#enfusion_model

1 messages · Page 8 of 1

shell hedge
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under import settings

midnight path
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i did, no change

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oh wait

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yes

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that worked

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i didnt know that was down there

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thank you

tacit eagle
last hill
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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.

fathom bolt
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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

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You can have custom list of attachment if I want just my list of suppressor it’s possible

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For the attachment component

stark jolt
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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.

shell hedge
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bullet goes out of the projectile spawn position

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and it goes forward

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I guess have to adjust the sight/ads camera to make it make sense

tacit eagle
stray bridge
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hi pepeshake
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 pepefrog )||

pure kayak
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honest opinions please, would you say sculpting or marvelous designer is best for reforger mods?

tacit eagle
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what difference does it make? why not just use blender

pure kayak
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two different tools and workflows

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MD is physics based clothing so its easier to get intial success sometimes

last hill
fathom bolt
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Blender > ZBrush > Substance Painter is a popular workflow

zenith quartz
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Usually I see people get a baseline in Marvellous and then sculpt the rest of the detail in Blender or ZBrush.

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Since MD gets a lot of the big to medium detail but no small detail.

primal prawn
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how can I fix the helmet appearing in the player view?

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is there any fix for it? I didn't found anything

fathom bolt
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In your material add the opacity map "clipping_something" and check box "allow user"

tacit eagle
stray bridge
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Anyone knows how to do that you can only hold a Item in your hand/hold an item in the weapon slots? pepefrog

half anvil
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My bones look like snaps. Why it can be?

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This is how bones look in blender.

surreal ore
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@half anvil Look at your vertex groups.

last hill
# half anvil My bones look like snaps. Why it can be?

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.

pure kayak
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Testing stuffs

half anvil
half anvil
last hill
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Look up weighting bones in Blender, plenty of tutorials around for that.

half anvil
shell hedge
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there's an export setting in blender for that

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forgot what's it called

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I think it's in the export window somewhere

half anvil
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leaf bones?

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Yes leaf bones 😄

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It is fixed thanks

half anvil
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The character doesn't hold the weapon correctly. How can i fix

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This is how my bones look

fathom bolt
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Check if graph are set here :

half anvil
fathom bolt
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and i have graph setup by default

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im gonna send you a screenshot of my .blend

half anvil
fathom bolt
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i think you need to make custom anim. Bones positions are stored in the anim and that why you probably have this problem

shell hedge
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get your joints as close as you can to the m16 skeleton, setup the weights

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with some tweaking the m16 armature will work fine

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ALSO I found that after adjusting armature and reimporting I sometimes had to restart workbench for the armature to "update" ingame

surreal ore
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I have an armature that works with the M16 animations

fathom bolt
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@shell hedge did you know how to add a light entity to a prefab ?

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everytime i save its gonna the next time

shell hedge
fathom bolt
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yes by placing the light entity in the prefab ?

shell hedge
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yep

fathom bolt
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cause when i do that if i close the world editor the light entity disapear

shell hedge
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I use them for my lasers and flashlights, they are a child of the attachment entity

fathom bolt
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like that ?

shell hedge
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drag it under while holding ALT to make it part of prefab

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I think

fathom bolt
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that it !

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thanks 😉

shell hedge
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strapping a light to NVGs?

fathom bolt
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testing yeap

shell hedge
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it works great when there's no AI around

fathom bolt
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if we add streetcomponent AI doesnt care i think

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that why i need that

shell hedge
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it cares about light shining on a player, doesn't matter what source

fathom bolt
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and the SCR_Flashlight too

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but if the source (player) is behind the light or not in the light its good

half anvil
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and did you automatic weight the bones?

shell hedge
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no auto weight for guns plz

surreal ore
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Trial and error. But I've already done that part

shell hedge
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doesnt make much sense

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if you have a joint for the bolt, weight it 100% to the bolt or something

tacit eagle
tacit eagle
half anvil
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The graph

shell hedge
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what is the parent prefab of your gun? are you inheriting the m16?

half anvil
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No the Rifle_Base

shell hedge
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then you need to setup everything yourself like the m16 prefab does

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compare your prefab with m16 prefab, fix all differences

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go over every component etc

half anvil
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I had better inherit the m16 one and try with that

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And I'm gonna send my bones

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Can you say if something is wrong?

shell hedge
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you could, but inheriting m16 means you will also inherit its functionality such as fire modes and other stuff

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compare your bones with m16 bones, fix differences

half anvil
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I see one problem here and is that the w_root bone looks like snap because it doesn't have any weight

