load it up in the engine?
"FBX is a popular 3D file format that was originally developed by Kaydara for MotionBuilder, acquired by Autodesk Inc in 2006."
wait whats? I don't use Autodesk at all and most of the modders use blender..
he means fbx format
I have no idea why some projects use Y and other use Z
Blender does export fbx
yes
but you only need to worry about this once, when you are setting up your export settings
not even.. i tell it z up and enfusion knows that z means y
even if you could convince everyone to use Up/Forward/Right there's going to be someone that will start using Up/Forward/Left
speaking of all this, is there a way to export my say, headgear facing the right way?
atm it faces backwards
rotate it 180 haha
Yeah.
lol
yeah either mirror it or spin it around
what are your export settings
these are what i normally use
ah
when i use that it comes out correct
how can i add proxy to character body? Or what i need to make clothes fit normally
If you need to clothing to fit I'd suggest using the Lattis modifier in blender to make slight adjustments.
i mean, i created character body and now clothing not connecting to it
it would be nice if people could create their character and be able to upload it to the server and play with it in game.
You need to add weights and rig the clothing to the skeleton.
its done, but arma clothes not working with my character body
So you imported your own basebody? Im not sure what you are saying tbh.
@calm rune you or BIS should make a video step by step on how things like this are done. a tutorial series.
yes
You will not get vanilla clothing to fit onto your own base body unless it has the exact or smaller dimensions as the vanilla one. IF you have everything set up correctly you might be able to override certain meshes but other then that it is not possible. Nobody to my knowledge has successfully gotten there own base body in engine yet and everything working how it is suppose to. You may very well be the first.
I could literally do a 90 seconds or less speed tutorial on how to weight, rig, and import into Enfusion but as for doing a complete tutorial that explains the entire process in detail? yeah I don't like hearing my own voice long enough for that 🤣
@brave sentinel You successfully imported a base body that works?
I hear ya. but I think it would be very nice if they had a tutorial series since they want to support modding.
yes, but for some reason head and other arma clothes not attaching to it
That's odd because I wasn't able to get it working as my armature was coming in at an offset
@brave sentinel Do you mind getting in voice?
i'm going sleep right now
That's fine maybe tomorrow i can help you out
primarily an A3 project, but i am messing with the idea of a reforger version, at the very least i wish to share this
Did you find a solution ?
@fathom bolt haven't tried recently, I wanted to just have random deviation with just a curve but I dont think thats possible without creating a face for it to use
@sick dirge do you know if your Team will give the possibility too player too creat them own charactere in blender and export it in Enfusion engine ?
@agile crater
lookin good 🙂
Thanks!
So you just do it with sculpting ?
Cober
clay welded
made L bracket mesh that goes around the two mesh
geonode randomly placed points on face with random scale and aligned to normal
voxel remesh and smooth using sculpting and verts
is geonode the method you want to use or are you open to other ideas? (might not be as automatic )
well I can sculpt it by hand, but that takes like 15 to 20 min per section so its not very quick. the method does not matter too much but I am trying to learn more about geonode since its pretty good just really hard to tell it what you want to do
slightly better I just inflated the bead, remesh curvy
and perhaps just add some randomization to that ^?
actually was pretty simple with adding a displacement node in the mix
this produced pretty neat results
the above is with remesh modifier added on top
well might get better with experimenting with it

Id say dont obsess with it too much.
when baked into a texture it will be mush anyway
xD pro welders are puking now
def gonna experiment with this later
uniform will probably be changed
What helmet is that
it looks like a m59
last pic for a while, i grunged the textures up, how does this look?
