#enfusion_model
1 messages · Page 8 of 1
i did, no change
oh wait
yes
that worked
i didnt know that was down there
thank you
You mean animation wise for the muzzle etc? You can just move the muzzle flash position or rework it so it doesn't come out the sides.
As for the non detachable suppressor, I don't know if you could set it to be non-detachable but also changeable to another without using a slot setup. You have to remove an attachment to put another in its slot, unless you wrote something to stop that needing to happen to allow swapping but not removing.
Make it suppressed all time and attach it with « attachment component » you define the slot and what list of attachment you want in. Create your prefab for the suppressor separately
You can have custom list of attachment if I want just my list of suppressor it’s possible
For the attachment component
Anyone know what could be causing this? I have set up all the memory points correctly and what I think its coming down to is zeroing in the SightsComponent. I haven't had this problem except for when trying to make a submachine gun.
bullet goes out of the projectile spawn position
and it goes forward
I guess have to adjust the sight/ads camera to make it make sense
hi 
I've been dealing with Arma Reforger modding for a few days now and mainly model props.
I have a question and I hope that you guys have the time and inclination to help me if necessary.
It's about using / spawning the props in game.
As far as I know, this requires a config file that is inherited from the original in order to then change the original in the game / overwrite it.
However, when I inherit one (see image 1) it looks good. However, as soon as I save the addon and open it again, the "inherited" is gone (see image 2). I can only avoid the whole thing if I rename the config file, for example with "_2" on it. If i do so, it wont work ingame.
I've been torturing myself with it all day and have looked at and read through a few things, but I just can't get it. Hopefully that was all clear.
My goal is to create a prop / item that i can spawn on a server for ex. with gamemaster / scripts.
best regards Ben
||(im a german guy, forgive me the poor english
)||
honest opinions please, would you say sculpting or marvelous designer is best for reforger mods?
what difference does it make? why not just use blender
two different tools and workflows
MD is physics based clothing so its easier to get intial success sometimes
Is your bullet_chamber and bullet_muzzle aligned horizontally perfectly? Eye position is set up correctly etc?
I can't tell from that video what is wrong or where the rounds are impacting.
You should overwrite, not inherit if you want to use existing config
If you want to make some cloth Marvelous is very good but expensive and complexe. Blender is good for almost 90% of the time but you can use ZBrush and sculpturing to make your high poly
Blender > ZBrush > Substance Painter is a popular workflow
Usually I see people get a baseline in Marvellous and then sculpt the rest of the detail in Blender or ZBrush.
Since MD gets a lot of the big to medium detail but no small detail.
how can I fix the helmet appearing in the player view?
is there any fix for it? I didn't found anything
In your material add the opacity map "clipping_something" and check box "allow user"
Anyone knows how to do that you can only hold a Item in your hand/hold an item in the weapon slots? 
@half anvil Look at your vertex groups.
Did you weight your parts to the bones? They won't automatically attach themselves to the bones. Resulting in nothing moving with said bone.
You can see they are set up correctly if you see a little spanner icon next to the bone, that indicates it is weighted to a mesh or vertice.
If that isn't what you mean by your question I apologise.
Testing stuffs
How can I do that? Could you please explain a little bit?
What do you mean?
Look up weighting bones in Blender, plenty of tutorials around for that.
I weight the bones and the problem is fixed but why they have snaps with "_end" ?
there's an export setting in blender for that
forgot what's it called
I think it's in the export window somewhere
The character doesn't hold the weapon correctly. How can i fix
This is how my bones look
When I do that my model looks like this
i think you need to make custom anim. Bones positions are stored in the anim and that why you probably have this problem
get your joints as close as you can to the m16 skeleton, setup the weights
with some tweaking the m16 armature will work fine
ALSO I found that after adjusting armature and reimporting I sometimes had to restart workbench for the armature to "update" ingame
I have an armature that works with the M16 animations
@shell hedge did you know how to add a light entity to a prefab ?
everytime i save its gonna the next time
works for me as a child in the prefab
yes by placing the light entity in the prefab ?
yep
cause when i do that if i close the world editor the light entity disapear
I use them for my lasers and flashlights, they are a child of the attachment entity
strapping a light to NVGs?
testing yeap
it works great when there's no AI around
it cares about light shining on a player, doesn't matter what source
and the SCR_Flashlight too
but if the source (player) is behind the light or not in the light its good
How can I know that the snaps and bones matches with the M16 animations
and did you automatic weight the bones?
no auto weight for guns plz
Trial and error. But I've already done that part
doesnt make much sense
if you have a joint for the bolt, weight it 100% to the bolt or something
The character is not holding the weapon correctly although I setup the graph.
The graph
what is the parent prefab of your gun? are you inheriting the m16?
No the Rifle_Base
then you need to setup everything yourself like the m16 prefab does
compare your prefab with m16 prefab, fix all differences
go over every component etc
I had better inherit the m16 one and try with that
And I'm gonna send my bones
Can you say if something is wrong?
you could, but inheriting m16 means you will also inherit its functionality such as fire modes and other stuff
compare your bones with m16 bones, fix differences
I see one problem here and is that the w_root bone looks like snap because it doesn't have any weight
And I don't know there to weight paint for w_root
if w_root has weights in m16 armature then your armature should probably have it too
Yes it has but where should I paint
in the same place you painted other weights
The whole mesh?
except other moving parts perhaps
such as everything except trigger, bolt, and so on
Okay then thanks I'm gonna try
I don't know if this is the right thing to do but I've done this with my weapons for a while now and they seem to work
I think w_root have to have all the weight because when I rotate the M16 w_root, the whole mesh rotatates
Bacon sorry to interrupt but I have a question. How can i parent w_root to the snaps?
That g3a3 is beautiful
in my weapons all snaps are under w_root in hierarchy - I don't know blender so I can't help you with blender
best I can do is send you a FBX with the armature
but you have good armature in the sample weapon
you can look at how it's setup
Okay thanks
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation you might also take a look at this page to create your own animations instead
It is so complicated for me actually,
It is complicated, but once you do it once, you will learn so much valuable knowledge for how it all works in this engine.
@shell hedge Hi. After importing an FBX file and setting it all up I found that one of the bones needed to be adjusted. I made the change to the model in Blender and then used "reimport" buttons to try to refresh the model in Workbench. This did not appear to work. Do we need to delete it out the model altogether first? Or is there a better way and there's something I'm missing? Thanks
I just save the fbx again and workbench reimports it for me
OK, thanks. Is that because you export your FBX directly into your Enfusion folder?
