#enfusion_model
1 messages Β· Page 9 of 1
oh yea I have actually never seen the optimize meshes thing to break anything yet
wonder what algo is being used for it
have you read the normals bible?
(its not called that i just call it that)
https://www.artstation.com/blogs/typhen/GMyG/this-is-normal-1-what-normal-maps-are-and-how-they-work
five relatively short articles that basically explain almost everything you should know about normals and a lot about the theory behind baking
I'm very new to baking and only did my very first bake recently
read that then
So I should probably take a look, thanks. 
@covert dune you use edge sharp? It's necessary unless it's a really high detailed mesh that has angle faces of around 10 to 30 degrees
Never really found out how to use it. I can imagine what it does, just not sure what it corresponds to
It seems to create very hard edges in your smoothing, unless I'm missing the point. Not sure what that's good for though. 
well not everything can have a 3 bevels on it
like if you model a sloted screw
you are not gonna bevel this
man those suck to model, no good way to get subD to work
unless you go nuts on density
Yep ofc
its really easy to make, I just retopo a cad screw from mastercar
also that one isnt as bad
so its very accurate
But I still fail to understand what you mean / what Mark Sharp is good for. Bake a highpoly onto a lowpoly hard edge and boom, fake bevel.
you can use it for a high poly but typically you don't since its usually a highly sub d so its not needed
this can be used for baking as a high poly.
its not ideal
but just a example
Ahh, so a fairly okay-ish alternative to having to subdivide this
Yeah I still hate this method tho. nothing is better than a good sub d mesh no matter how many times you play with the normals
Subdivision is my arch enemy right now, but I'm still gonna stick to it. It looks nice when you get it proper. 
If you read the article I sent
Mark sharp splits edge normals
Just read it. Very interesting read, seems to have multiple parts too. π
Normals are kind of their own science
They are just vector math
use CAD for HP there π
Aye
there must be some kind of way to make the bevel algorithm produce something nice around such geometries... when it works for CAD, there has to be a way for mesh too. It just might not be so trivial
if someone finds a solution... you can probably get a few $ from plugin sales
Blender is actually working on a better bevel algo
But the problem is basically that parametric and polygon models fundamentally don't work the same way
Work has begun on a remake of Bevel as a Geometry Node. As well as rewriting in C++ for better future maintainability, the main new user feature is handling overlap collisions by merging geometry as the bevel offset edges start to overlap. The node will also have a collision-aware face bevel feature that will act as a smart inset.
This talk is ...
They go over some of the concepts, issues and challenges
Associated with bevels in 3d
I think a lot of this can be interesting to non blender users
But the problem with beveling slotted screws is just that it will break catmul Clark subdivision
As does really adding any geometry to a circular object
Is there any easy way to setup the weights for a shirt?
It sounds hard to weight 51 different bones one by one.
auto weighting can give you a start, you may need to tweak some areas after
there is also a limit I believe of max 4 joints per vert
Hey guys, kinda having hard time to get templates for 3d humanoid model for blender
anyone can help with that and lead me to the point on wiki where I can download. I remember while ago I did downloaded somehwere
the model was kinda naked guy
There is a sample available on BI's git hub
thanks
Trying out what I learned on this soda can. Made a blockout, now I'm onto making the highpoly and the details I want to bake into the normalmap.

Time to start replacing my current extremely low quality shirts with something more detailed.
I think having the pocket hang down a bit in the middle as if well used would be a nice touch. Got a shirt like this and it's the case on there. Just an idea. 
Sounds like your shirt pocket is stretched π€£
Yup. I never used it so who knows how that happened.
π
CAD lovers, I've just been introduced to a very interesting software that I didn't know at all (I think it's quite new): Plasticity. Have any of you tried it?
I would love if clothing mods for the game came with LODs π¦ on 64 player servers I really feel the frame drops from LOD0 being shown on every person
I'm not saying that they never have LODs and not talking about any specific mod, just putting it out here
i would say that generally speaking any proper mod should lods for all its models
I know that all my assets have LODs 0-4 but it is true 95% of the mods out there only have LOD0 lol.
If any asset in my mod doesn't have LODs it is because I am unaware. So as far as I know they all have proper LODs.
its important ok? 
it doesn't have to be perfect, but it's massive help, especially for xbox series s users
Oh I agree completely. TBH when Im making clothing I put console before PC for performance because I know PC will not struggle as much.
you'd say that but even my rtx 3080 and ryzen 7950 drops 20 fps sometimes just due to meshes 
at least I know where the enemy is!
I kinda forget that we are in an age of new tech and engine so that shirt above is only like 1800 tris at LOD0. I could have easily used another 700 to make finer detail. Sometimes I still think Im making stuff for A3 lol.
i heard good and bad things about it
its not cad software
its just parametric software for artists
it lacks cad essentials like tools for using proper units etc
yes I've tried plasticity its not really that good, your better off with freecad which has parametric properties also unit measurements and is much more powerful and imho easier to understand / congruent with a cad package.
also cad to cgi is just a pain
It would be nice if the game's mod system could automatically spit out an "model optimization quality index" (if LOD, how many, how much % optimization, and also material count) and show it when you download it. Or when you view a game asset (in the editor). So that you know what you get, without having to manually check if it fucks up your ingame performance. Mod User QoL improvement...
Even more needed for other games (e.g. city builders), where people create models that are suitable for FPS games, with no LODs or optimization...
crash workbench on import if each LOD level doesn't decrease polycount by at least X percent
Reduction of 40% for each LOD ππ»
The belt got a bit janky but that was me being lazy so.. not like it is noticeable from that far out anyway.
that last LOD has pockets just like my pants
i wouldnβt say a % would be possible in itself, but i would say some warnings would definitely be possible (both for the modder as well as the user)
something, anything, along that line would help
Bohemia posts your IP name and address on a board of shame if you upload without lods
Editor: "Warning, you have no LOD"
mOdDeR: "Ok, i'll just copy LOD0 several times"
Editor: 
at that point just have the editor call the police
Self destruction sequence initiated
lol, classic m0DdEr thinking - plenty of these in A3
I had one addon out without LODs briefly and I felt horrible
actually I still have one out without LODs 
it's a cube tho
there's still the "render for free" thing on modern GPU, that nobody knows actual numbers. How many tris can you render per draw call, without adverse affect.
Are these values alright for a soda can ? Too high, too low ? For an item to be seen up close, not enviornment object. π
That's fine. There is a beer bottle in game currently that is 1100 tries so. You seem to be safe.
One of those enviornment ones ? I see. I seem to be in the clear haha. π
Correction. The beer bottle is 514 tris at LOD0.