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And I don't know there to weight paint for w_root

shell hedge
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if w_root has weights in m16 armature then your armature should probably have it too

half anvil
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Yes it has but where should I paint

shell hedge
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in the same place you painted other weights

half anvil
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The whole mesh?

shell hedge
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except other moving parts perhaps

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such as everything except trigger, bolt, and so on

half anvil
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Okay then thanks I'm gonna try

shell hedge
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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

half anvil
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I think w_root have to have all the weight because when I rotate the M16 w_root, the whole mesh rotatates

half anvil
flint sphinx
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That g3a3 is beautiful

shell hedge
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best I can do is send you a FBX with the armature

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but you have good armature in the sample weapon

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you can look at how it's setup

half anvil
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Okay thanks

tidal latch
half anvil
last hill
light vault
shell hedge
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I just save the fbx again and workbench reimports it for me

light vault
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OK, thanks. Is that because you export your FBX directly into your Enfusion folder?

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Instead of importing into Enfusion from a different folder, that is

tacit eagle
last hill
light vault
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Thanks mate! 👍🏻

obsidian pilot
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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.

tidal latch
tacit eagle
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reyhard how do you do the welds in the btr?

glossy lynx
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Aren't they just trim sheets?

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From what I see is they are trim sheets with a decal material

shell hedge
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its a normal and opacity map across thin meshes

obsidian pilot
tidal latch
bright raft
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A toob for a toob:

obsidian pilot
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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.

tidal latch
obsidian pilot
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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.
obsidian pilot
stray bridge
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Anyone knows what I´m doing wrong? I wanna setup a portal. Tried different face orientation btw

calm rune
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Time to start making some new civilian clothing again!

dusty plume
calm rune
covert dune
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Gotta love flannel. meowheart

surreal ore
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@stray bridge Portal shouldn't be a child of a socket

stray bridge
surreal ore
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Yeah, i misremembered .

stray bridge
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unlucky

surreal ore
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@stray bridge The get 'consumed" That much I remember

surreal ore
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I'm pretty sure there is some import setting for it

stray bridge
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did the import settings ^^

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only the socket itself is displayed

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not the actual door / plane

surreal ore
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Oh, I was also misunderstanding what your problem was. It gets consumed so it shouldn't show.

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You should still have a material slot for it iirc

stray bridge
stray bridge
surreal ore
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I'm still confused as to what the actual problem is.

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Sockets are "bones" used for attaching other entities. Portals don't render.

stray bridge
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And wont work

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sound for example is not "lower" etc

surreal ore
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@stray bridge I've just tired and either we're both doing something wrong or it's broken.

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I even tried adding a probe.

stray bridge
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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

stray bridge
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I even hope we are

surreal ore
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Nope we're not

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Figured it out

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You have to have a probe.

stray bridge
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Not sure what do you mean by that

surreal ore
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Read the wiki about probes

stray bridge
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Thank you

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I will read it and test it tomorrow. For me its 4:05 am rn

surreal ore
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I've had it working before Just hadn't messed with buildings in quite a bit.

buoyant nymph
fathom bolt
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@tidal latch it’s working well for the character just need to do the same for the head

tidal latch
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just copy paste it from character

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but I think it should have it also in memory points collection

fathom bolt
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yes cause i've made it with the head.fbx but i dont have the same amount of memory/bones

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I'll look for it later

stray bridge
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Also i get this

shell hedge
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arent light portals not implemented yet?

stray bridge
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But as i mentioned. I read the wiki and just dont know how to do it xd

shell hedge
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probes and probe volumes are for reflection probes and sound attenuation

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light portals are for light but i dont think its implemented yet

stray bridge
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sound attenuation is what i want ^^

shell hedge
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so your box volume doesnt import?

stray bridge
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thats the box in blender

shell hedge
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place the building as part of SCR_DestructibleBuildingEntity and fire a gun inside

stray bridge
shell hedge
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youll need to learn this anyway so might as well do it now

stray bridge
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ahh its in this tab

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ok i know this

shell hedge
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basically you need to set your stuff up the same as vanilla buildings

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so just compare it until its the same

stray bridge
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thats what i did ^^
i was confused. if you scroll up a bit you will see what i mean

shell hedge
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if its the same as vanilla but doesnt work then its not the same as vanilla

stray bridge
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thank you very much

fathom bolt
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the left tab is the base head already in game

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if i just import the head.fbx from the sample its doesnt work too

tidal latch
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are you sure you are using up to date samples?

fathom bolt
zenith quartz
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WIP AK-12 handguard.