Instead of importing into Enfusion from a different folder, that is
If you have it set up to save out the mod assets folder yes it will automatically. Otherwise you need to delete it and the xob and import again. If you do reimport it again don't forget any colliders need to be double checked for layer.
Thanks mate! 👍🏻
Anyway to add colliders to already existing models? Such as a vehicle? Trying to add colliders for Lights on all base vehicles but not sure if it's possible. Can't overwrite a .xob file either so feel kind of stuck trying to improve vanilla assets.
Add new elements (prefabs) to it via slot system instead
You cannot modify read only models - only fully replace them. See https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Moddability_table
reyhard how do you do the welds in the btr?
Aren't they just trim sheets?
From what I see is they are trim sheets with a decal material
its a normal and opacity map across thin meshes
Is there some guide to this. I haven't seen a way to create colliders using prefabs or applying a prefab to a .xob file, or even to another prefab.
Create model and then create prefab with this model
As for adding prefab to prefab, there are few ways to do it. In case of vehicles you can use slot manager https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding#Adding_turret_to_vehicle
Having real trouble creating destructible lights on vehicles. Created a damage component that should work and works on vehicles but must be missing something. Worked all day to get it working with no dice. Not sure if it's not using the collider that it's supposed to or there is nothing linking the health of a light to tell whether a light is working or not. But bullets do seem to phase through the light so I think it's a collision thing.
have you took a look at sample new car?
I just did but that is easier since the light hitboxes are brought in with the .obx For vanilla they are only on the lights.obx not the vehicle.obx. This is how I understand it:
- Vanilla lights need to have their own destruction component to be destructable.
- If lights have their own destructable component they will also need their own light manage component and action manager component.
- This means they will need to be added to the vanilla vehicles through slots.
- If each light is added through a slot and has it's own action manager I have 6 actions that are used to use each light individually.
Forgot to reply, message above^
Anyone knows what I´m doing wrong? I wanna setup a portal. Tried different face orientation btw
Time to start making some new civilian clothing again!
flannel maybe? 👀
Indeed!
Gotta love flannel. 
@stray bridge Portal shouldn't be a child of a socket
what else then? 😅
Yeah, i misremembered .
unlucky
@stray bridge The get 'consumed" That much I remember
I'm pretty sure there is some import setting for it
did the import settings ^^
only the socket itself is displayed
not the actual door / plane
Oh, I was also misunderstanding what your problem was. It gets consumed so it shouldn't show.
You should still have a material slot for it iirc
thats what a vanilla building looks like, every plane is connected to the root bone
i changed the material of the plane to the "matlightportal" material
I'm still confused as to what the actual problem is.
Sockets are "bones" used for attaching other entities. Portals don't render.
my socket and plane (door) is like that. Vanilla buildings are like this (second screen). I am using a emtpy plain axis btw as the socket. Smth must be obv wrong, cause it doesnt look like the vanilla ones.
And wont work
sound for example is not "lower" etc
"reference to the first screen"
@stray bridge I've just tired and either we're both doing something wrong or it's broken.
I even tried adding a probe.
First of all. Thank you very much for your time and even to try it urself. I will test it tomorrow again for a few hours. If it still wont work ill release the building without the portals and update it later
Maybe we are both wrong
I even hope we are
Not sure what do you mean by that
I've had it working before Just hadn't messed with buildings in quite a bit.
Imagine opening a door but the whole house moves instead
@tidal latch it’s working well for the character just need to do the same for the head
just copy paste it from character
but I think it should have it also in memory points collection
yes cause i've made it with the head.fbx but i dont have the same amount of memory/bones
I'll look for it later
I dont get it 
I read the wiki. Cant really get the connection to the portals.
Also i get this
arent light portals not implemented yet?
there is a class and a wiki chapter about portals. It wont work. Zelik did some work and was kind enough to test it and explain it to me. He wrote "You have to have a probe."
But as i mentioned. I read the wiki and just dont know how to do it xd
probes and probe volumes are for reflection probes and sound attenuation
light portals are for light but i dont think its implemented yet
sound attenuation is what i want ^^
so your box volume doesnt import?
the box is this after the import. dummyvolume.emat is created as the wiki states. After this i dont get what i have to do
thats the box in blender
place the building as part of SCR_DestructibleBuildingEntity and fire a gun inside
im very sorry to ask that, but.. how tf do i create a SCR_DestructibleBuildingEntity
basically you need to set your stuff up the same as vanilla buildings
so just compare it until its the same
thats what i did ^^
i was confused. if you scroll up a bit you will see what i mean
if its the same as vanilla but doesnt work then its not the same as vanilla
got it working!
thank you very much
so i've tried with both template (head and character) and its doesnt work for the head i dont have the same amount of memory/bones some bones are memory points i think
the left tab is the base head already in game
if i just import the head.fbx from the sample its doesnt work too
i think no i'm gonna try with the new one
i dont understand you need to duplicate the character to set the "wound" materials right ?
Yes
its gonna be change or it will stay like this ?
I'm not sure about plans for reforger in this regard
i mean in the future not especially for reforger cause duplicate the model just for materials its weird but idk
That’s some nice edges! Edge loops or bevel mod?
Remesh.
Toob pack
I have a weird issue in the BaseLightMangerComponent under Emissive Surface Slots. Problem is whenever the hazard turns on the emission is there (haze around the light) but the surface itself stops being emissive (mesh no longer glows), almost as if disconnects from it's .emat material. This is how I have it configured and have tried countless different combinations and priorities but none seem to work. Would appreciate some help.
Changing the emitters to close to black seems to have solved the issue...?
Proooogress.
I had an AK12 I had worked on before, adapting parts from that (stock, grip, gas block, etc) to the new receiver / handguard.
nice, will compare things once i start working on mine :)) looks good so far
Thanks!
been doing some bakes
i can't comprehend how some people can model all these small internal parts accurately and make them fit together
Yeah especially when 90% of reference material is inaccurate and blurred as hell. Mad respect. 
reverse engineering is easy. making things from scratch is hard ( yes haha clown funny redditard moment with 0 cad or machining skills )
they make reverse enginnering easy today with las0r / photo scanners, you can buy a smol one for 200. and you can also do it by hand with with point array depth gauge for complex surfaces, gauge pins, calipers, 3 point radius finders, curve gauges, feeler gauges, dial indicators,
everything i ever done was based on 2d refs / images and made from scratch
here’s my ref album - https://imgur.io/a/My5eSXq
except it takes weeks to reverse engineer going the calipers route...
That's a lovely M17. I'm almost finished with mine but caught on the frame and all its smoothness. Curvature is the bane of my existence.
they have value for me, which is enough. and this stands true for all i do, i just do things for myself
yeah I know, but its something more than just arma.
tbh wouldn't be surprised if someone made a mod to take guns apart to clean them etc
by the makers of BI and tank mechanic simulator we would like to introduce....
pff tank mechanic simulator... what a joke.