Looks good
question, for trees
Im trying to use blenders "particle hair" system to put planes on branches for the leaves, but they spawn weirdly, like rotated the wrong way around. how can i get them to follow the branch nicely?
rotate them in the object maybe
it has to face right way (dont remember what that was) to align right with the hair particles
alrighty, will try that out
right so i tried a few rotations
the "thinner" bits are the stems, some face the right way the others dont
kinda lost at this point
I recommend reduce the praticle count so you can see easier until you fix it
it can take some practice to get the hang of it
dont remeber all the settings off the top of my head unfortunately
the object you want to place on particle needs to be built with its connection point at the origin of the object and it has to point along axis Y if I remember right
also you want to use the particle instance on it
the scale is way off obviously but ya know lmao
does reforger do each leaf ?
do banzai trees yell out banzai at random?
you probably wont want single leafs 🤔
hmm, good point
that would be crazy amount of polies
typically one would make a bunch of branch models that are then spread around
this is absolutley crazy amount of trsi for a tiny tree like that 😅
good point
I bought a megascans license for access to atlas textures and such so i will dig through lmao
right, taking a look at reforger trees i get what they've done
i'll give another go
is there a lot of planes on them?
No
well kind of
The leaves and branches are large planes
like goat said
less planes more l eaves
This is ~800k triangles, each leaf is a mesh, ~30mins of model import, Enfusion can handle ~5 of these without significant fps drop. Absolutely not practical, but was fun to mess with.
hmm
Would you be able to give some advice on how i should handle branches and leaves if i only have a texture of leaves?
Well, i'm still learning myself. But in general there is no universal solution. The way you construct tree is heavily dependent on it's size and shape and features of species. SpeedTree can make prototyping easier.
The most common procedure is to assemble hi poly branch with each individual leaf as a mesh, then render it to "polyplane" texture and then use that polyplane to assemble the final tree.
Main difficulty is to use as little unique polyplane textures as possible to get better texel density but still manage to achieve desired tree shape. If you plan to do versions of same species or different ages you would want your polyplane to fit them all, or at least to have all branches for the species within a single atlas.
i see
i had some made atlas's from megascans which i purchased, but it only came with leaves
i might use thme as reference and model some new ones with branches
There are atlases with isolated leaves on megascans
Oh thats what i meant
There are some branches as well, but less, and you would probably still want to assemble branches yourself
yeah make a few leaf models with the textures you got and create highpoly branches and render textures out of those
something to keep an eye out too is unnecessary transparent surface
I have not worked with Speedtree since ST 7/8 Do they have a subscription version that allows FBX export yet?
yes
Oh nice. No more locked to export to engine specific formats.
Horriblegoat best painter in microsoft paint
pretty sure the chinese helmets were based on the imperial japanese ones
coom
yes I did
so I have been trying to figure this out. sorry to bug you again.
how do I skin all the verticles to the single bone?
I recognise those models, out of the AAA uniform pack on cgtrader yea?
Yup the ones I've been asking for your help with for over a month lol. I got it though thanks
@last hill
I did explain as best I could what to do and pointed at the tutorials I learnt from. Sorry I couldn't do more
you left me on read
wrong guy lol
no big deal though
this will be the sight picture if its to smol get some skill and a higher res monitor
debating on adding the Panzershrek 54-1 last days of ww2 in berlin launcher or the model 1, 3 and 4 sights for this thing
procedural using the nodes setup you were messing with? or did you just manually end up sculpting it
That's the nicest bad weld I've ever seen.
M1 Garand hi poly. Interior is modeled, not too accurately but its not like you will really see it. Also a few different parts for a early and late variation.
High poly finished.
I'm not sure how I should do the actual optic / reticle, ignoring the collimator aspect.
any inputs? Ithaca Model 37
This 'bottom plate piece' on the stock seems flatter on the real deal than you have it. (If this is the kind of input you're looking for. 😅 )
to be honest with you I notice that but I wasn't sure if it was worth fixing it but now that you actually notice it I will. thanks! 🙂
@covert dune Working on a more accurate buttstock. 😛

since you legends can do great hard surface stuff, what would be some advice for tryin out a weapon model?
know topology, forget booleantrash "workflow", make good block out, understand how general LP and HP work, have enough geometry to work with but not so much where you struggle
One of my colleague uses Fusion 360 for weapons and his workflow is really awesome (he can produce high quality and optimized stuff very very fast)
Only for HP right ?