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Going to do the MLOK AK-12SP one after.

fathom bolt
# tidal latch

i dont understand you need to duplicate the character to set the "wound" materials right ?

tidal latch
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Yes

fathom bolt
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its gonna be change or it will stay like this ?

tidal latch
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I'm not sure about plans for reforger in this regard

fathom bolt
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i mean in the future not especially for reforger cause duplicate the model just for materials its weird but idk

dire estuary
zenith quartz
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Remesh.

bright raft
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Toob pack

obsidian pilot
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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.

obsidian pilot
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Changing the emitters to close to black seems to have solved the issue...?

zenith quartz
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Proooogress.

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I had an AK12 I had worked on before, adapting parts from that (stock, grip, gas block, etc) to the new receiver / handguard.

sly bridge
zenith quartz
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Thanks!

sly bridge
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been doing some bakes

errant grotto
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i can't comprehend how some people can model all these small internal parts accurately and make them fit together

covert dune
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Yeah especially when 90% of reference material is inaccurate and blurred as hell. Mad respect. meowsweats

tacit eagle
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reverse engineering is easy. making things from scratch is hard ( yes haha clown funny redditard moment with 0 cad or machining skills )

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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,

sly bridge
fathom elbow
zenith quartz
tacit eagle
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what is this for world of guns?

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the internal parts have no value for shooty games

sly bridge
tacit eagle
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yeah I know, but its something more than just arma.

shell hedge
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tbh wouldn't be surprised if someone made a mod to take guns apart to clean them etc

tacit eagle
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by the makers of BI and tank mechanic simulator we would like to introduce....

fathom elbow
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pff tank mechanic simulator... what a joke.

buoyant nymph
prisma delta
nocturne sparrow
# tacit eagle they make reverse enginnering easy today with las0r / photo scanners, you can bu...

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

tacit eagle
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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.

wary inlet
tacit eagle
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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

fathom elbow
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imagine how long you'd have to wave around your "scan stick" to scan an MBT... 😄

kindred thistle
fathom elbow
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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.

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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

kindred thistle
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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

fathom elbow
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if you have a 3D reference of everything it's much quicker

daring condor
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Scans are great, but have obvious limitations when it comes to detail

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Personally I think their biggest utility is in getting the basic proportions right

daring condor
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Like, not completely detailed

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But you can get decent scans from around 100-200 photographs

fathom elbow
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i'm talking about a handheld scanner

daring condor
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Ah

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Yeah no, for big assets photogrammetry is king

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With the correct tools it can also be accurate

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They use them for measurements and keeping track of a disintegrating mountain top in Bavaria

daring condor
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using free software you can get some decent stuff with rather poor data

cyan urchin
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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?

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Nevermind I missed the section on the import FBX page saying to enable Export Skinning and Export Scene Hierachy

half anvil
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I imported a beret properly but I can see it from first person. How can i make it invisible?

stray bridge
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maybe fliped normals?

last parcel
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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

half anvil
shell hedge
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is your helmet a genericentity instead of gameentity?

last parcel
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what is the settings that you use on the general tab on the material

half anvil
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These two boxes weren't checked, I checked them and it worked. Thank you.

half anvil
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Although it looks normal in prefab, when I equip the backpack the mat appears on my feet. (nvm the texture)

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The mat and the slot settings.

willow sage
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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.

tacit eagle
covert dune
tacit eagle
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the frame, wheels LP are around 3k tris :3, the rest Well... probably gonna be around 45k

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I also have to place some bolts and make the mounts for the guns to rest on

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also links for the bul its.

burnt thunder
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That oughta make pilots a little more nervous

tacit eagle
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after this cancer is done I can start doing some of these

covert dune
half anvil
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It is already spine5 btw.

stray bridge
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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? 😅

leaden leaf
light eagle
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ZU-23

half anvil
shell hedge
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you could add things in the prefab

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the alice vest is made out of stuff, you could look at how that's done

stray bridge
half anvil
dawn chasm
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Help me understand what's going on. Filled in the modification, helmet. It is not displayed correctly when you put it on.

iron brook
dawn chasm
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And it should be and how is it displayed at all

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?