But I mean if it is something that is going to be animated for drinking then I dont really see what you have being a problem.
276 tris come from the pulltab of the can, so if LOD1 despawns that instantly, I'm down to 480. I also see how I can reduce the pulltab a bit
I feel like the days of baking pulltabs onto the can are over, so I went with a 3D one
Its 2023, this gen of consoles can handle a physical pull tab π
"Your pulltab makes my server lag, pls fix, 0/10 mod.
"
it actually comes up often, even though the server has no graphics card
when done properly... the pull tab has physics simulation. Maybe even deformation calculation. So server better make sure everyone sees the CORRECT simulation. Not just some local shenanigans
yeah syncing physics for a pulltab over network would be silly
yeah syncing physics for a pulltab over network would be
sillyentirely appropriate
there fixed it for you
based
Didnt work π¦
well those are definitely the hand meshes haha
One piece under jacket slot
I modified the character base prefab to add the hands to the hide mesh array but no success
Oh wait i misunderstood. No, it is multiple pieces. Helmet, torso, pants, boots, and backpack. But the gloves are part of the torso piece
failing that set scale of hand bone to 0 
make sure to have purchase proof of purchase on hand if you wanna release this one
Any idea what could be the cause?
Womp...none of my mods have LODs yet, for I am lazy π
πShaaaame
I did shrink my vehicle mod sizes down from 500MB to <100MB though by using PBRMultis, so I got that going for me π
pbrmulti is very cool
Hi, I am making a map for south lebanon, does any one know where i could get a free set of house models like these for the city "Tyre" south lebanon?
Or will i have to make them myself?
you pretty much will need to make them yourself. Even if by some miracle you found building models that look ok, they would not be game ready and fit the game which would mean you would need to basically remake them
Ok. I also need textures. I'm new to map making, but will quixel megascan library work? I need some sand models for the beaches. I mean is there a way to conver the imgage files for the textures into image paintable textures?
Dont know much about megascan stuff, probably they can be used somehow.
but also make sure their license allows that kind of use
Its not for money so its fine i think
Its epic games texture software, so many textrues
You are only allowed to use the 50 free Megascans assets (https://quixel.com/megascans/free), not the other stuff, unless you paid for them or it's an Unreal project. It doesn't matter if it's commercial use or not.
I know about it, just not much about licensing or what the files are like
There are however quite a few websites that actually offer many free assets, but not Megascans.
as said previously, megascans files are ok ONLY if you have bought these. This is not Unreal, so nope cannot do, no matter if it is commercial or not.
https://quixel.com/pricing
Theoretically, what would happen if i do use them?
Theoretically
if you cannot provide proof of purchase / ownership, you'll get banned from BI official channels, have your files removed from their workshop and have your account restricted
Theoretically if i dont publish the map?
what you do on your own PC without (re)distribution doesn't really concern anyone but yourself. That changes the moment you make that available as an addon (privately or otherwise)
Does any one know any good and free texture website?
There are already a ton of textures available in Reforger you can use
Check out ArmaReforger\Assets_SharedData
#enfusion_texture if the conversation changed from model making to texture related
just save up some money and buy them bro
not worth wasting your time just to lose your work because you didnβt go the extra mile to buy some models.
he is talking about textures btw
whatever it is, point still standsπ€·πΌββοΈ
Im not gonna waste money if there is free stuff
in general it surely isn't of the same quality
still
You can model a 3d house in blender in 10 minutes
There are a bunch of window models already in reforger
Ik, but i forgot most of how to do it
Plus we r talking about lebanon, so there are tens or hundreds of different house models, its not like europe where evry house is the same
So i have to make somemethod to creat modular houses maybe
so it looks more natural
Check out Buildify
Sorry I thought the Syrian desert was right over the border still
ahmm, generalization much?
What do you mean
This is the map i want to make,
you can also try making your own textures using photos there are many ways to do from working inside of blender or gimp
If they already exist why should i bother recreating the wheel
1 because other people can tell where you got them from
2 you can make it look exactly the way you want
3 some times its your only option
1 idc
2 you have a point
3 its not
if we didnt reinvent the wheel we wouldnt have tyres
ural has hexagonal tires
They didn't reinvent it, it was just improved, as does everything over time.
look either model the buildings or source them from somewhere, paid or free
Ill probably have to model them, or make my friend model them for me for free lol
"a friend modelled it for me" ... i have heard that before 
Steals entire Megascans library - "a friend made it all for me, for free"
Wdym, i have a friend who models on blender, ill just tell him about the project, and maybe he does it for me if he is interested.
I would "never" do that.
would be better if it was actually never and not a joke to you
Too bad its hilarious
I dont want to get banned so obviously i wont do it
I'm pretty sure the best way is to use the blender arcgis plugin, get the heightmap and texture maps to use as reference to paint
Have I mentioned the Reforger tool as a plethora of landscaping materials to use?
game terrain plugin for QGIS can be far more simpler tools for terrain source data
how different is it from blenderGIS?
the blender one is probably better because you can always edit the terrain in blender / texture paint it
and export that
its made to get the kind of data arma map making uses and cut it to right size
mmm seems interesting enough
i should have learned qgis this semester but it was an online exam, so everyone just straight up cheated by using old exams π
well i guess technically it was open book so...
cheating in schools is silly
but I suppose younger folk dont always think ahead that they might actually want to/need to use that knowledge
terrain editing in 3d modeling tools doesn't make sense when tools made specifically for it exist and can generate textures and weathering for you
for real data with qgis I would recommend SRTM or whatever the NASA downloader was
For Europe eu-dem works too
I used srtm thingy to download a heightmap of japan too and it was fine, kinda offtopic for this channel tho
it does make sense if you want to fit massive object elements with the terrain though
wat do u mean
well stuff like this for example
dont you do that in uh workbench tho?
like placing stuff
he means like incorporating objects that fit the terrain, like big tunnels
you can but not stuff like this π
I guess it depends on if the terrain is a heightmap or not, right? I assumed a heightmap
I've never actually seen a video game level building workflow in a 3d modeling tool, it was always putting things together in unity editor or whatever (outside of old game engines that essentially required modeling level geometry)
though this project is mainly for A3 where tools are less development. but when I bring this stuff to enfusion workflow for it wont change
terrain is heightmap, not an issue to edit and export it out
sure I've baked heightmaps out of 3d tools before, usually by just slapping a gradient along UV V and rendering using orthographic camera
3d modelig tools allow certain level of more control with objects present in the same scene for extreme accuracy
also when those same objects are developed in the same tools they can be developed at the same time
so you then export something like position and rotation of the object and stuff?
but this does require the models to be custom so you have access to the source
yes
alright I guess it makes sense, most of this is done inside the in-engine editor nowadays
well they dont still allow the same amount of control that easily.
remember to invert Z position when exporting to an enfusion world tho
but its also not something most people would need
still hoping enfusion will support the map size I need in the future 
just do 32k but scale down everything 
that just makes everything look like toys
not really, if everything is scaled down (except terrain)
Im not very confident things would work right scaled down
probably
"In Enfusion, after all these years things are finally 1-1 with real life!"