May I ask, what this is?
It looks like the interior of an Aerospatiale Gazelle
takes more time to do that work than just modelling many items
even take a car, maybe Gran Turismo team can afford extremely expensive laser scanner setup like for GT Sport
regular people can't even do successful photogrammetry on the same cars because of the reflective shiny surfaces
and if they manage to, the resulting model would only be useful as a basic reference anyways
usual method is camera matching photos to some basic dimensions in the modelling software and building from there
Not true there are solutions now that are less than 10k and have multi channel capability with IR, lidar laser, and a plain old camera sensor. They can capture detail at around 4 thou which is adequate for production. Also surface finish has little impact on its capture because of the multiple type of sensors they have. They can capture texture detail too, not ideal but most people using as systems are not using it for such practices.
yeah 3d photogrammetry has come a really long way in the last few years and will only get better!
and cheaper. maybe one day they can make it 1 thou which is probably the best your gonna get with machining 0.0254 mm but for video games and cgi you dont need such resolution something around 20 thou is more than enough
imagine how long you'd have to wave around your "scan stick" to scan an MBT... 😄
It'd probably take less time to master blender and substance painter
Being able to make accurate models just out of a few imperfect 2D references is a really valuable skill.
Scanning is nice and cool, and definitely going to get usde even more in future. BUT you need to access the object and/or location to be able to scan it.
Want to scan latest military hardware? Sorry, you're SOL, you wont get permission. Want to scan icebergs? You have to go there, and fairly soon before they stop existing. Want to scan tank wrecks? you have to climb around in them, breathing heavy metals and other toxic stuff. Want to scan some clutter? You have to buy it, or collect it.
I predict in future someone will probably develop an AI tool to make photogrammetry out of few disjointed, unrelated pictures (photos of an object at different locations, different lighting conditions)... until that time skill rules
But even then, photogrammetry is only useful to create a foundation to work upon. Creating a game ready asset from that will probably take about as much time as creating one from scratch
if you have a 3D reference of everything it's much quicker
Nerfs already work in that direction, no?
Scans are great, but have obvious limitations when it comes to detail
Personally I think their biggest utility is in getting the basic proportions right
Not that long
Like, not completely detailed
But you can get decent scans from around 100-200 photographs
i'm talking about a handheld scanner
Ah
Yeah no, for big assets photogrammetry is king
With the correct tools it can also be accurate
They use them for measurements and keeping track of a disintegrating mountain top in Bavaria
using free software you can get some decent stuff with rather poor data
Has anyone managed to export sockets from 3DSMax to enfusion? I'm currently trying to do it but I'm creating dummy objects in 3dsmax naming them and exporting but when imported into enfusion no bones / sockets show up, is there something Im missing?
Nevermind I missed the section on the import FBX page saying to enable Export Skinning and Export Scene Hierachy
I imported a beret properly but I can see it from first person. How can i make it invisible?
maybe fliped normals?
well have you setup the Beret like they do with the helmets and headgear in the game ? , as they use a opacity map for head clipping
I tried to use HeadClipping_A.edds for the opacity map but the problem is still present.
is your helmet a genericentity instead of gameentity?
what is the settings that you use on the general tab on the material
These two boxes weren't checked, I checked them and it worked. Thank you.
Although it looks normal in prefab, when I equip the backpack the mat appears on my feet. (nvm the texture)
The mat and the slot settings.
I would not add skeleton to that mat.
I would radher use a inventoryLoadoutComponent and desigante spine5 for this mat to follow it's movement.

the frame, wheels LP are around 3k tris :3, the rest Well... probably gonna be around 45k
I also have to place some bolts and make the mounts for the guns to rest on
also links for the bul its.
That oughta make pilots a little more nervous
after this cancer is done I can start doing some of these
The helicopters on the roadmap are sweating rn
What do you mean "inventoryLoadoutComponent"?
It is already spine5 btw.
im not sure if this helps you but backpacks etc got a "new" model while wearing. Maybe the problem is that you dont have it added? 😅
What is the name of that model of AA gun?
ZU-23
It is a .xob file. It is impossible to duplicate and edit it. How can i add to it?
you could add things in the prefab
the alice vest is made out of stuff, you could look at how that's done
Add components to the xob in the enfusion engine
How can i do that
Help me understand what's going on. Filled in the modification, helmet. It is not displayed correctly when you put it on.
you got skeleton on dat i presume?
don't know
And it should be and how is it displayed at all
?
And if it's not there, then how do I make it?
if you open the xob there are some settings, find one called ''export skinning''
If its not checked try checking it reimporting
ok)
if you dont know you dont have 😄 Did you setup the skeleton in your .blend file ?
no
that your main problem
Forgive me for asking so many questions, I'm just studying this program.
you need to pickup the sample "NewCharacter" and setup your helmet like this :
after that you need to assign the skeleton to the helmet. First select the helmet then the skeleton CTRL+P and select "With empty group"
then export to fbx make sure that the case "Add Leaf Bones" is unchecked in the Armature tab when you are exporting
import in WorkBench, check this case :
then "Reimport"
after that if you have in "details" tab "Bones (1+162) you're good
if not you got a problem
Hope its clear
Thanks for the help, I think I'll figure it out
you forgot about rotation of mesh
mesh rotation ? its was working fine for me without tweaking the rotation ?
yes, it has to be rotated by 180 degrees
you probably rotated skeleton, which is not tragic right now but in future, this might result in broken colliders
If you placed ur xob in the world editor on your bottom right you should have „add component“ (select your object) compare the components to the components of an prefab out of the reforger library (you can spawn the item by drag and drop out of the library into the world)
Spawn in for example the alice backpack and you will see different components. Most of them should be usefull
Actually I want to add a new backpack so I need a duplicate of that xob
I have an idea
If i add a component to the xob and then turn it into a prefab, does that work?
Yes
Thats how it works
that why i've rotated the bones and all coliders for my character 😄
ye, it's not going to work very well in future
oh ok good to know
If you wanna do a new backpack you will need the components from another backpack to compare it. You will also need 2 different meshes, one for the item laying on the ground and one while wearing it. the one for wearing it needs to be addes to a skeleton in order to work how its intendet. Otherwise it wont shake and stuff while running
I made a worn and item model and changed the models but it looks as if nothing changed.
did you change the meshobject?
thats what youll see on the floor
I can't change the mesh object and also when I wear, it is still the same.
The game doesn't allow me to change it because it needs an .xob file.
I didn't find the standard, but I did find this one, will it work?