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And if it's not there, then how do I make it?

iron brook
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if you open the xob there are some settings, find one called ''export skinning''

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If its not checked try checking it reimporting

dawn chasm
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ok)

fathom bolt
fathom bolt
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that your main problem

dawn chasm
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Forgive me for asking so many questions, I'm just studying this program.

fathom bolt
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you need to pickup the sample "NewCharacter" and setup your helmet like this :

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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"

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then export to fbx make sure that the case "Add Leaf Bones" is unchecked in the Armature tab when you are exporting

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import in WorkBench, check this case :

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then "Reimport"

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after that if you have in "details" tab "Bones (1+162) you're good

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if not you got a problem

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Hope its clear

dawn chasm
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Thanks for the help, I think I'll figure it out

tidal latch
fathom bolt
tidal latch
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yes, it has to be rotated by 180 degrees

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you probably rotated skeleton, which is not tragic right now but in future, this might result in broken colliders

stray bridge
# half anvil How can i do that

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)

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Spawn in for example the alice backpack and you will see different components. Most of them should be usefull

half anvil
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Actually I want to add a new backpack so I need a duplicate of that xob

stray bridge
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Theres no need to duplicate your xob

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What you wanna duplicate

half anvil
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I have an idea

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If i add a component to the xob and then turn it into a prefab, does that work?

stray bridge
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Thats how it works

fathom bolt
tidal latch
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ye, it's not going to work very well in future

fathom bolt
stray bridge
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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

half anvil
stray bridge
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thats what youll see on the floor

half anvil
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I can't change the mesh object and also when I wear, it is still the same.

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The game doesn't allow me to change it because it needs an .xob file.

dawn chasm
fathom bolt
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I never used this one so I don’t know

surreal ore
surreal ore
calm rune
surreal ore
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The damage on the jeans

calm rune
surreal ore
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so it is just from materials? or is it from mesh as well?

surreal ore
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That's awesome. Do you have a version without damage?

shell hedge
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yooo lumberjack clothing

surreal ore
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Hero skin @shell hedge

calm rune
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but yeah its just materials

surreal ore
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I wanna recreate dayZs clothing damage system

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currently working on test object for new character attachment slots

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@calm rune Still gotta make some gloves lol

surreal ore
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I was meaning me lol

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I'm adding glove slots.

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I can't not add them, they're needed

tacit eagle
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does including Mlock?

calm rune
zenith quartz
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It looks absolutely excellent.

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And yeah with hard surface stuff even I am so much happier working with a modern engine.

calm rune
zenith quartz
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The power of normal maps. 🙏

covert dune
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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. meowheart

lofty heron
glossy lynx
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Vergy does some godly work. Honestly I might say it's better than base game

calm rune
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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.

zenith quartz
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I badly want to commission you for some stuff for Calamity, just haven't had the capability to do so just yet. 😅

dawn chasm
willow sage
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What the hell is this thing.

dawn chasm
fathom bolt
dawn chasm
fathom bolt
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Better now in Workbench ?

dawn chasm
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I can say I'm almost close to solving the problem!!!

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1 + 162 has not come out yet, but I'll try again

fathom bolt
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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

dawn chasm
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ok, I 'll try to do it now )

dawn chasm
fathom bolt
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Yes

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It’s a collider

dawn chasm
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ok

fathom bolt
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A geometry if you want

dawn chasm
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now one step closer))))

calm rune
dawn chasm
dawn chasm
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by the bones

calm rune
fathom bolt
fathom bolt
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Can you send me the .blend in dm ?

dawn chasm
fathom bolt
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You have a problem here

dawn chasm
fathom bolt
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that what i have

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in my helmet mesh

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Vextex Groups is all the bones here on the picture you only have "head" setup

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are you sure you are in the helmet mesh ?

fathom bolt
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ok perfect now just select all the mesh, select head and assign

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that all

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but you surely have something assigned somewhere that count 2 + 163

dawn chasm
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RESOURCES (W): Missing some mesh skinning weights (1). Weighting them to root.

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And this is normal when this crashes in the console

calm rune
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Your UTM(collider) is not suppose to be parented too the armature.

dawn chasm
calm rune
#

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.

calm rune
dawn chasm
fathom bolt
#

Why you un parent the UTM ?

calm rune
calm rune
fathom bolt
surreal ore
#

@calm rune

#

I'm not great at modelling but this is cool.

calm rune
#

Good start. I like it.

safe eagle
#

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?

tacit eagle
#

the wiki is the best place

calm rune
zenith quartz
#

top notch stuff

tacit eagle
#

no bulge 😦 my wife unhappy

little kayak
calm rune
covert dune
#

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

calm rune
covert dune
#

Nicee. 😄

tacit eagle
#

eau_de_combat collection

summer sierra
summer sierra
calm rune
#

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

zenith quartz
#

Smart

#

Easy reference. :D

dawn chasm
dawn chasm
dawn chasm
sly bridge
# dawn chasm

you know there is a print screen key on keyboard :))

dawn chasm
zenith quartz
#

And massively degrades the quality of your work for everyone else.

dawn chasm
blazing agate
#

Optimized Photogrammetry Rock test inside enfusion, the optimized rock has 2k poly faces, the photogrammetry 1 Million

fathom bolt
#

for me its was that

#

Seriously its pretty good

lethal frigate
#

whats that prefix you need for collision ?