HP is done using fusion and zbrush and then he retopo everything and do all the traditional stuff that we know
NOT MINE
Fusion
Fusion too but I need to do the LP now…
That's cool
3M faces 😂
Nop i need to learn it
This is an incredible piece of software
Yes i know but in my school I need to learn 3DS first and I love blender so 😅
But first I need to do a LP cause the interior is modeled too
It’s a huge work I think
i cant afford anything but blender and MD
Blender is great, you can do anything with it 🙂
indeed, just gotta learn to do things better 😄
I gotta ask, is modeling in Fusion and remeshing it in Zbrush later easier than normal modeling?
Honestly asking as I might later try it, but seem like a bit of a hassle
Both are very clunky software. You need Moi3d as an intermediary too.
I'm settling on Blender for all of my modelling at this point. Zbrush has a better remesh function but the software itself feels like it was made by aliens. I use boolean workflow and establish a good block-out first, then detail one part at a time generally. Then remesh / corrective smooth / decimate at the end. I can give you a demo if you want too.
And despite Nyu_Veles protest, Boolean workflow for weapons or other hard surface assets is great. It's non destructive meaning you can tweak any angle until you eventually apply them once you're happy with it. Especially useful if you are modelling from photos instead of patents.
Another thing is to get good at using Google patents and espacenet.
Since you can find a lot of very good reference on there searching by company name and then digging for a bit.
sadly i doubt theres a patent for the chinese type 81
though it is basically a weird ak
Mmh, will take a look
atm im focusing on getting basic character art in for my little project
For your first weapon I would recommend something simple. I actually probably might have something you could model whenever we can call and I can show ya
Would today but I'm doing the low poly for my Holo today
also, there some interesting non destructive addons for blender
I tried Fluent, it's pretty cool but I think there is another "better" non destructive addon
Rifle grenades, might make the signal and purpose built smoke grenade later. Hopefully the rifle mortar will make do for now...
🥴
Why not just buy moi3d or rhino it's a one time purchase it can also do auto retopolgy pretty well and is nurbs and mesh
Sorry, no audio, I didn't have a mic hooked up at the time
Look awesome. What's final polycount?
7.3K 😄
Nice, and this is one UV?
Is that going towards modern optics pack or standalone?
It's for my own project.
Pretty. Good job
Thanks!
hey i am wanting to do some modeling some assets based off of ones in game as a base, in the VFX trailer the man imports the character mesh, how do i get the mesh as a .fbx?
through the samples page
@wary inlet
should be in new character
thanks mate
Feels good to make your own models from scratch. I enjoy it.
Bote 👍
SI
how can i reshape a binarized addon template?
wrong channel perhaps?
which is the right channel, i'm layman with it
Arma 3 channels maybe
Romeo 5X as a quick break from texturing the UH-1.
(Haven't finished the actual lens yet.)
Some progress 😛
those confuse my anti dazzle high beam assist
car thinks it's traffic
they have a layer of this holo film that is super reflective
What is the best way to do LODs in blender?
Simplygon or simple Blender Decimate modifier
deleting edges and stuff
make sure you have your uv open while reducing lod because sometimes you can break your uv 😦
Thanks!
decimate is really powerful, especially when you ask it to preserve uv edges and stuff
Also a good reason to do seams only where necessary because you will also break uv trying to reduce features with seams
Damn you're spitting models like nothing I wish I had more time to finish mine haha
Thank you!
I had to backpedal a little. But about to start texturing.
Added the LED. 😄
is there a way to move detach point in weapon?
E11 right?