I never used this one so I don’t know
here you have the "headgear_example.fbx"
@dawn chasm
https://cdn.discordapp.com/attachments/176680739314597889/1082321967681654784/image.png
https://cdn.discordapp.com/attachments/176680739314597889/1082321967216074812/image.png
https://cdn.discordapp.com/attachments/176680739314597889/1082321968080105542/image.png
https://cdn.discordapp.com/attachments/176680739314597889/1082321968486948944/image.png
What do you mean?
The damage on the jeans
Oh no I did that in substance painter.
so it is just from materials? or is it from mesh as well?
Just materials
That's awesome. Do you have a version without damage?
yooo lumberjack clothing
Hero skin @shell hedge
I do.
but yeah its just materials
I wanna recreate dayZs clothing damage system
currently working on test object for new character attachment slots
@calm rune Still gotta make some gloves lol
I do tho lol
Made some cargo pants to try and complete the hiking/lumber jack look 😅 Just gotta retopo and texture.
https://cdn.discordapp.com/attachments/176680739314597889/1082424122392449076/image.png
https://cdn.discordapp.com/attachments/176680739314597889/1082424122715422760/image.png
https://cdn.discordapp.com/attachments/176680739314597889/1082424123168391318/image.png
https://cdn.discordapp.com/attachments/176680739314597889/1082424123604602901/image.png
does including Mlock?
Your stuff is top notch!
Modern engine means realistic looking clothing without a god awful performance hit 😅 Boy do I love Enfusion.
It looks absolutely excellent.
And yeah with hard surface stuff even I am so much happier working with a modern engine.
You'd never think it but that shirt is only 3500 tris.
The power of normal maps. 🙏
Not sure why, but this fits into Enfusion unusually well. Doesn't look like some port from another engine or something, just feels in unison with the base game clothing. Something I'd expect in DayZ 2 Enfusion ngl. 
your a god send for those my friend
Vergy does some godly work. Honestly I might say it's better than base game
Thank you all. Tbh 80% of the current clothing in my mod is not even close to the quality of what Ive produced in the last couple months. A lot of it will be replaced in time.
I badly want to commission you for some stuff for Calamity, just haven't had the capability to do so just yet. 😅
a familiar model
What the hell is this thing.
I still didn't understand which parameter to remove when exporting!!!
When you click on « Export as FBX » you have a new tab in there on the right you have a collum search Armature and turn off Add Leaf Bones
I turned everything off, thank you!!!
Better now in Workbench ?
Yes
I can say I'm almost close to solving the problem!!!
1 + 162 has not come out yet, but I'll try again
Go on blender select your helmet go to edit mode select all, go on the vertex tab (green triangle) search « head » in the list select it and press « Assign » and export again
ok, I 'll try to do it now )
But do you need to leave this thing?
ok
A geometry if you want
now one step closer))))
If you get into making jackets, tops and trousers you do not need a collider. BI uses the Basebody itsself as a collider. Only collider needed is for the ground model. Like such:
I'm just delving into the program so far and I'm sorry, but I don't do such models)
Did you uncheck add leaf bones when exporting from blender?
Are you sure that you only assign the head and no head + another
Can you send me the .blend in dm ?
You have a problem here
what
that what i have
in my helmet mesh
Vextex Groups is all the bones here on the picture you only have "head" setup
are you sure you are in the helmet mesh ?
ok perfect now just select all the mesh, select head and assign
that all
but you surely have something assigned somewhere that count 2 + 163
RESOURCES (W): Missing some mesh skinning weights (1). Weighting them to root.
And this is normal when this crashes in the console
Your UTM(collider) is not suppose to be parented too the armature.
Is there a way to fix it?
Just to be 100% sure this is the skeleton I use and the weighting reference I made. @dawn chasm Basically all you do is transfer the weights onto your model then copy and paste the now weighted model onto the skeleton then click on your model then Shift click onto the armature then CTRL + P with both selected then select With Empty Groups
To un-parent it click on the UTM then push ALT + P then select Clear and keep transformation also go into your modifiers and make sure the armature modifier is no long there. If it is. Delete it.
I just made this because it was requested for some time. Another 30 mins for the processing to be completed for HD but it gives you an idea. #enfusion_blender_tools message
Do you just try it on one model and then throw it on the skeleton? But this is how I understood it!!!
Why you un parent the UTM ?
No, just watch the video again. You put it on the model to transfer the weights.
Ive never parented the UTM and they all work as they should for me.
For me they need to be parent to be sure that they follow perfectly the cloth
Good start. I like it.
hello fellow artists, i have a question, i wanna add a mod to arma that has a self made model, but i have no idea how, i do 3d modeling on 3ds and i love arma can someone point me in the right direction?
the wiki is the best place
Some zBrush HP work.
top notch stuff
no bulge 😦 my wife unhappy
add sock to compensate 🧦
One thing I gotta say though is that for cargo pants they are still a relatively tight fit. But on google they go from baggy, wrinkly and well-equipped to tight, fashionable and neat so there's not really typical cargo pants I guess. 😅
A heavy duty belt could also suit it really well imo
Belt is already otw 😉
Nicee. 😄
collection
I like his slimmer designs normally
Basically all the clothing I create is based off the stuff in my own closet 😅. So basically what you see is what I actually wear lmao
Or you can throw it off, I'll still try to do clothes.
you know there is a print screen key on keyboard :))
It's more convenient for me.
And massively degrades the quality of your work for everyone else.
Optimized Photogrammetry Rock test inside enfusion, the optimized rock has 2k poly faces, the photogrammetry 1 Million
God bless baking! love to see new map assets
@calm rune What tool did you used to make this? Marvelous??
ZBrush no ?
Marvelous, zBrush, Blender and Substance painter.
Ooooh, I was actually wondering if you're gonna do backpacks! 
fabric storage device
After 2 years of struggling with it, I have actually managed to bake a high onto a low! Horray!! 
What was so hard with the bake?
Creating a highpoly that doesn't fully suck, and the baking process itself. Taming subdivison can be so tedious sometimes. It does whatever it wants and sometimes I just cannot figure out a pinch-less and good-looking solution.
will AIs have a harder time seeing you lol?
With highpoly curved surfaces you need higher density friend you typically can't get results by extruding faces from a 8, 12, or even at times a 16 sided circle
Well this scope was one of the easier ones as it's liturally just a fancy toob. 32 vertices per loop on the lowpoly
I like it. But next time use a separate mesh for the turrets. It's easier for you in every way and in the lods you can just delete it without it messing up its uv
Oh this was just a test model, sloppy and quick to try to figure out baking. I chose a scope because it's very basic, but it is baking issue galore right now. Though I'll fix it properly and use it for something. 👍
I got lots of ideas, just never got past highpoly and baking stuff, otherwise I'd have dozens of models by now.