#

utm?

blazing agate
#

this will help

#

you

lethal frigate
#

yes

#

that waas what i was looking for

calm rune
blazing agate
fathom bolt
#

ZBrush no ?

calm rune
calm rune
covert dune
#

Ooooh, I was actually wondering if you're gonna do backpacks! blobcloseenjoy

tacit eagle
#

fabric storage device

covert dune
#

After 2 years of struggling with it, I have actually managed to bake a high onto a low! Horray!! praise_the_sun

surreal ore
tacit eagle
#

What was so hard with the bake?

covert dune
#

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.

dusty plume
tacit eagle
#

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

covert dune
#

Well this scope was one of the easier ones as it's liturally just a fancy toob. 32 vertices per loop on the lowpoly

tacit eagle
#

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

covert dune
#

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.

tacit eagle
#

do you use a cage?

#

also in blender?

covert dune
#

Yup, I learned about cages yesterday. Blender too

tacit eagle
#

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

covert dune
#

What's 'FoNg smoothing' ? 😅

tacit eagle
covert dune
#

Ahh, right of course

#

Doesn't always wield the best results though

#

Lots of weird shading

tacit eagle
#

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

covert dune
#

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

tacit eagle
#

like dis?

covert dune
#

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

tacit eagle
#

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

covert dune
#

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

tacit eagle
#

I got ok results

#

I need to get quadremsher

#

I just really like sub D method. nothing can really replace it

covert dune
#

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. meowfacepalm

tacit eagle
#

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 ; ~ ;

covert dune
#

🥴

tacit eagle
covert dune
#

This is the sort of issues I keep facing

tacit eagle
covert dune
#

Also another issue

tacit eagle
covert dune
#

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.)

tacit eagle
#

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

covert dune
#

Is there a way to recalculate it so I have it equal ?

#

Or do I simply need to plan ahead better ?

tacit eagle
#

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

covert dune
#

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

tacit eagle
#

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

covert dune
#

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. 🙏

dusty plume
rare sierra
#

Yo this channel is nutty. Preciate the ping but isn't even know what I'm looking at lol

rare sierra
#

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?

dawn chasm
shell hedge
#

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 😦

light eagle
#

I used the bed from A2 meant for the ZU-23.

zenith quartz
#

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.

zenith quartz
#

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.

surreal ore
#

@zenith quartz emissive would work

zenith quartz
#

I more-so mean the design, how I'd replace the original ironsights, etc. 😄

zenith quartz
#

There we go. 😄

#

Just gas tube now.

sly bridge
#

@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

wicked dirge
zenith quartz
#

Thanks! 🫡

zenith quartz
#

Quick muzzle brake I made for fun too haha.

fathom elbow
#

for some reason i'm thinking "muzzle brake chess set"... this would be the king

delicate condor
#

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

tacit eagle
#

Pain 😦

kindred thistle
#

How can I make an object modify the heigthmap, like roads for example?

tacit eagle
#

height map as in terrain? I dont think so

kindred thistle
#

Roads can do that, so I think it would be possible

tacit eagle
#

are you talking about in game? or in the sdk

kindred thistle
#

in the modding tools

#

cause I'm working on smth

tacit eagle
#

probably best to ask in terrain builders

#

I know you can use the ground material textures of objects like trenches

covert dune
#

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

kindred thistle
#

That's what I wanna do in the end. Just have to make a few more

delicate condor
covert dune
#

Oh does it ? Thought it's the same as DayZ which is piece by piece. Ooops. 😅

covert dune
#

Any thoughts on these scope mounts ? (Not highpoly yet, just trying to make my own design not based on anything)

tacit eagle
#

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

covert dune
#

The little screws on the top ? Wanted to bake them into the normal, like they're screwed fully into their hole

ebon trail
tacit eagle
covert dune
#

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

ebon trail
#

The screws are fine. That is realistic proportions and will look better once you give some more detail

covert dune
#

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. 😄

ebon trail
#

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.

covert dune
#

I got a little demo rifle I made, just don't know how high/low is practical, 1 moment.

#

Too tall, too low ?

flint vale
#

I think it’s so far perfect

ebon trail
#

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

covert dune
#

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. 🙏

tacit eagle
#

why?