Modders: Hm, what if I scale my world down
"..."
what if the devs just gave us what we need π¦ or atleast if not possible now say in the future
could be nice for something like a vehicle-only gamemode
planes and stuff
Well today I actually thought to myself how little value vehicles both in Arma and DayZ have. Atleast if you go away from a rolling fortress with a cannon and think more about transportation. The world is big, but not big enough to space out the locations to where walking is boring. You will always reach a POI fast enough where walking will always be enjoyable. If maps were bigger and locations more spaced out, boy you better make sure your vehicle doesn't flip.
But offtopic now. π
smol maps and big mapz have their place
Going to need at least 100sq miles on a map for aircraft in the future at the very minimum Iβd think
hi guys, i'm about to start modeling some buildings for my map in blender and have a ton of questions.
-
I made a small test and tried to add some materials in blender but when i exported to fbx I realized the materials arent with the model and i needed to reimport them in the workbench, so texturing and adding all the nodes in blender is a waste of time? or there is a way to bring those materials settings into enfusion?
-
I watched a video on assets pipeline creation from a guy of bohemia and he talks about some concepts like LODs and Colliders but I cannot find a video tutorial on blender on how to do that. does the LODs of the same model overlap in a different layer? How do I create them? seems decimate could be sueful, is there another alternative? I heard a sofware years ago called polygon cruncher that might do the work.
-
Same question for colliders. they are geometric objects. do you add them in enfusion, or do you need to include them in a hidden layer in blender?
-
how do this work with destruction, for example glass windows?
-
Once you imported all the elements separated, you shuold add them to a prefab. is there a good video tutorial about this? prefab creation.
thanks guys
sorry if I ask a ton of questions but the lack of clear documentation and video tutorials makes the learning curve to high
Answer to #2 https://m.youtube.com/watch?v=KRRPreI6SNM
Timetalble:
0:37 What is Level of Detail - LOD?
2:26 basement
2:52 naming convention
4:06 decimate modifier
6:59 export
8:05 checklist for LOD
8:18 check your LOD asset in Unity
8:47 next time
9:00 outro
#LOD #performance #simplify
π Hey Pixels! Have you heard about LOD before? When I heard this the first time I was thinking about "Lord of D...
Learn how to create the LOD meshes in Blender for the barrel 3d model (game asset) and how to set up LOD in Unity to optimize your game. This series is focused on beginners!
πALL TUTORIAL SERIES PARTSπ
- (Part 1/5) Modeling In Blender: https://youtu.be/_Iu88tZ9utE
- (Part 2/5) UV Unwrapping In Blender: https://youtu.be/-uYwkBCPpiQ
- (Part 3/...
Learn how to easily create and modify a collision between objects in Blender using Rigid Body Physics.
0:00 - Creating the scene
1:22 - The Timeline panel
1:50 - Adding Rigid Body Physics
3:16 - Adding Bounciness to collisions
4:26 - Altering orientation to change collisions
RIGID BODY PHYSICS
This is used in Blender to have objects bounce off...
Everything you need to know specifically about the modeling portion. Also included stuff about probes and volumes. Which are needed for buildings.
thanks i'm going to review that
i ahve installed the blender enfusion tools addon, how do i use Bohemia Blender Tools addon to properly match material name(stored in FBX) -> emat?
what does " Non orthogonal transformation on collider" means? i used a box and scaled to fit all my rectangular model
Make sure you only scale box collider in object mode
Scaling them in edit mode will lead to non orthogonal transformations
you mean the opposite, scaleing in object mode leads to strange scaling issues
like bevels not working like how they should
does the collider needs a texture?
i'm still having a warning " Wrong&patched resource GUID in @"Models/Letreros-drogueria/drogueria_rebajada.xob" for property UBX_sign_drogueria resource name @"material/metal.gamemat""
Not for box colliders were there are no textures
You can set this in the import settings
can you show me where? the only settings on import was treat it as model or treat as animation pop up
open the xob then on the right bottom go to import settings
Under geometry params
Change your colliders layerpreset to something like buildingfireview
Change the material to what you want
ok i reimported
no warning icon in colliders but still warning in console
RESOURCES : Rebuilding @"Models/Letreros-drogueria/drogueria_rebajada.xob"
RESOURCES : GetResourceObject @"{A7D3C5FE61E6660A}Models/Letreros-drogueria/drogueria_rebajada.xob"
RESOURCES (E): Wrong&patched resource GUID in @"Models/Letreros-drogueria/drogueria_rebajada.xob" for property UBX_sign_drogueria resource name @"empty.gamemat"
RESOURCES : GetResourceObject @"{9CB4F07355FC8330}empty.gamemat"
RESOURCES (E): Failed to open
RESOURCES : Build successful
PROFILING : Rebuilding took: 251.893500 ms
materials are ok, i only have 2
and placing seems ok
i'm going to ignore that warning on import, let's hope notting wrong happens in future
thank you guys, i learned a lot today!!
humm, seems collider is not working, no colision or bullets when i shoot it
π¦
yes
Use the blender tools to set the collider properties then re-import
After re-importing if it still does not work go back to geometry params and hit the back arrow and then the re-import button
ok now i got this window in blender tools
ok seems i understand now
ok, small improvement. now i hear the metal sound when i fire at it
still traspassing object
tesating adding a rigid body component
i did it
π
now i cannot traspass it
thanks
still missing the bullets holes
but i'm closer
Your collider might not be accurate enough if you are not getting bullet holes
yes, you are right, i got only in the back, but in the front of the sign where other texture is i got nothing because it has dept
this is the collider, just a big box
Just try to get it as close as possible
Or make another collider just for the firegeo
open the collider tab when looking at the xob
thanks
1.This is not right Channel for this kind of issue.
2.You should evaluate it a bit.
Hit up the UC Berkeley Library to grab me some of the plans for frank lloyd wrights eichlers. These are going to be a blast to clear when they're ready to be added to my terrain
I need help with finding out where I can reset vertex colors in Blender, it used to be very easy to find, but now I seem to not be able to find it.