Yup, I learned about cages yesterday. Blender too
FoNg smoothing HP also does a really good job too
sometimes on simple stuff you dont need to even sub d or go crazy with bevels and all the other non traditional stuff
What's 'FoNg smoothing' ? 😅
Ahh, right of course
Doesn't always wield the best results though
Lots of weird shading
how dense is the mesh, if your sub d around 2 times there are really no sharp edges over 30 degrees
you can play with that, edge sharp, and if your a boolean bevel boy you can pretty much have to mesh around with normal weight modifier
I usually slap a bevel modifier on top, sometimes with bevel weights when needed, then a subdivision and well here you go highpoly
Some do it with remesh I've seen, but that always looks bad on curves for me
Is that remesh ? Because it never looks like that for me
it always follows the lowpoly lines
so it just looks like a very pixellated lowpoly
you voxel and set high
and smooth mod to around 50
0.01 m
and then you just bevel dupe another model and bevel it
for the lp
This is what remesh does for me
It still very clearly displays the lowpoly lines
Unless I'm getting it terribly wrong
Higher levels of smoothing actually do a better job, but then the mesh is mushy
I got ok results
I need to get quadremsher
I just really like sub D method. nothing can really replace it
I like it too, just taming the subdivision is a pain
Try to fix pinching by adding more geometry ? Well it is fixed, but here is another issue created by the new geometry. 
you need good loop topology
and terminate them on flat surfaces if its really high detailed mesh
this took me like 2 hours to make ; ~ ;
🥴
This is the sort of issues I keep facing
Also another issue
Im guessing this is what causes it
(I got a bevel modifier applied to get it in shape btw, so loops aren't visible right now.)
yeah your cylinder does not have equal span between each vert and you get pinching
see how the sight on mine is equal distance on the ring
Is there a way to recalculate it so I have it equal ?
Or do I simply need to plan ahead better ?
you can try moving the middle line down a little so it matches the curve better but its not the best method.
I just made a LP from the HP
just by selecting some edge and deleting
you can bevel the sight a little too
maybe even use shrinkwrap on to the hp if you want
I usually do it the other way around. Deleting is just a headache for me personally
But each to their own
I guess removing support loops sounds pretty easy, but if anything destructive was done to the highpoly, making a lowpoly just sounds like a headache
good block out helps the best with that, that way you are not screwing around moving vertices around
plus all the non destructive stuff lag like shit.
like a geonode weld that takes a Boolean intersection, convert that to a curve, then to a volume then a bunch of instance points, instance a bunch of balls, convert to volume and remesh
better just have multiple save files, and dupes of the object to work with
I never really do blockouts. For a really long time I didn't even get why people do them. Thought they are just to plan proportions, then hide it and make a lowpoly. But after seeing some videos people actually use it. Seems to be the what you base the highpoly off of.
Always seemed like an unnecessary step to me until I looked into it more. Still don't really do it though. 😅
Kind of want to change that though. I taught Blender to myself and made my own workflow, but it is a pretty crappy one. Would like to learn real efficient workflows when I found a good tutorial.
Anyway! Thanks for your advice. 🙏
@rare sierra
Yo this channel is nutty. Preciate the ping but isn't even know what I'm looking at lol
it’s a ghillie suit
Whoops hol up lemme look again lol
Ohh what for some reason when I clicked on the attachment t linked last time, it did not take me to this image. But ohh yeah that's hot. Any idea of when it's relesesed?
I don't know where to post this but is there anything in the game already I can use to put a gun on the back of the ural truck? the transport bed has benches and high sides 😦
I used the bed from A2 meant for the ZU-23.
I usually mark all my support loops as seams or bevel weight (without using a bevel modifier) so when I duplicate to turn it into my low poly, I can just quickly delete them all in one go.
Gas block rework is coming along.
Some detailing to do on the tube, and then gonna finish the front sight.
Kinda tempted to somehow add tritium stuff but I dunno.
@zenith quartz emissive would work
I more-so mean the design, how I'd replace the original ironsights, etc. 😄
@rare sierra+ @dusty plume- if you have nothing to contribute to this channel (emphasis on makers = people actually making models and modelling in general) i strongly suggest you don't post at all - check pins + #rules
looks very nice and clean
Thanks! 🫡
for some reason i'm thinking "muzzle brake chess set"... this would be the king
this is not exactly a suggestion channel
in case you have questions on how you could make that, the channel exist for those questions and answers
we dont want to clog the channel from the people who make the stuff
Pain 😦
How can I make an object modify the heigthmap, like roads for example?
height map as in terrain? I dont think so
Roads can do that, so I think it would be possible
are you talking about in game? or in the sdk
probably best to ask in terrain builders
I know you can use the ground material textures of objects like trenches
Maybe it'd be possible to lay this out using splines
But idk how that all works
Would definetly make it easier since it would making curves a lot easier, unlike in Real Virtuality where there was seperate handplaced objects for every roadpiece
That's what I wanna do in the end. Just have to make a few more
thats a genius idea
Arma 3 uses vector roads.
Oh does it ? Thought it's the same as DayZ which is piece by piece. Ooops. 😅
know ur history
😛
Any thoughts on these scope mounts ? (Not highpoly yet, just trying to make my own design not based on anything)
yus
what are those screws?
if they are close to players view you might want to make them out of geometry unless its a hex
or a twerks
The little screws on the top ? Wanted to bake them into the normal, like they're screwed fully into their hole
I mean I never make anything without a reference (or several references), so considering that it looks good to me.
Ah, it's a tightening knob for the picatinny. Unscrew it, side of the picatinny loosens, put scope on and tighten the picatinny again
Want to add little ribs onto it later on the normals
The screws are fine. That is realistic proportions and will look better once you give some more detail
Those nut-like ones I saw a lot, but I wanted to go for just plastic knobs with ribbing for good grip. Could also do actual small screws, but I like the knob idea I think. 😄
Yeah, I have some attachments for my AR that just use round screws like that laying around somewhere. If you are going for realism and good proportions I say it looks good. Depending on your lens width it might be a little tall? Other than that, nice job.
I got a little demo rifle I made, just don't know how high/low is practical, 1 moment.
Too tall, too low ?
I think it’s so far perfect
That looks good to me too. I mean that rifle doesn't have a picatinny rail, but the proportions look great. It makes sense to have the mounts a little taller because you would need it to sit a little higher to see over that front sight
Yeah I decided to go with picatinny in the end, as pretty much nobody is gonna use dovetail here. 😅
Anyway thanks for the feedback, I usually never do stuff without a reference as I fear I'll just mess up the proportions, so this is reassuring. 🙏
Both ? Both picatinny and dovetail you mean ?