#

you can do bof

covert dune
#

Both ? Both picatinny and dovetail you mean ?

daring condor
#

Before going into details

#

Basically just trying to get a nice shape without worrying about polycount or topology

covert dune
#

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.

tacit eagle
covert dune
#

So smooth, very nice. BlobCatMelt
That's how I'd like to make my scews on top, and then bake it into the normal map.

dawn chasm
#

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.

wicked dirge
#

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.

zenith quartz
#

Dust cover work commences.

dawn chasm
calm rune
# dawn chasm

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.

kindred thistle
#

Are there any addons for blender that can handle automatic UV unwrapping? Can't get my head around it

zenith quartz
#

What are you trying to unwrap?

kindred thistle
shell hedge
#

looks simple enough for any auto unwrap to handle with some minor edits

zenith quartz
#

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

shell hedge
#

I'd like to see some kind of world championship in uv unwrapping

zenith quartz
#

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.

covert dune
#

There's also 'Smart UV Project', but I never really use it. I like doing the cutting myself. blobcloseenjoy

kindred thistle
shell hedge
#

relatable, sometimes I spend way too long breaking edges

covert dune
kindred thistle
#

jk

daring condor
#

it can align UVs by world space

#

but its payed

zenith quartz
#

ZenUV is good.

#

I think UVPackMaster is basically a requirement.

daring condor
#

havent used it

#

eh

#

you can get away with using UV packer

zenith quartz
#

TexTools too.

daring condor
#

not as good as packmaster but its free

#

cannot handle things like stacked uvs tho

fathom elbow
zenith quartz
#

Actually they just added stack groups. :P

#

Like yesterday or so.

daring condor
#

wait

#

uvpacker?

zenith quartz
#

So UVPackMaster can handle stacked UVs.

daring condor
#

or packmaster

zenith quartz
#

Oh, no.

daring condor
#

talking about uvpacker

#

basically cheapo packmaster

#

does its job tho

#

unwrapping isnt hard tbh

#

just tedious

kindred thistle
#

Kinda weird how there is no AI that does something like that yet

daring condor
#

there probably is

#

but i dont see why

#

some manual control is nice

#

because of all the edge cases

shell hedge
#

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

covert dune
daring condor
kindred thistle
#

I guess for very simple things it can work great

fathom elbow
#

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

daring condor
#

@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

zenith quartz
#

I hate lod-ing.

daring condor
#

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

shell hedge
#

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?

daring condor
#

the blender talk i think

zenith quartz
#

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.

daring condor
#

lod1: manual, after that let jesus take the wheel

sly bridge
zenith quartz
#

I couldn't get it to... Load into Blender or however it was supposed to work? Used to just be it's own program.

sly bridge
#

not a blender user, has some max bridge of sorts

zenith quartz
#

Hmmm.

sly bridge
#

also, unreal 4 has some nice lod tools if you wanna give that a run

zenith quartz
#

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.

shell hedge
#

my biggest auto LOD quirk in C4D is that it really doesn't like when meshes have holes, and collapses them into itself crypeepo (as in open holes, imagine a cube without 1 face)

sly bridge
zenith quartz
#

Internals last. notlikemeow

sly bridge
zenith quartz
#

Although I'm not doing full on internals.

sly bridge
#

kidding, no reason to have these (yet) - also check dms

shell hedge
#

I guess it doesn't know how to preserve the 3d shape if it's not contiguous

zenith quartz
#

AKs are WH40K Ork guns as far as I'm concerned. Boxes of random bolts and screws that somehow work haha.

covert dune
#

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.blobdoggoshruggoogly

daring condor
#

so you would actually see the guts

kindred thistle
zenith quartz
covert dune
kindred thistle
zenith quartz
kindred thistle
zenith quartz
#

They aren't like hidden at all.

kindred thistle
#

I guess it would be possible in Enfusion?

daring condor
#

couldnt they just map it to a random textured surface

covert dune
#

Haven't heard from them in a while

zenith quartz
#

Maybe they went mad.

kindred thistle
#

Understandable tbh

#

Tho, trying that in RV4 would be true madness

shell hedge
#

but yes it is 100% possible

#

or maybe like 99%

#

the weapon can just be the receiver you glue stuff onto

zenith quartz
#

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.

covert dune
#

Always good to leave all doors open

#

Never know what the future may hold

kindred thistle
shell hedge
#

or that but with a receiver as base you can at least decide where bullets come out of

covert dune
#

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

shell hedge
#

just setup the customization menu camera in a way you can't see into the thing ez, side view or something

tacit eagle
#

after 1 or 2 lod you decimate is not bad

kindred thistle
#

trying zen uv right now, that stuff is godsent

surreal ore
surreal ore
covert dune
#

✂️ BlobCatMelt

#

Maybe I should try something with stacked UVs, but I'm not sure

lavish vigil
#

its for my WW2 German uniform Pack which will add all branches to the game starting with the Wehrmacht Panzer unit

calm rune
# zenith quartz Would do simplygon but I'm too dumb to get it set up after they changed how it w...