In vertex tab
Current material class MatPBRTreeCrown doesn't support needed vertex format (VDNormal), object ghillie.xob (material Assets/data/ghilie_suit.emat)
what is a VDNormal vertex format?
It looks rock hard π₯΅
Canβt wait for a oil rig mod
I have been thinking about that as well, especially now that I have figured out climbing back into ships
geology rocks, it's really cool but most people take it for granite
I love environment assets a lot
I used to spend a lot of time making procedural rocks, usually with voxel volumes and then eroding them
where are the doors located?
Assets>Structures>BuildingParts>Doors ?
okay thanks
sorry for bump, anyone has ideas about this?
@vale zephyr - wrong place, read pins
My bad
What I personally think is happening is that the bushman suit you are trying to use has im guessing pbr material that only in the vertical direction.
I don't know what "mudhaus substance paintar" is but the error I've got is from Workbench
well what ever vd is you gonna have to make a new material for it to use it in the workbench
I'm getting this error when applying a material on a mesh in Workbench, I am interested in understanding what this error is about
where is rayhard when you need him
the material is tree crown class, something must be different about the tree meshes vs my mesh
Somebody got a oil rig model in the workshop but itβs not called oil rig they name it something random and use it for there server donβt know what itβs called tho
Ok
@summer fulcrum why?
this is not a request channel..
Sorry I just seen the moddles in here an thought I would ask sorry if it isn't aloud
it isnβt, read pins - thread cleaned
may be wrong since im not a modder but if the model is taken directly from MW2 it may be a IP problem as well
Just wanted the face cover really not the full suit
In any case, if you get lucky someone might one day make one
in case you want to learn how to, this channel can point you to right direction
double check with someone else, but I think the model cant be directly taken from MW2, rather it have be home made i believe????
it has to be self made yes, ripping from any game is forbidden
^
I will be keeping my eye out for these or anything similar there is frogman moddles on google but i dont have a clue on that kind of modding
this channel emphasis is on makers. letβs stay on topic
Hey, nobody tell me whats is difference of this Building preset?
ps, in 90% of cases you shouldn't use Layer Preset override in Rigid Body. Instead you should assign Layer Preset per collider in model itself (alternatively, in import settings of model)
Yep anyway when exporting colliders I put BuildingFireView, but is it normal that the building is not visible on the 2D map in game?
take a look at vanilla building - I think there is some component for 2d map visibility
@tidal latch "Current material class MatPBRTreeCrown doesn't support needed vertex format (VDNormal), object ghillie.xob (material Assets/data/ghilie_suit.emat)"
what is a VDNormal vertex format?
hey guys im currently making a map based upon Bakhmut and need a lot of Soviet apartment models, is there anywhere I would be able to get these, Thank you.
unless you make them yourself, no
Anyone know a good way to do gloves?
They are such a pain and I can never get them to look good around the characters hands.
time to watch some blender videos I guess lol
@stark jolt yeah use shrink-wrap and snapping
soviet apartment buildings are just cubes with holes
Buildings actually seem one of the more simpler things to do. No high-low, just smoothing groups as far as I saw
you can do bevel bake
for normals
on the buildings
you can get some really good results like that
I kind a dont want to attempt making buildings until destruction is available
Me too man. Me too.
and when you do your low poly for gloves makes sure your bendy geometry have more or equal vertices
less will give you dumb results like your hands poking through when they are animated
can you hide hands and not fingies?
Well done @zenith quartz
Thanks!
C4D users, is it possible to set collider usage property in C4D? If so, how?
haven't found a way to do it, can set surface materials tho
thing is C4D does not read this property from the fbx as well so there isn't much hope for exporting it
It has 4 lods
16k for the lod0
I'm always interested in seeing LODs for things like the barrel on the weapon, it has holes
I used shrink-wrap and this is the result I got.
duplicate the hand and use inset faces to grow it out
boom you have same mesh but larger
Might be a dumb question but how do I duplicate the faces?
select faces in edit mode. shift +D to duplicate. Blender manual can also be used to figure out many of the tools
some reference from A3 channel
principle is the same
and P to separate the mesh into its own object which is easier to handle
bruh that's the simplest and best idea to get a basic glove
The problem lies in the fingernails
little bit of vertex merging and they are not there anymore 
Or just delete and replace the finger tips
Hi all, just a question. I try to import a shirt prefab I've bought, but it seems like a toy... i mean is a little shirt, as a miniature, standing on the floor and it's impossible to wear. Some tips about this issue? I'm not a modder, just trying to help my team customize the equipment. Tag me in the answer please, I don't join discord every day and I wouldn't want to miss your advice!
What spine do you guys usually bind vests and their pouches too?
I generally do 5 as it is higher up, just rotate the skeleton bone and see how much of the body rotates, pick the bone you want the vest to stick with on rotation, then test.
Follow the tutorials on the wiki, it explains import and export settings, especially scale. You can force the scale up in the workbench in import settings but it is easier to set your scale properly in your 3d software.
My stug 3 G texture not finished yet some small details are still missing but it think is comming together
Amazing
Sweet
Thx Merc. This is the only tutorial I can find on the Wiki about import/export but there is no info about scaling or anything else. Now I'm studying how to scale from 3d software but I still have my problems. I know there's a long way to become a modder or create something working and that's the price to pay... patience and time!
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Import/Export_Animation
Thanks anyway for the answer!
Can we have several penetration / material files on one component iE. Metal and glass ?. When Iβm exporting from blender and then into workbench only one material is plied to the component
Cheers in advance
if I recall correctly it is only possible on trimeshes (UTM)
Cheers Iβll check it out much appreciated
And when you import make sure Merge Meshes (or whatever it's called) is unchecked
Is there a tutorial on how to get the object from Blender into the mission as an .xob file? I've installed the plugin on Blender and exported but it's only coming in as the following:
You have to import it with the Workbench
Sorry, where is the option for that, and which file do I import? I enabled the net API as per the wiki instructions
You Go in the Workbench in the folder where IT IS saved. There should be the fbx and you right click IT an import it
Thanks!
180ish cm (you can check the samples for exact number)
Oh yeah I was correct in my guess. The Reforger Guy is 5'9.
Nice and smooth barrel
My gloves are perfectly fitted in blender but in game they are off to the left a bit not covering the whole hand. How do I fix this?
is there any other work around like hiding hand meshes when the gloves mesh is applied in the engine?
Gloves are driving me up a wall
make a model with out hands? Well you would loose the ability to take them off
In the prefab, inside the cloth component is the mesh override hide, click + and add hand_r and then hand_l
Just keep in mind that the hand includes some of the wrist so you will need to check the length of your glove.