Nah I bet it’s just a goof
whats it for 👀
I dont think you understand what you doing
Yep
Wait what was that all I saw was E11 and how the message was deleted
It was somethin that looked like it nothin serious
Now I wanna see it
I didn't see anything
Nope
Oh looks like my cat was stepping on my keyboard. Oops.
Loves cats
keep it on topic or don’t post at all..
if it isn’t modeling related it is spam, and spam gets you infractions
M1C Garand, 10 and 16 inch bayonets as well as the Enbloc.
i think that is a rubber eye cup
you think right
it just doesnt look smooth, soft.
Very good point it was just a hard edge but I've smoothed it out now, thanks for that
Hi, I have a question about using "slots" in buildings to include doorsets and windows, etc.
I'm looking at BI's "FarmHouse_E_1L01.et" as a pre-fab example which uses the "Slots Autogeneration" component under "SCR_DestructibleBuildingEntity" to manage many doorsets and windows, etc. The "generate slots" check box in unchecked and "Entity Slots" is 0. It does not use "SlotManagerComponent".
When I try to use the same approach on my pre-fab, I have no problem setting up the "SlotBoneMappingObject" with the pre-fabs I want. However, these entities do not then visually appear on my house pre-fab that is in the viewer at that time. But if I check "Generate Slots" checkbox on and off, then the door and window entities will appear in place ("Entity Slots" remains 0).
However, If I then save the pre-fab and then place it in the world, the door and window will __not __appear as part of the pre-fab.
As far as I see, I'm following the "FarmHouse_E_1L01.et" example - I can't see any differences. There must be something I'm missing here, but I can't find anything. Any help to explain what I'm doing wrong would be greatly appreciated! Thanks.
Hey guys, I was wondering if there are any tutorials anywhere for making buildings in reforger with multimat materials? thank you
yes a kind of video like that :
The script for explicative video would be:
1 -Creation of a cube on blender (or exemple of fbx)
2- Import on substance
3- Modfiication in substance (mask etc)
4- Export
5- Import of the object and creation of the multi pbr in reforger
@shell hedge You had sent me an example but I didn't understand everything about the substance + the way you exported the mask
I just used user channels for it
Yes but I didn't understand how you did it
Say henlo to long range radio 😄
Henlo
Henlo!
Henlo

Henlo
Henlo
🫡
Love it. Especially the close ups
Thank you!
Can I ask what the plan for these models is?
They're for Calamity, a mod I'm working on intended for Arma 4.
Calamity is a homebrew, near futuristic setting situated during a global environmental calamity. Decades of armed conflict, economic paralysis, social unrest, and environmental disaster harbor a new Cold War, where remaining world powers vie for control over usable land, valuable resources, and regional influence. Cutting-edge technology, artificial intelligence, and ultramodern weapon systems have reshaped society and the battlefield alike, enabling unique and interesting set pieces, engagements, and scenarios unique to our 2048 setting.
is based
I don't have enough courage to think that far ahead, anything I make now would probably go through 51532 revisions by the time arma 4 is out
I'm just dumb and ambitious. 😉 👍
camping chair inspired by A3s camping chair
Does anyone here know how to get and port arma 3 p3d files to reforger and If so dm me cause most of the stuff on the enfusion wiki is very confusing
What arma 3 stuff?
Some guy on a milsim community server was telling me that you can port mods from arma 3 to enfusion with this plugin and sent me this link https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_P3D_Conversion
It is kinda vague in how you do it
So first things first, porting assets meant for RV isn't a simple task.
Second, you can't port other people work. P3D import is only meant for non binarized P3Ds
What is a non binarized p3d if you don't mind me asking
Packed mods are generally binarized. You can't view or edit the models. You can only play with them.
Ok thanks for letting me know and is there a way to check if a mod is binarized or is it safe to assume it probably is
Besides nearly all mods being binarized in a2 and a3, you again can not use assets from them anyway.