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.

  1. create a folder called 'simplygon' in your add-ons folder:

C:\Users\MYUSERNAME\AppData\Roami...

▶ Play video
zenith quartz
#

Cheers!

fathom elbow
# zenith quartz Internals last. <:notlikemeow:700311897937018890>

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 notlikemeow Getting an mech. engineer degree torpedoed my artistic output rate

zenith quartz
#

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.

kindred thistle
#

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

covert dune
#

This is such a big problem for me. Everything must be accurate, uniform and symmetrical, even if a player would never notice it ingame. notlikemeowcry

#

While some other artist is done in half the time, I'm still sitting there making sure it's all nice and accurate.

shell hedge
#

remember that you have to accurately animate the internals as well

abstract burrow
# calm rune https://www.youtube.com/watch?v=TrZRDS5_QWY&t=248s&ab_channel=baroquedubI I us...
  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 notlikemeow

shell hedge
#

can I see the triangle count of UTM colliders on the BTR somewhere?

shell hedge
#

oh ok thanks

shell hedge
#

lets see if I can stay under the number of faces of the btr colliders

kindred thistle
#

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?

covert dune
kindred thistle
covert dune
#

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

hot pumice
#

it might be impractical but it shouldn't break the engine

covert dune
#

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.

kindred thistle
#

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

daring condor
#

bake it into an alpha

kindred thistle
#

there she is, in all her glory

#

and I replaced the walkway with something a bit more sane

daring condor
#

that bridge is a death trap

hot pumice
#

you can absolutely replace those with an alpha if you want that neat design

daring condor
#

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

kindred thistle
#

it's not stupid if it works

daring condor
#

then bake for casting fails

#

thats how i did alpha tracks for the pt

#

but there probably is a smarter method

kindred thistle
daring condor
#

also what are you using to texture it?

kindred thistle
#

substance painter

daring condor
#

not software

kindred thistle
#

oh

daring condor
#

that should be pbrmulti

kindred thistle
#

I'm using 4 different materials lol

daring condor
#

then you should def use pbr multi instead

#

will give higher resolution textures and better performance as i understand it

kindred thistle
#

where can I read up on it?

daring condor
#

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

kindred thistle
#

I see

#

thanks!

daring condor
#

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

delicate condor
#

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

ebon trail
#

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?

https://youtu.be/vIWwdmn6-WY

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

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▶ Play video
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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?

surreal ore
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How's it look? Probably way to many polys but, im no model maker

tacit eagle
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yes way too mush

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I dont know if its aa or not but the wheel has steps on it 😦

leaden trench
calm rune
# surreal ore

Imma steal it. Correction, imma ask for a light then "forget" to give it back.

surreal ore
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Dropped it by a couple thousand polys

surreal ore
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@tacit eagle How about this?

tacit eagle
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how close is it to the players eyes?

surreal ore
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Relatively close when its in their hand

tacit eagle
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because usually such small things would be around 1k at the very most

surreal ore
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I think it will be fine, HE round is around the same size and has around double the faces

tacit eagle
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👍

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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

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bi pwease fix

covert dune
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I swear running Reforger without an SSD is close to unplayable

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The amount of time it takes to render things in.. notlikemeow

tacit eagle
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I have it on a pci 3 m.2

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its not so great

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compared to 2.5 ssd

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and even the 7200 rpm hard drive wasnt so bad, it only really helped with loading materials and textures when starting GM

covert dune
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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. 🥴

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An SSD was liturally the best thing I have spent money on in the last decade

dawn chasm
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Hello everyone, in short I did not understand how to make weights in a blender for clothes, help!!!!!!)))))

delicate condor
calm rune
fathom elbow
sly bridge
fathom elbow
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exactly. When you know what pros/benefits it has / how to make it work it's a good option

dawn chasm
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I have tried more than once

calm rune
dawn chasm
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Everything is exactly like in the video, but there you say that the principle for clothes is a little different.

dawn chasm
calm rune
ebon trail
fathom elbow
# ebon trail Ehh it is to too late for me to try with this model? Should I start over in blen...