When you remove the glove your hand will reappear.
The fact it is offset makes think your weights are wrong which will result in the hand not gripping properly as once the hand mesh is hidden, your glove will become the character hand.
Is there some kind of tutorial i missed for how to setup the vertex groups in blender for car creation?
there are dozens of tutorials how to set vertex group in Blender on Youtube. There is no enfusion related magic related to it
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation#Mesh_Skinning you can use this as reference though
yes it was unchecked , the question for clarity was in regards to multiple faces on a single component having differing material files.
I have a car with a front wing, I have separated this into its own model and created a prefab and have registered damage. I am just testing at the moment so the health is set to 1. Idea is if you collide with something you lose the front wing. I cant actually get this to work. I have a vehicle simple collider on the wing though, when I crash into something its just using my parents collider and not the prefabs. Any pointers?
until a more educated person comes a long i was thinking of hiding the wing and using a particle shaped like the wing to fly off , at this point i`m not even sure what the engine is capable of and less so what the VFX destruction mechanism does π (Yet) @normal quail
Yeah I am thinking of parking this idea for the moment. I really would love a damage model as its a race car, so if you hit the wing, its removed and that effects performance of the vehicle. Incentive is not to bloody crash π€£ I love the damage terrain objects so I was hoping it would be possible with vehicles and I think it is in this engine. Although, I can not get my collider on the wing to work, as I hit something, I am driving through it until I hit the parents (the cars) collider. The collider was working when it was one model but as soon as I separated the model and added the wing as a slot, I have lost the physics
is the wing a child prefab in hierarchy or is it part of parent in a slot manager component?
Part of parent in slot manager component
I have pretty much copied the UAZ roof prefab to a certain extent
do you have a simple collider as part of your wing with correct layer preset?
I do yes
does it fall off when you shoot it?
nope, infact the game crashes when I shoot it π
ok so something is wonky with the colliders
make sure they have correct layer preset and are not merged (uncheck merge in import window)
uncheck click reimport and shoot it
so merge trimeshes thing shouldnt have anything to do with it
if you send me model of the wing I can try to repro
yeah I am crashing when i shoot it
dont care if it has the wing or not you can just put in a cube
but I'd like to see the colliders
thanks @shell hedge i sent you a dm with the fbx
it was UTM for multiple cheers for that , strange in the Model editor though it only shows one material represented but there are 4 when i shoot , would be nice to see them all but not a game breaker , any ideas ?
I need help rigging a car and adding colliders for it. No matter what, it just doesnt work. I will be EXTREMELY glad for any help you give me regarding this pain.
I tried it that way. But i neeed to rig it and add colliders
WIP FAMAS
idk if it's perspective or not but it looks like a weapon for giants
I imagine it firing 120mm shells
Yes itβs big but just for checking no worries
I made a scale mistake once but decided to go with it and replaced bullets in the mag with HE underbarrel grenades
no problem always solutions
Any clues on why Bones would be omitted from the FBX import ? i `ve tried the samplecar for a refference and the bones are not in the xob after register and import ? ( latest git hub samples ) Cheers in advance
Check export skinning in the import settings
perfect bacon cheers
In the Sample mod of the car the Lights and glass are proxied , i see in the tute on the wiki it says to seperate them but i dont see how to edit them in the workbench , IE select and edit the mesh of the proxied glass or Lights , anyone an idea ?
Everytime i try to import my fbx my workbench just freezes and doesnt reply to anything - does anyone had this issue before?
ive had it hang but it eventually comes in sometimes if click on another editor tab and back like world it seems to help
Shutdown the workbench, import, reopen
Then right click reimport
everyone making guns.. and here I am making churches lol
structure makers are the real chads dont worry
π
Fr
I think everyone who invested time into learning 3D modeling is naturally based. Go peps go!
what?
That structure makers are chad/goats
I was sayin For real bc they are chad I was agreeing
then next time use full phrases. Also unless you are a model maker yourself and you actively participate in this channel, please refrain from posting, especially 2 digit things
Whatever dawg I gotchu
Time to start making some headgear I think.
Running into this issue in Blender trying to set colliders, does anyone know how to set them up or has a tutorial handy?
Is it in a collection named collider?
did you manually fold that in MD?
Indeed!
Set collider prefix in the name of bag object
one day I hope I will be able to export collider layer presets and mass through fbx without using blender (or 3ds etc)
How exactly are colliders made. I saw the mini-discussion above but it didnt make me any smarter. I got the car rig but I dont know how to make the collider.
I managed to make something that makes support loops flow nicely and subdivides well for once. Smol success. 
I'm proud of you
Thanks 
add one loopa after the circle to control it
True
does blender do pixarβs opensubdiv + creases?
Yes, regular catmul Clark subdivision with creases
Why do you have so many edges?
Oh I see now
You should try to terminate holding edges when they are not necessary
Also true, for now I was just happy to finally not have seemingly random pinching somewhere. 
Most times just when I think I got rid of the pinching, my 'fix' just created another pinch elsewhere. Pain.
Thankfully here it all flowed nicely. 
Instead of support loops you can use bevel modifier. It has an option to influence edges based of their bevel weight. Then you only have to select the edges you'd put support loops around and set bevel weight on them to 1. You can do it with ctrl + shift + E
Oh I did this exact thing before, but it didn't work that well so I'm trying support loops from now on.
Sometimes the bevel modifier just gets confused and doesn't know how certain things should look. π₯΄
You can also use it with vertex groups and have multiple bevel modifiers chained one after another.

Support loops are more versatile and give better control tho
You can run into issues using bevels
Also when subd modelling don't be afraid of ngons
Especially pents can help on curved surfaces
learning the old school subd is mandatory no matter what
(they are just an n-pole -subd level)
Kebab emperor has some good guides
Also Frank polygon on the polycount forums
This thread is invaluable imho
I want a site like this, that literally just stores shapes and info like this
also, this -> https://www.artstation.com/artwork/0n93EV
PDF version and project files available on Itch & gumroad: https://rhebko.itch.io/ngons https://www.gumroad.com/l/Ngons
Now readable in russian! thanks Arthur Zhuk! https://www.dropbox.com/s/htafewajcq97kt5/Ngon guide - RU.pdf?dl=0
I made this guide with the goal of de-mystifying and de-stigmatizing the usage of Ngons within the 3d ind...
I actually read through that recently, the author showed it on the Flipped Normals Discord
Very interesting read
181 pages, yeah that's why I'd like a site with a catalog, maybe one day
Wrote this article to explain the thought process behind sub-d modeling.