If you do designs it might make sense to block it out first
Before going into details
Basically just trying to get a nice shape without worrying about polycount or topology
Oh this basically is my blockout, or in this case just the lowpoly. I make my low first, then make my high with bevels and subdivision. But there's problems doing it this way so I'll probably change in the future.
So smooth, very nice. 
That's how I'd like to make my scews on top, and then bake it into the normal map.
Hello everyone, tell me how to make a folded model of clothing? And how to create a collider for a ground model for it.
I didn't understand anything through the Wiki.
the folded model needs to be made by hand in your modeling tool. There is no automated way of doing it. The collider is just a box with an appropriate prefix (UBX_ for a box) in the name and the right properties assigned to it.
MD gets extremely fun when you get all the basics down. If youd like to create folds/wrinkles decrease the particle size, simulate, drag the cloth around, pause(spacebar), click W + left mouse to create a pin. The pin will hold the fabric in that location when you simulate again. Nice little tip.
Are there any addons for blender that can handle automatic UV unwrapping? Can't get my head around it
What are you trying to unwrap?
looks simple enough for any auto unwrap to handle with some minor edits
Oh, I usually just do select -> select sharp edges (match your autosmooth if you're using that), and set them to seams.
Then add additional seams where needed (cylinders, etc)
Then just keep unwrapping until shapes aren't totally messed up in the UV editor.
And remember:
every sharp edge must be a seam
otherwise you get shading issues
I'd like to see some kind of world championship in uv unwrapping
It's not too bad once you get the hang of it.
Tedious at worst.
I'm OCD as hell so I try to make things line up perfectly lol.
There's also 'Smart UV Project', but I never really use it. I like doing the cutting myself. 
Are you a masochist by chance?
relatable, sometimes I spend way too long breaking edges

jk
regular workflow and for smth like this zenUV might help a lot
it can align UVs by world space
but its payed
TexTools too.
not as good as packmaster but its free
cannot handle things like stacked uvs tho
I break every edge based on angle and stitch it back up manually... 😅
So UVPackMaster can handle stacked UVs.
or packmaster
Oh, no.
talking about uvpacker
basically cheapo packmaster
does its job tho
unwrapping isnt hard tbh
just tedious
Kinda weird how there is no AI that does something like that yet
there probably is
but i dont see why
some manual control is nice
because of all the edge cases
I forgot which packer was one but it's the one I've got natively in cinema 4d or something nvm confused it with a different addon
Well 'Smart UV Project' in Blender creates seams where it thinks they're appropriate. It can work, but of course trying to hide seams yourself is the cleaner way.
if by it can work you mean stay the hell away from it you are right
I guess for very simple things it can work great
I find LOD creation and AO baking (for objects that have multiple moving components -> requires partial bakes with dummies) more annoying than UV's tbh
@kindred thistle the easiest way to unwrap hard surface without addons is this, hang on
click this
select a sharp edge and select similar sharp edges
ABSOLUTELY YES.
I hate lod-ing.
then if you marked seams you are 90% of the way there
just gotta hunt down all cylinders and add manual seams
and other curved surfaces
then you just need to straighten out poly strips
and you are good to pack
only time I truly didn't like LODing was when the weapon I was working on had a lot of holes on the handrail
wasn't there a presentation where they've said BI artists do LODs manually?
the blender talk i think
Pain.
I just use decimate usually.
Would do simplygon but I'm too dumb to get it set up after they changed how it works.
lod1: manual, after that let jesus take the wheel
it’s more or less the same just diff ticks
I couldn't get it to... Load into Blender or however it was supposed to work? Used to just be it's own program.
not a blender user, has some max bridge of sorts
Hmmm.
also, unreal 4 has some nice lod tools if you wanna give that a run
Ohh I'll check them out.
AK progress. Placeholder magazine. Only a few small details left to do - not counting the bolt that I'm conveniently hiding and most definitely dreading.
my biggest auto LOD quirk in C4D is that it really doesn't like when meshes have holes, and collapses them into itself
(as in open holes, imagine a cube without 1 face)
no internals ? :))) looking smashing
Internals last. 
:))) some(thing) that doesn’t like holes
Although I'm not doing full on internals.
kidding, no reason to have these (yet) - also check dms
I guess it doesn't know how to preserve the 3d shape if it's not contiguous
AKs are WH40K Ork guns as far as I'm concerned. Boxes of random bolts and screws that somehow work haha.
The vanilla AK doesn't have any crazy internals either so.. Which is weird considering in DayZ they decided to do them with recoil spring and everything, now in the newer Reforger very basic.
that game allows you to remove the dust cover
so you would actually see the guts
Intricate German design, essentially a clockwork - breaks if you look at it too hard
Russian junkyard design, fueled by vodka and Marlboro - works even when put in a muddy river for 50 years
Reforger AK has some of the bits untextured too haha.
It doesn't allow that actually. 🥴
But I wish it did.
Please don't tell me where or I will never unsee
Chamber, inside dustcover, inside handguard
WHY
They aren't like hidden at all.
Tarkov-like weapon disassembly when?
I guess it would be possible in Enfusion?
couldnt they just map it to a random textured surface
Some modder here attempted / is attempting it
Haven't heard from them in a while
Maybe they went mad.
wonder why
but yes it is 100% possible
or maybe like 99%
the weapon can just be the receiver you glue stuff onto
I do most of my guns modular-ly.
Although a good amount of the components aren't meant to be swapped by the player.
Rather it's just to make dev easier and more convenient.
In case of an M4 even just the lower - pistol grip
or that but with a receiver as base you can at least decide where bullets come out of
I feel it could actually be done rather performance friendly. If you use those occluders to hide the internals, or find some other way to not render them with the dustcover on, you just saved yourself a lot of unecessary geometry
just setup the customization menu camera in a way you can't see into the thing ez, side view or something
after 1 or 2 lod you decimate is not bad
trying zen uv right now, that stuff is godsent
I was already mad. The problem with it was not being able to attach attachments to attachments.
That way is possible. But attaching attachments to those attachments is wonky
its for my WW2 German uniform Pack which will add all branches to the game starting with the Wehrmacht Panzer unit
https://www.youtube.com/watch?v=TrZRDS5_QWY&t=248s&ab_channel=baroquedubI
I use this to install it. Works great and is simple to follow.
Manual Installation of Simplygon's plug-in for Blender 2.93. I've installed Blender via Steam (to get automatic updates) but it seems that the add-on folder is not where Simplygon expects it to be, so the required files are not automatically copied.