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.

daring condor
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parametric to polygon workflows are absolutely doable and popular

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but its best to start out with a normal poly workflow

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because you will basically have to redo the entire model

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to get the low poly model

ebon trail
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Alright cool, I'll redo this in blender then. I don't mind redoing it for the practice.

tacit eagle
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I think going from cad to cgi is gonna melt your brain

daring condor
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depends on the workflow

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boolean remesh is absolutely doable

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i mean, in a lot of ways its very similar

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and its quick and efficient

tacit eagle
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I think sub d is really hard for them

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also im taking you back to PZ3 😠

daring condor
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subD is fun but a pain in the ass

fathom elbow
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it's in fact advisable to do it the assembly way, it just makes it easier to focus, organise and work on it

fathom elbow
tacit eagle
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autoschiet and mudhaus masterrace

daring condor
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edge loops are fucky because i am using bevels for control

ebon trail
daring condor
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not really no

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but you want them to be seperate for multiple reason

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makes it a lot easier to model

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and also just looks better

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plus future modularity

ebon trail
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That makes sense

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Alright I'll do that. I plan on splitting it up into these parts: receiver, handgrip, barrel/handrail, buttstock, trigger, bolt, and safety lever.

daring condor
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gud video

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ive heard that "chamferzone" has a good tutorial for modelling a gun in blender

shell hedge
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is there a tutorial on how to find the time to do modeling?

tacit eagle
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no just suffering

daring condor
daring condor
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is it just the regular boolean to remesh smooth? or mid poly approach with weighted normals

dawn chasm
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there are errors in mrdeli, but it seems to have finally got up

tacit eagle
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@daring condor its a modifier add-on for 3ds max

delicate condor
# dawn chasm

actual screenshots might be better than phone photos...

sly bridge
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language plox @daring condor

daring condor
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delted the offending message (assuming thats what it referred to)

dawn chasm
calm rune
dawn chasm
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I work in Discord and it is constantly open on my phone. So it's faster to take the phone.

fathom elbow
daring condor
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ahh yes thats just the bevel mod lol

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i actually use that for the suspension thing there

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the blue edges are weighted for bevels with a profile that just makes them support loops

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so subD works fairly well (for the most part but this will be on the underside of a tank so 🤷 )

covert dune
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Lots of new info

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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. thinking_pikachu

shell hedge
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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

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lug nut example

covert dune
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I did use this technique in some rare cases, but I never thought it went this far. Huh. galaxybrain

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Every other day there's another bit of info that reminds me of how wrong I was about certain things. thisisfine

shell hedge
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another example is the RPG7, the thingamabob with the trigger is also not welded to the tube

delicate condor
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tris/vertex count is not really that big a deal these days

shell hedge
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and the screws on it are not welded to the thing

delicate condor
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few 100 here or there makes no difference

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(of course dont over do it)

shell hedge
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its honestly easier not to weld it

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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

covert dune
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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.

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When I look at some things in Enfusion my mind is blown. 32 vertice circles and cylinders for the smallest of details

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Unthinkable to me until I saw it

shell hedge
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the engine is pretty good at not rendering them when they get smol

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I don't know what happens when you have 500 screws floating around though (as separate geometry)

tacit eagle
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unreal hive engine has NANTIES TEKNOLOGI™️ which has millions of verts and auto decimates them

covert dune
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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.

tacit eagle
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rv dino engine is stucc in the stone age

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enfusion in many ways is something in between right now

covert dune
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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. notlikemeow

shell hedge
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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

covert dune
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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.

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It's 60€ and I'm really bad at spending money, that's all that has been hindering me. meowfacepalm

daring condor
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why would you merge them

covert dune
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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

shell hedge
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yep it no biggie

covert dune
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That's probably been causing all sorts of avoidable shading issues. notlikemeowcry

shell hedge
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probably helps when baking exploded parts also

covert dune
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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.

daring condor
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depends on what you want to bake

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but usually only hte LP needs to be unwrapped

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but unless you are baking a specific texture from one model to another

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only the target needs to be unwrapped

covert dune
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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.

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Now I feel stupid. pikachusurprised

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Thanks for telling me, this is gamechanging.

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The reason everything sounded so complicated is because the way I thought was correct was the truly complicated one.

shell hedge
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wtf I imported 27 cubes fbx with different material each but workbench collapsed it all into one material

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okay so it culls the entire mesh not individual cubes (that are not welded)

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not sure what I was expecting but this seems fine

calm rune