The write-up:
https://vinylobscura.notion.site/Modeling-Half-Organic-Objects-Iterative-Sub-D-Modeling-5eba8e7b3e3048d8bd1abc15762cd569
Many other useful stuff: https://bit.ly/3MBeRNx
how do i setup that envivroment probe inside object i put it inside and i add it to the model as a child but nothing happends
Do you have a probe box volume ? If you search for probe in this channel you will often read about it.
Aight ima take look into that
Panther G First progress of texturing
I like
Very nice, really gets the heavy duty look across.
maybe up the roughness so its not that reflective
Omg that's amazing
is there a tutorial to import a house?
noaw with more strap
Panther G First set of camo still WIP but its coming along
Can mods be made on blender from just pictures am new to this kind of modding so just want to no if this is possible
you can model things with pictures as reference yes and you can even model without any reference at all. However you will want to start modeling from generic "how do there tools work" tutorials before trying to do something specific
it will take some practice though
Am watching the dohnut video now so am that new haha
thats a starting point. Just keep making stuff and exploring the tools and tutorials
Yer i will have ago got to start somewhere ay thanks for the help
great work, looking forward to seeing this live in the game
by the way, regarding models from previous arma titles being used in mods, how does it work in regards to obtaining the model?
If you google Arma 2 sample models (or any end of life Arma) you will get BI's page to download their assets. 
oh nice
I'll try to do a thing, thank you
aw I can't open the p3d in enfusion blender tools
are you trying to open unbinarized p3d?
on that website you have two packages - one of it contains source, unbinarized data
well I think my blender tools are misconfigured because when I hit import p3d I get an error before I can do anything else
yeah I forgot to enable net api in workbench after the last settings reset
What does this mean?
"Box has wrong extents. BoxCollider UBX_Dirt" - I am trying to import a model from Blender into Enfusion Workbench
Door collection. making knobs and locks at the moment.
later windows and light switches
Looks good
it might not be a box
custom rock asset in
looking nice, was it sculpted?
yeah, just with blender
Looks good
These are awesome.
notifcation
Is there any program that can automatically re-topo a mesh??
sure
no program is perfect with that though
if the source mesh is just very bad, automatic retopo is likely to fail
Quadremesher is the best auto retopology tool out there, its not perfect. You still have to clean up features that it does not include, the edge loops love to spider web into a giant loop and it usually twist the edges of a cyilinder around.
Iβd argue that zRemesher is the best out there but that would require you to own zBrush.
That being said the best retopo is manual retopo.
R3DS Wrap is also an extremely powerful application that forms an existing mesh to the mesh you want it to take shape. You can take a basic LP pants mesh and it will form to any other HP pants mesh.
same algo as quad remesher
anyone knows why my reference images are pink? Didnt open the project in a while but they worked last time. The image path is still correct as well, but when i open the folder, it doesnt show any images at all even though there are a couple in there π€ https://i.imgur.com/6jWQkLV.png
missing images
i thought so as well, but they are in that folder
the path is correct...
ok, for some reason the path that is shown on the right doesnt correspond to the actual one where it looks? https://i.imgur.com/iEbgrah.png
i redirected it and now its working. How come it shows a different path than where its actually looking?
does your blender update?
Hey mate you see the mod called Zeliks character it's were you can add bits separate to the character
some new stuff π
Did i need to put memory points in the armature too ?
Not that i'm aware of.
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Basic_Tutorial#Adding_Weapon_to_the_Scene it is quite handy when animating although it is not mandatory
Perfect
I have a 3d model of a huey i have no idea what do do with but would really like it made into a mod for arma reforger can anybody help me with that
where do you have that model from?
Its from sketchfab
did you buy it? if so why?
Yeah
can i have a link towards its sketchup page please?
Yeah hold on
βFortunate sonβ intensifies
Model of the famous Huey MedEvac helicopter that saved a lot of lives back in the day during the Vietnam War. There are 10 material slots. Textures are mostly 2k for all materials except one (4k). The model is fully rigged and ready for animation!
Your project might be the perfect LZ for this one :) If You need any ...
I got it because i would like to have different helicopters in game
the uh-1h is being added to the game
When?
at some point
you canβt use this for modding because license is editorial
Ok
Where can you get models you can use
in places like sketchfab if they have correct kind of license.
Typically bought models are not really shortcut since they are not game ready and will need a lot of work
when I get a good low poly model my mod takes a weekend to develop instead of a week+ (depending on complexity)
difference is youve spend your time in the learning how to do stuff π
I think my biggest issue if I was to model all the assets is I would take way longer than I should
That's to be expected seeing as you are learning.
no, I'm just never satisfied with it
Also a time saver, would u rather spend 10 hours or pay $20
if it's quality I'm paying for it no question
considering how long it took them to make that interior your still saving money on it...
they do for 900 if you ask lol, 1500 price for idiot don't even ask.
$900 for an accurately modeled car interior seems reasonable, that's like 10+ hours of work
Maybe if I was the only person to have the license I would pay that
you are
yeah it makes sense, they sell a couple dozen of those models and get their time back in money
the warthunder models take about 2 months to create each
that's why they are so cheap compared to doing something like a commission specifically for you
if the choice is spending 250 hours or paying $900 I'm paying $900
Measuring time/cost for modeling is rough, lots of people work at different paces
with 40 hours that'd be 22 bucks per hour
but this relies on selling more than 1 license, so it makes sense
you can surely do a vehicle interior in 40h, pretty sure not subd ready in 10h
Yeah but itβs not like physical stuff you can only sell once
U make a model u can sell unlimited copies
if it is commisioned work, you can only sell once
True
the AK for refrogies is done by a freelancer I saw it on art station
that is why the price for bespoke is 6-20x shelf price, depending on complexity
3D modelling studios typically in Ukraine; was some in Czechia basically priced out by Ukrainian studios like Hum3D and 3ds molier. In Ukraine you don't need software licenses...
in ukraine they make like 9k a year average salary probably only beaten by india and albania
that is some sheet generalization, also very weird and far from truth (i have first hand experince with a externalization studio from ukraine, all licenses on hand)
I should say, rather, in Europe you most definitely do need software licenses, like adobe or Autodesk will destroy your company if your don't have em.
hehe the power of shell companies
I charge $250 USD(they also get the IP) for a top & trouser combo. That is cheap for 12+ hours. With my DMs constantly flooded that price is soon going to rise.
$250 a mod or model?
shirt and pants model
bonus free underwear
@calm rune random question, but do you sew? or only virtual-sewing?
$20 an hour for commissions yes it is pretty cheap
out of curiosity, who is doing the encoding
You mean as in putting it into the engine?
yes, injection, whatever you wanna call it
I did that for free but now I donβt offer that anymore. Too time consuming.