- create a folder called 'simplygon' in your add-ons folder:
C:\Users\MYUSERNAME\AppData\Roami...
Cheers!
In terms of productivity it can be actually quite counterproductive when gun internals begin to interest you xD
The more interested you are, and the more you learn about how things work and how things are engineered... The more references you want to gather, the more in-detail you want to model... And everything takes just way longer. Even worse when you start to model scifi or fantasy guns... because then you might feel obligated to start and basically engineer the internals of a fictional weapon, because "it just works" isn't acceptable, you need to it to function for your peace of mind.
Story of my life
Getting an mech. engineer degree torpedoed my artistic output rate
Yeah that's a big mood. I get that a lot after starting to use patents for modelling and noticing how often things are accurate to specific mm measurements or angles and such.
I think it's good trying to get as close to perfection as possible, but you really gonna know when to stop because you become mad
This is such a big problem for me. Everything must be accurate, uniform and symmetrical, even if a player would never notice it ingame. 
While some other artist is done in half the time, I'm still sitting there making sure it's all nice and accurate.
remember that you have to accurately animate the internals as well
File "C:\Games\SteamLibrary\steamapps\common\Blender\3.4\scripts\modules\addon_utils.py", line 333, in enable
mod = __import__(module_name)
File "C:\Users\Mikhail\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\simplygon\__init__.py", line 21, in <module>
from simplygon10 import simplygon_loader
ModuleNotFoundError: No module named 'simplygon10'
The most amazing thing is that I do the same thing myself and it does not work for me 
can I see the triangle count of UTM colliders on the BTR somewhere?
oh ok thanks
lets see if I can stay under the number of faces of the btr colliders
So when I try to import a model into Workbench it hangs
It's been doing that for like 15 minutes now
might this kind of topo create a problem or is that okay?

So I guess it's not okay?
The amount of faces I see makes me sweat personally, but I cannot say if this amount is appropriate for Enfusion or not. 😅
Seems excessive for a train bridge out in the middle of nowhere
it might be impractical but it shouldn't break the engine
I'd make it non-bevelled and use some type of smoothing to give the illusion it has this bevel. Probably looks good enough when considering the amount of faces you'd save.
Okay apparently it was the geometry of the walkway that made Enfusion commit sudoku
I think I will replace it with a solid walkway then
thats brutal
bake it into an alpha
there she is, in all her glory
and I replaced the walkway with something a bit more sane
grain direction on the boards is wrong
that bridge is a death trap
you can absolutely replace those with an alpha if you want that neat design
yeah, the easiest way to do it is maybe stupid but it works(tm)
you move the plane inside the high poly geometry, then go to xnormal and set a short ray distance
it's not stupid if it works
then bake for casting fails
thats how i did alpha tracks for the pt
but there probably is a smarter method
peak Chernarussian architecture
also what are you using to texture it?
substance painter
not software
oh
that should be pbrmulti
I'm using 4 different materials lol
then you should def use pbr multi instead
will give higher resolution textures and better performance as i understand it
where can I read up on it?
im no expert on this
best ask in texturing
but multimats are what you want to use on objects afaik
or vehicles
big things in general
you can still use your subsance project btw
actually nvm
dont think you can if you use different mats
essentially what pbrmulti does is that you create a mask that tells the engine where to apply what mat, allowing you to get higher resolution textures with less filesize
You can check out the original A2 Bridge that looks similar on how it's texture is set up with multimaterial
It could give some insight into the multimaterial principles
I am starting on my first weapon model attempt. I make models for work all the time, but never have tried one for a video game. I was looking at this video and the weapon creation tutorial for reference on what parts need to be built seperate and stuff like that. I have three questions about making models. The first is does anyone have any other videos/guides they recommend or have any tips for someone doing this the first time?
Steps To Make Any Gun In Blender
In the eight episode of the FPS Game remake I show you how I make my guns in Blender.
Blender Shortcuts Cheat Sheet: https://www.patreon.com/posts/saplings-blender-54418912
Blender Shortcuts Video: https://www.youtube.com/watch?v=aYKjCfk_gLs&t=1s
Free Gun FBX Models
https://www.patreon.com/posts/54756498
Old ...
I plan on making the trigger, bolt, attachments, and buttstock seperate. Since I want the buttstock to be able to extend or swap it later and those other parts will move with animations. Right now I have the muzzle break as a seperate object. My second question is, is that what I should do if I want to add suppressor attachments? Or can I make the muzzle break part of the model and just move the muzzle snap point for the suppressor so it covers it up? My last question is what do I consider in my design for texturing? I have never used substance before, so is there anything I should do from the start to make the texturing easier later on? Should I have the handguard be a seperate object since that will be a seperate material from the receiver?
It looks like a lighter. What's it for?
Imma steal it. Correction, imma ask for a light then "forget" to give it back.
@tacit eagle How about this?
how close is it to the players eyes?
Relatively close when its in their hand
because usually such small things would be around 1k at the very most
I think it will be fine, HE round is around the same size and has around double the faces
👍
enfusion does a good job with vertices... but its also the same reason why half of the stuff doesnt render in when you turn around in a room
bi pwease fix
I swear running Reforger without an SSD is close to unplayable
The amount of time it takes to render things in.. 
I have it on a pci 3 m.2
its not so great
compared to 2.5 ssd
and even the 7200 rpm hard drive wasnt so bad, it only really helped with loading materials and textures when starting GM
On my Samsung 980 Pro I got no rendering issues anymore. But the experimental version installed on my harddrive.. oh boy. Invisible houses, floating furniture, chrome missing textures galore. 🥴
An SSD was liturally the best thing I have spent money on in the last decade
Hello everyone, in short I did not understand how to make weights in a blender for clothes, help!!!!!!)))))
You can find weight painting an weight transfer tutorials for Blender online.
I made a tutorial on how to give you quick weights and even tagged you in the link so you could see it a couple days ago. #enfusion_blender_tools message
you using CAD software? It certainly looks like it. First tip: Don't use it (for now). CAD produces poor meshes that are difficult to work with (in blender), and waste too many polygons. First learn how to make good models in blender. High poly, Low poly, etc. Once you understood that you can then decide when it's useful to use CAD and when not.
CAD is definitely an option to work on very accurate high poly models. Is not, however, something that i would recommend for a begginer
exactly. When you know what pros/benefits it has / how to make it work it's a good option
It doesn't work for some reason
I have tried more than once
Then you are doing something wrong during the process.
Everything is exactly like in the video, but there you say that the principle for clothes is a little different.
I applied auto-weighting and it turned out, but with a very bad result. The model then completely dispersed.