Alright thanks for clearing it up. Last question I promise could I port things from vanilla arma 3 or naw
nah
Alright thanks hind mod very cool btw cant wait
FYI, the porting of P3D's to Reforger is meant for people to a) port their own work from A2/A3, or b) port over the Arma 2 Data Pack assets. We don't have an Arma 3 Data pack yet, so it's just the A2 stuff.
Ok that clears up alot thank you
In case someone were to try to take someone elses work like that they are likely to end up banned from the workshop.
I cant wait for plasticity 3d to come out so I can buy it. hopefully its on the steamos. I dont know how it compares to moi3d
@pseudo kelp - please keep this channel for model related questions, with an emphasis on makers.
Guys, do you know how to make clothes for arma character models?
The best software is Marvelous Designer with the base character model
this ^, though blender i'd suggest is needed for retopology
and substance painter for texturing
blender is free on steam, and substance painte has perpetual licenses for steam too, but Marvelous designer is a monthly cost
Why is only uaz got doors attached via slotmaneger and will be in future all vehicles has system that uaz have with doors? Because this new system completely destroys my better vehicles mod, but its make possible make door armor, wich is good, but i dont really want to expose 50 metal sheets one by one to the coordinates again
I would recommend you duplicate the UAZ with everything on it, that way you can delete the slots you don't need
Marvelous Designer makes quite a few things easier than in Blender but ultimately getting a more expensive tool doesn't automatically make you a better artist
I've spent a lot of time making models in the past and I still suck at it, so yeah
thats the problem
i dont know how i can attach my slots to new uaz with "one click"
i would recommend using inheritance then
I guess if you inherit you can just disable the doors
this prefabs cant be inherited
It did help me a lot though, i suck at uniforms but with MD i can make them acceptable quality
it can be
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Using_.22Inherit_Prefab_in_Addon.22_function sorry, it was supposed to be this link
i cant see inherit button on any uaz (_base too)
read the paragraph
especially the part about World Editor
on your pic I see Resource Manager
Got it, thank you
is it possible now to copy slots that i made for previous uaz and paste them into new one?
the easiest way would be in text editor
cool!
thanks
lol I found a screenshot of the RV i was making but I lost the files..
@woven swallow You looked at how portals and probes work?
lol what are you talking about? refresh my mind ?
You need them for buildings in Reforger
ah lol, No I haven't touched the tools. I want to have content and a clear roadmap for what i want to achieve. which still a new map with new assets. I will though.
Quick updated version of my sailboat.
Ask in #creators_recruiting
@shell hedge old one ive made
It's that optic.
I like that weird little sight it's got style
It's... Funky. A fun sight but definitely weird.
True
big gun
been looking at adding a ZU-23 to the game

ohhh I thought it's a qr code that would send me to never gonna give you up
What did it actually send you to?
data matrixes do contain data, but are not compatible with QR data codes (which always have 3 large and 1 small markers), so most apps can't read them
I can't scan it with barcode reader also
The wheels are probably the only thing salvageable on my zu 23
what if we use it as the wrecked model 
its really bab
just voronoi fracture it and put burned metal/rust texture over it
ez
the wreck model I was looking at costs $30 
maybe I make 👉 👈
there are apps for phones that can scan those, look for scandit. they have links on their website to their demo apps on both playstore and appstore
Atac pweez
please don’t. read #rules and pins
guys whats wrong with my reforger (joke)
Is this the raven security mod from awhile ago?
Please delete if not allowed. This is literally my first 3d model (WIP) creation based on tutorials. My plan is to implement the donut in game somehow as something silly for people to have fun with. Just wanted to share 🤙 I have a whole list of ideas Id like to put in game for this community just right now learning the tools and how to make them do what I want 🙏
That's how I started with Donuts. Tutorial from blender guru. Keep practicing.
Donut grenades XD
the most Deadly weapon Yes
long-term deadly, short term very enjoyable XD
It sounds like my last relationship
If you are following BG tutorial make sure that you are watching Donut 3.0, you will probably get lost somewhere while watching previous versions.