My groups problem isnβt financing a mod itβs finding someone ready to make one for us since everyone is B#lls deep into other work lol π
yes, donβt do that anymore, friendly heads-up on that one
You get the model and then you gotta inject it yourself or find someone else
Ouuu I know the consequences of that π
not really you donβt, believe that π
I dont wanna get sued haha
is BI considering starting to enforce the non commercial use part of the agreement?
Pretty sure it has technically been enforces since day 1.
BI legal is the only team that get things done fast...
Isnβt there only like 11 people from BI assigned to Reforger currently?
Like if someone is literally making a living off of it and injecting stuff and taking payment then yeah I can see them acting upon it.
I don't think it was enforced on the workshop
if only they would embrace paid mods π¦
I'm sure some way to allow people to commission mod makers would be welcome
you can still deny commercial use outside of the reforger modding ecosystem
they need to be notified about it, but it seems people are making a side bussines out of it, we have several reports, and it will be acted on it
@sly bridge out of curiosity can I pay someone to tutor/teach me on how to encode models into engine as long as Iβm the one uploading it in the end?
maybe a good idea for long term development of the game; if BI takes 30% cut, then game could be finanaced for many years.
for sure, Im just not sure if the commission mod makers really understand the responsibilities getting paid for making a mod come with
what is he gonna teach you with? pen and paper?
just draw the gui on a whiteboard
everytime he get it wrong he gets whipped
legal team is game agnostic
No over zoomβ¦Iβve been tutored for mod work before like that
breach of tools TOS
wdym specifically? maybe also move to a different room at this point
Just them teaching me about the process of adding a mod to engine and then I take that knowledge and upload a mod with it
lol, development budget gone on hiring 11 lawyers for Reforger π
read what i wrote
Okay thanks for the reply π€πΌ
please do ping me next time. It should be enforced, i have took down several just by notifing the right people
when people start getting scammed, who bears responsibility, when mod breaks in 5 years after some update is the mod maker still reponsible for updates
stuff like that
but yes you are right this is not the channel for it
simple answer -> no
it largely depends on the agreement, I don't think a mod should come with lifetime maintenance by default
I mean bi stuff breaks all the time too
people are already being scanmed. I hear no contracts, just some verbal agreerments, also no qa, also very tax evasion proned
but they also fix it as long as BI suports the game
debatable helicopters afm is still not properly made and tanks still fly up in the sky
if they shut down the game development tomorrow then you can call scam
like people just send people money via paypal based on a 5 minute DM convo or what's going on there
that is penal case in eu and us afaik
Switch heli with tank then they both work correct xD
Mean sewing in real life?
Yea, like making real clothing.
Only sewing ive ever done was during basic training when I had to sew a label with my last name and last 3 digits of my service number in EVERY. SINGLE. piece of kit of was issued π€£ π
I made a pizza oven in 30 mins and got paid 100 bucks. Lol just for the model and textures. It was for a DayZ mod.
And I did it only after the guy was being annoying..
I don't do commission work. No need and I model for fun.
No offense to any one that is doing commissions.
Did anyone ever have the issue that actions contexts and actions dont appear on models?
make sure you have a rigidbody with a valid collider
The "Create actions through the bones" or how its called option is not showing even though I have the Empty Objects created and named. What am I doing wrong?
Or what is the other way to do it?
I don't get it what are actions through the bones?
do you see those empy objects in workbench?
Negative.
if not, most likely you forgot to set import setting
Or atleast, where should they show up?
I exported it the same way it was shown.
And WDYM by import senttings exactly?
Sorry for sounding dumb but I really dont know.
Did exactly that
and do you see bones in that window?
Still not showing..
Can I send you the FBX and will you tell me if somethings missing please?
can you share a print screen from workbench?
or 2 actually - one showing import setting and second one showing details tab
Details Tab?
yes, next to Import Settings tab
there is a gif
read it carefully and see the gif https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation#Skeleton_.26_Hierarchy
oh I like that car
I feel liken it be fun to drive.
ill put zu-23 on it
lol why does the m72 rocket have 2k verts???
also there is no in flight model?
only a magazine model that is not shown in game
flexin the engine a little or I like to think they are π€£
more doors
Clean 
no 8 x 4

God is killing one smol kiten when he sees that your uv is not 1x1
blame bi
they made me do it
blender in the next update or in the BETA has a really good fast working UV packer
ive orginized the islands as best as I could for anyone who wants to do retexturing on it
You mean 3.5 ?
Can it be compared somehow to uvpackmaster 3 ?
It's faster
the one on the right looks like the default cinema 4d packer
wouldn't be surprised if it's some similar algo
triangles are probably cheaper than you think they are, also LODs cut that down really quickly and LOD1 is already active like 5 meters from you for an object this size
I think it's not unreasonable to imagine LOD0 in weapons to be closer to a view model in other games
The FireGeo was missing xD
I've made lod's in blender but workbench doesnt take them i only have 1 LOD
make sure the meshes have _LODX suffix, so mymesh_LOD0, mymesh_LOD1...
thats how it knows which mesh is which LOD
cool its working thx π
FAMAS F1
looks awesome
I like that you used the military table as background just like everyone else
the military table is now the core part of weapon mods
Yes its true π
What is the "0" under parent context list. And why arent my actions showing in the overworld.
Also.. the car levitates, doesnt fall to the ground. Is that something I have t enable in enfusion or just something I forgot in blender.
Make sure the weight in the rigid body component is more than 1
Could you check wheter I am missing something? I'm starting to get frustrated over this...
rigidbody component is in your prefab in game/world
0 is index of the element in array. In programming, arrays starts quite often from 0, which means first entry in the array
Is there a workbook/tutorial on the process of importing new buildings and getting all the doors and floors working proper?
By weight you mean mass, correct?
Correct
check how your rigidbody component might differ from vanilla vehicles like a UAZ or whatever
you could also inherit from some base wheeled vehicle prefab
if I remember correctly the get in actions are setup in the compartment manager component
I know that. I followed the guide but it doesnt work. They dont show up.
well we know rigidbody has a collider so thats probably okay, do you have an action context for it in actions manager? I don't remember if that's relevant for vehicles or not
I dont think I follow.
does your get in action context in the compartment manager component match the action context for it from the actions manager component?
open atlas algo or something
this isnt hte actual algorithm, thats just a mockup of what was wanted from the ticket
it uses xatlas
not open atlas
That both look clean to me. But anyways. I manually uv unwrap my shit anyways.