Yeah I have no idea what you could be doing wrong if you are following the video exactly. When it comes to tops and pants you will still see some stretching in the arm pit area and crotch but the model should not completely disperse.
Ehh it is to too late for me to try with this model? Should I start over in blender? I am nearly done.
Creating a base model in a 3D tool is only one of many steps necessary to bring it into a game.
You need to learn blender either way to bring a model ingame. You need simplified versions of this model (Level of detail). You need collision geometry. Etc. The model needs UV information so it can be textured. All this is not doable in CAD tools.
Consider it an exercise to do what you did in CAD in blender as well. You could also model a different weapon, of course.
parametric to polygon workflows are absolutely doable and popular
but its best to start out with a normal poly workflow
because you will basically have to redo the entire model
to get the low poly model
Alright cool, I'll redo this in blender then. I don't mind redoing it for the practice.
I think going from cad to cgi is gonna melt your brain
depends on the workflow
boolean remesh is absolutely doable
i mean, in a lot of ways its very similar
and its quick and efficient
subD is fun but a pain in the ass
remember that you dont have to do the model as one part fused together. It's totally fine to have an "assembly" (to use CAD terms).
it's in fact advisable to do it the assembly way, it just makes it easier to focus, organise and work on it
quad chamfer ftw
autoschiet and mudhaus masterrace
Do parts that will be different materials have to be seperate? Such as the plastic handgrip vs the metal receiver?
not really no
but you want them to be seperate for multiple reason
makes it a lot easier to model
and also just looks better
plus future modularity
That makes sense
Alright I'll do that. I plan on splitting it up into these parts: receiver, handgrip, barrel/handrail, buttstock, trigger, bolt, and safety lever.
In this Video I will go over 10 tips to help any 3d artist or game designer start design weapons for games.
Sinix Lightbox Expo Online talk on Weapon Design:
https://www.youtube.com/watch?v=rdU6pXh4ADY&t=13s
Daniel Solovev tutorial on Weapon Design:
https://www.artstation.com/artwork/2xRrVB
==========================================
ARTSTATI...
gud video
ive heard that "chamferzone" has a good tutorial for modelling a gun in blender
is there a tutorial on how to find the time to do modeling?
no just suffering
its called ignoring your upcoming exams
dumb question, what exactly does that refer to?
is it just the regular boolean to remesh smooth? or mid poly approach with weighted normals
@daring condor its a modifier add-on for 3ds max
actual screenshots might be better than phone photos...
language plox @daring condor
delted the offending message (assuming thats what it referred to)
Yes, it's so fast) As soon as the full work is done, I will send normal photos
tbh I like to believe it is faster to screenshot and paste a photo in like 3-5 seconds vs grabbing my phone, opening discord, going into camera mode, taking the pick and sending lol
I work in Discord and it is constantly open on my phone. So it's faster to take the phone.
https://www.youtube.com/watch?v=pBoA5zmky2w
instead of subd i often use this to directly get smoothed edges (for HP). No faffing around with support edges just to get a rounded corner.
Not sure if there is a blender equivalent... there better be for blender people's sake 😛
ahh yes thats just the bevel mod lol
i actually use that for the suspension thing there
the blue edges are weighted for bevels with a profile that just makes them support loops
so subD works fairly well (for the most part but this will be on the underside of a tank so 🤷 )
This and the video about things to avoid by the same guy were really interesting!
Lots of new info
Although am I understanding right that you're supposed to keep a model as seperate parts ? So where a handguard and the receiver/barrel of a gun meet, should I not join that into 1 part ? I always thought it has to be 1 solid model to avoid doubled vertices. 
I don't know if it's a good or bad practice but the engine has no problem with separated structure, sometimes you might even get better topology/less total faces like for example lug nuts on a wheel rim
lug nut example
I did use this technique in some rare cases, but I never thought it went this far. Huh. 
Every other day there's another bit of info that reminds me of how wrong I was about certain things. 
another example is the RPG7, the thingamabob with the trigger is also not welded to the tube
tris/vertex count is not really that big a deal these days
and the screws on it are not welded to the thing
its honestly easier not to weld it
I suck at modeling so I will usually put little time into making sure geometry is good around things like this if they are part of the object
I guess I'm kind of out of touch. I always look at the DayZ models to see what they did and didn't do, but their models are like 10 years old in some parts.
When I look at some things in Enfusion my mind is blown. 32 vertice circles and cylinders for the smallest of details
Unthinkable to me until I saw it
the engine is pretty good at not rendering them when they get smol
I don't know what happens when you have 500 screws floating around though (as separate geometry)
unreal hive engine has NANTIES TEKNOLOGI™️ which has millions of verts and auto decimates them
Yeah I thought we're still stuck in the stone age and UE5 Nanite is the biggest discovery of the century. But other game engines aren't as bad with vertice count as I thought.
rv dino engine is stucc in the stone age
enfusion in many ways is something in between right now
I really want to take a breath and approach all this with a new perspective, it's just so hard to get rid of what I thought was totally normal for so long. Gonna be hard. 
I remember when a map having a geometry hole in quake 2 would cause the whole game to crash, now we just fall off the world in modern engines
There was this Blender drone tutorial by Simon Fuchs that some people recommended to me. It goes from concept to finished render and seems to be pretty good. Been considering it a lot recently.
It's 60€ and I'm really bad at spending money, that's all that has been hindering me. 
if its seperate parts no
why would you merge them
I thought if you're not gonna remove them, I should merge the vertices and save myself those few. But it is not as big of a deal as I thought
yep it no biggie
That's probably been causing all sorts of avoidable shading issues. 
probably helps when baking exploded parts also
Does only my lowpoly need a UV map btw ? Or my highpoly too ? So far I've always made sure to make one first, duplicate it and the modify it so both have the same UV maps. I'm starting to doubt this aswell now.
depends on what you want to bake
but usually only hte LP needs to be unwrapped
but unless you are baking a specific texture from one model to another
only the target needs to be unwrapped
This changes a lot honestly. The reason I never did my highpoly first is because I thought I would mess up my UV seams while decreasing detail/removing edges. But since only my lowpoly needs one, this does change things.
Now I feel stupid. 
Thanks for telling me, this is gamechanging.
The reason everything sounded so complicated is because the way I thought was correct was the truly complicated one.

wtf I imported 27 cubes fbx with different material each but workbench collapsed it all into one material
okay so it culls the entire mesh not individual cubes (that are not welded)
not sure what I was expecting but this seems fine
The engine does a fantastic job with tris. Hell, in blender one of my shirts was showing 5k tries but when I imported into enfusion the engine brought it down to just 3k.