Arma Reforger has actually some consumables in files, so since it's your start with 3d modelling go for it.
Lol
Depends a lot on the model in question and how much automated reduction can be used
Is that an aa cannon
took about an hour for the gun I've released today: gun, mag, scope, suppressor
I messed up with LOD1 so add a few minutes to it
@spark onyx #creators_recruiting
any good tutorials on importing clothing
What is a good texture resolution for Reforger? Particuarlly for small items like Grenades
pimped up A2 SUV? 👍
yeah, new suburban model, made a bunch of variations, civilian, police, armored, minigun
for lights and glass and stuff do i use prop_base ?
@midnight path do the doors open? The main reason we haven't released and SUV is that very reason
havent gotten to that part yet
theres maybe some wrong shading happening in the door openings but good start
For the ranger MP group?
FYI, if you want a better interior than A2 version, the Take On Helicopters version is much better.
this is not the a2 suburban, its a new model
Ahh. Thought someone mentioned the A2 model.
is it? who made this new model?
send me a dm with the link for the original files if you don’t mind
done
is that color?
I'm wondering if it's possible to nest weapon attachments with the slot system? Could I for example have a rail that slots onto a weapon, that I can then attach further attachments to?
If you put an attachment component in another attachment component maybe
I think this is possible but I haven't tried it
Yes it's possible.
I don't know how it'll work with player customization but you can 100% do it in prefabs.
I would actually love to add this to my RIS attachments mod so that you could add a RIS adapter to an AK or whatever
I'm worried the game might not detect a scope in a nested scheme like this, I'll check it out right now
@shell hedge Yeah, sadly found that out when working on procedural weapons
Tried making my attachments guns, but that broke the inspection ui
i've made a ticket for the proc anim and baseclothcomponent
You modify the material on it in workbench.
You can change the material class in workshop to MatPBRBasicGlass. it has the transparency functions in it.
Two things I am looking to fix in this screenshot. Firstly how do I prevent the clipping of the gun through the vest, is this simply solved through adding colliders to the vest model? Secondly how do I prevent the mag in the pouch from becoming warped (as seen in the screenshot), does this have to do with setting proper weights up in blender?
you cannot 😦
Wrapping mag is do to bone weight.
if you have multiple joints weighted to the mags then they will deform yea
or mags weighted to multiple joints, however you're supposed to say it
I'm gonna go out on a limb here and suggest he meant "Warping mag is due to weighting it to the bones.
Mag should all be the same bone weight paint as the pouch they are in.
I feel like the vest may have its own animated adjustment? I'd move the placement of how he holds his gun outward.
What do you think of an extensions of the animation IK system. So that also vests could also have a point on the front that would alter the weapon resting animation to keep the hands and weapon at the front of the vest and whatever bags etc is added on it.
Or possibly some configuration value to blend rest arm pose between 2 near and extreme far poses that could be set per vest to control the clipping
Probably not the easiest thing to implement at this stage but maybe something to pass on for consideration for the future.
Animation adaptivity with worn gear would be amazing
Is the a tutorial on how to animate a weapon? I understand getting the bones in on blender and skinning. But when importing to enfusion it doesn't seem to have registered the bones on the model? They're all parented to a root bone aswell
well, it is already possible to move weapon procedural - i.e. weapon obstruction is using it. I'm not exactly what are the plans though but since there are already some properties on ClothComponent controlling how weapon is placed on back depending whether certain vest is worn or not, I hope this issue will be addressed
There will be some official one soon. As for bones - are you sure you have set this param? https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Skeleton_.26_hierarchy
Yeah I've selected those two. Do you need to reimport the asset after u do?
yes
Ahhhhh ok thanks!
i dont know if thats the right channel, but is there a tutorial on how to make custom uniforms? or clothing in general?
google has more options for all your particular software package