The only difference I see is the better use of space
space utilisation is the reason to use auto packing
also they both look bad to me π
that cross being skewed hurts me
So I guess you're right on better space utilisation, but I do everything manually and yes I zoom all the way in to see if I got more room haha
seems like too much work tbh
how do people do overlapping bakes?
do they just mirror that part after baking / place the meshes back in?
I'm confused
I think you uv unwrap one side first then apply mirror
At least that's I would do.
π
Looks nice. The grip tho. Make it a little bit less blocky.
Yeah I was gonna say, does look quite blocky in some parts
melted famas
But is gud
Yes they do.
What software you using ? Nice work
My small unif reskin shows in game master and enfusion but it didnt load on server.. any idea why or possible fix?
(it exported correctly and everything)
my ignorant guess is that the bi stuff is overwriting your rexture most likely because your just coping stuff some stuff directly, making a few changes but it reverts back to the original because that's not how its suppose to be done
Nvm. It logged back on. We just needed a restart.
Thanks for the tip tho.
Now my finished Panzerschreck model π
and first texturing progress of my panzer 4
Ausf G
did you bake some normals from a HP model? looks a bitβ¦sharpish
Yes HP and LP but famas look sharp
anyone "remembers" the old "background from face" in arma object builder, that let you take the mapping from a object and apply to another shape, for instance a round wheel to a square?
wonder if there is something in blender etc to do the same thing
Uv editor allows any kind of uvmapping for a simple square surface if that is what you are looking for.
Do you have an undershirt that goes with it? If not you need to retopo in a way so you can not see through the shirt.
Yes I do just hid it's selection in sp, just wanted to show the jacket
Panzer 4 G texturing progress
ayy, you do modelling for Reforger too? Thats awesome π
I was thinking the same thing
this looks amazing, it takes me back to building those detailed paper model things, of this exact tank with my dad 20 years ago (but that's probably only because we were putting together pretty much only ww2 vehicles)
Texturing on your modesl is amazing. This is with Substance Pianter?
Yes and high poly baking
Looks beautiful. amazing work
some progress, still quite a few to do
Can anyone put me in contact with a model maker on RHS?
why?
Its more of a private discussion I wouldn't like to have here in this chat.
send me a DM then
Can blender do bakes using color id? π€ all I could find is for exporting maybe Google results just being evil omnicorps again with results
Tutorial about the simplest solution of creating Color ID Map with Blender and Cycles Render Engine
Yeah but that is baking a id map not how to bake using a id map in blender
what
Yes. Substance and a few other programs use color id maps. The alternative is to explode the mesh for baking
That is what the video is about creating a id map not baking with id
do you mean using id's from color id map for group splitting?
I mean I would like to do my baking using id maps instead of exploding my objects to bake from. Creating a id map is simple. But I don't know if blender can bake using them

unfortunately this is not possible
feel free to buy marmoset instead and use groups by name feature
If was to buy anything it would be substance painter and designer. π . I really don't see a point in using marsupial tool chest only for baking. It's another program to learn and from what I've seen it's only marginally better than substance. Plus substance can do multiple maps which is more appealing.
Pretty sure xnormal can bake by object name
Yeah it's pretty good but blender is faster with baking it, gpu. Also doesn't xnormal only do normal, I haven't installed it in a long time
you mean like use a color of an ID map to project a texture on surface?
Think substance painter baking with id maps but in blender
yes you can do that if you create a node setup that splits the idimage into separate masks
and then use those in other nodes to blend between different materials
Or any method really. I like using textools to bake the maps and later on I just bake down uv in the shader editor
it is basically same as what multimaterial does
but you can have more colors
this is probably not exactly what you would do but close enough
you can use as high resolution as you like and as many IDmap/masks as you ike
Hmm I will look into it more. I just hate texturing in blender, no layers but with nodes, it's a real headache π«. I need to learn armor paint as it's a good halfway between blender and painter. Just it doesn't do hp lp baking
stop whining and learn the nodes and be happy π
you can make layers with them
you will thank yourself later
No it's painful and bad, if I was making a map for arma it would be acceptable. But for asset it's like I'm constantly fighting with blender and super slow to do stuff also it loves to blow it's brain out when it encounter a no no.
I've been learning how to texture in blender for 2 weeks now
its different workflow but its very powerful
Why not just use Substance Painter? π΄ββ οΈ
Have you tried it goat, armor paint its by the same guy who made the blender game engine. It's 20 if you want a compiled version of it
I have it somewhere but I just end but back to blender
bought it like 5 years ago or something xD
dont even remember what I used it for
Because mudhaus, and they piece meal the package so you have to spend 300 on it
itβs perpetual license is 145 on steam.
or less on sale too
also what is wrong with exploded baking? i always bake exploded, i have 2 keyframe animtion to explode / unexplode it
Used to be 127 before they raised prices with 2023. π₯΄
haha WELCOME TO THE RAT RACE :3 everything goes up beside your income
what are we talking about ?
maushaus painter
Substance
the hell is that.. lol
mudhause
yeah but you also need to get designer too if you want to make your own pbr materials
F that.. I ain't messing around with that
I'll just use whatever is available
and modify those in substance
i mean ive made my own in blender
I barely use Blender nodes lol
substance is really nice, blender's node material system is powerful also
ambientcg has a lot of most common surfaces already tho
Blender nodes are great, I can't use them cuz small brain but they are great
You can do procedural mats that you can then copy in other engines like unity or unreal
Most material node editors are very similar
It's just vector math after all
The problem is that the blender baker is stupid
Tiger H1 π done with 2 camos 1 is normandy and ofcourse the famouse bovington tiger 131
and Panzer 4 G update
Nothing wrong with blenders baking. You just have to use a cage
Done with Doors, moving to windows lol
lol I'm making a bunch of doors, windows and knobs.. for future map assets lol
One of those attic hatches with the ladder that folds down would be sweet. I wonder if that'd work though. 
I've been thinking about making modular stairs and ladders..
but that's a great idea
I would have to animate it tho
Don't think it'd be hard. Though I have yet to import animations so I'm not one to ask. π₯΄
In terms of animating it should be simple though
First Window out of many lol different sizes and styles. we're gonna be able to combine sash, grillie, panels, frames, sills.. etc lol
Yeah it shouldn't be a problem to be honest but it will be a nice thing to have.
They are very powerful and some people can tangle them in a million ways, but I don't see why anyone with access to Substance or similar would choose to texture in Blender for most any type of game art
it does, with nodes lol
yo! you think it would be hard to make an addon for blender? I got a collection of doors, windows and making more stuff.
An addon for what?
Blender. I wanna be able to select a door and try different farmes and knob styles
nevermind.. maybe too much work