#enfusion_model

1 messages Β· Page 9 of 1

delicate condor
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πŸ€”

shell hedge
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oh yea I have actually never seen the optimize meshes thing to break anything yet

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wonder what algo is being used for it

daring condor
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have you read the normals bible?

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(its not called that i just call it that)

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five relatively short articles that basically explain almost everything you should know about normals and a lot about the theory behind baking

covert dune
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I'm very new to baking and only did my very first bake recently

daring condor
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read that then

covert dune
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So I should probably take a look, thanks. meowheart

tacit eagle
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@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

covert dune
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Never really found out how to use it. I can imagine what it does, just not sure what it corresponds to

tacit eagle
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... OK let me show you

covert dune
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It seems to create very hard edges in your smoothing, unless I'm missing the point. Not sure what that's good for though. BlobCatThinking

tacit eagle
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well not everything can have a 3 bevels on it

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like if you model a sloted screw

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you are not gonna bevel this

daring condor
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unless you go nuts on density

tacit eagle
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you see its 90degrees to save on polys

covert dune
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Yep ofc

tacit eagle
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@daring condor I have high poly of a bunch of screws man

daring condor
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oh god

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fair enough

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i just hate modelling them

tacit eagle
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its really easy to make, I just retopo a cad screw from mastercar

daring condor
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also that one isnt as bad

tacit eagle
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so its very accurate

daring condor
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i mean the slotted ones in particular

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they suck

tacit eagle
covert dune
# tacit eagle

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.

tacit eagle
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you can use it for a high poly but typically you don't since its usually a highly sub d so its not needed

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this can be used for baking as a high poly.

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its not ideal

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but just a example

covert dune
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Ahh, so a fairly okay-ish alternative to having to subdivide this

tacit eagle
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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

covert dune
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Subdivision is my arch enemy right now, but I'm still gonna stick to it. It looks nice when you get it proper. BlobCatMelt

daring condor
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Mark sharp splits edge normals

covert dune
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Just read it. Very interesting read, seems to have multiple parts too. πŸ‘€

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Normals are kind of their own science

daring condor
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They are just vector math

fathom elbow
daring condor
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Aye

fathom elbow
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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

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if someone finds a solution... you can probably get a few $ from plugin sales

daring condor
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But the problem is basically that parametric and polygon models fundamentally don't work the same way

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They go over some of the concepts, issues and challenges

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Associated with bevels in 3d

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I think a lot of this can be interesting to non blender users

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But the problem with beveling slotted screws is just that it will break catmul Clark subdivision

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As does really adding any geometry to a circular object

half anvil
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Is there any easy way to setup the weights for a shirt?

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It sounds hard to weight 51 different bones one by one.

shell hedge
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auto weighting can give you a start, you may need to tweak some areas after

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there is also a limit I believe of max 4 joints per vert

fringe cradle
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Hey guys, kinda having hard time to get templates for 3d humanoid model for blender

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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

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the model was kinda naked guy

ebon trail
ebon trail
fringe cradle
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thanks

covert dune
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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.

calm rune
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Time to start replacing my current extremely low quality shirts with something more detailed.

calm rune
covert dune
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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. meowcamera

calm rune
covert dune
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Yup. I never used it so who knows how that happened. blobdoggoshruggoogly πŸ˜†

rain wadi
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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?

shell hedge
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I would love if clothing mods for the game came with LODs 😦 on 64 player servers I really feel the frame drops from LOD0 being shown on every person

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I'm not saying that they never have LODs and not talking about any specific mod, just putting it out here

sly bridge
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i would say that generally speaking any proper mod should lods for all its models

calm rune
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I know that all my assets have LODs 0-4 but it is true 95% of the mods out there only have LOD0 lol.

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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.

shell hedge
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its important ok? duckshy

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it doesn't have to be perfect, but it's massive help, especially for xbox series s users

calm rune
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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.

shell hedge
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you'd say that but even my rtx 3080 and ryzen 7950 drops 20 fps sometimes just due to meshes duckcry

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at least I know where the enemy is!

calm rune
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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.

daring condor
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its not cad software

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its just parametric software for artists

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it lacks cad essentials like tools for using proper units etc

tacit eagle
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also cad to cgi is just a pain

fathom elbow
# sly bridge i would say that generally speaking any proper mod should lods for all its model...

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...

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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...

shell hedge
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crash workbench on import if each LOD level doesn't decrease polycount by at least X percent

calm rune
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The belt got a bit janky but that was me being lazy so.. not like it is noticeable from that far out anyway.

shell hedge
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that last LOD has pockets just like my pants

sly bridge
fathom elbow
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something, anything, along that line would help

daring condor
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Bohemia posts your IP name and address on a board of shame if you upload without lods

fathom elbow
shell hedge
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at that point just have the editor call the police

covert dune
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Self destruction sequence initiated

sly bridge
shell hedge
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I had one addon out without LODs briefly and I felt horrible

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actually I still have one out without LODs notlikemeowcry

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it's a cube tho

fathom elbow
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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.

covert dune
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Are these values alright for a soda can ? Too high, too low ? For an item to be seen up close, not enviornment object. πŸ˜…

calm rune
covert dune
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One of those enviornment ones ? I see. I seem to be in the clear haha. πŸ˜†

calm rune
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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.

covert dune
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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

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I feel like the days of baking pulltabs onto the can are over, so I went with a 3D one

calm rune
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Its 2023, this gen of consoles can handle a physical pull tab πŸ˜…

covert dune
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"Your pulltab makes my server lag, pls fix, 0/10 mod. BlobCatRage "

shell hedge
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it actually comes up often, even though the server has no graphics card

fathom elbow
shell hedge
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yeah syncing physics for a pulltab over network would be silly

fathom elbow
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yeah syncing physics for a pulltab over network would be silly entirely appropriate
there fixed it for you

shell hedge
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based

deft owl
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What mesh do I need to hide for hands? currently they protrude through my glove

shell hedge
deft owl
shell hedge
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well those are definitely the hand meshes haha

tidal latch
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is it like one piece uniform?

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if yes, is it in jacket or pants slot?

deft owl
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I modified the character base prefab to add the hands to the hide mesh array but no success

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Oh wait i misunderstood. No, it is multiple pieces. Helmet, torso, pants, boots, and backpack. But the gloves are part of the torso piece

shell hedge
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failing that set scale of hand bone to 0 notlikemeowcry

sly bridge
deft owl
tidal latch
low leaf
delicate condor
low leaf
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I did shrink my vehicle mod sizes down from 500MB to <100MB though by using PBRMultis, so I got that going for me πŸ™‚

shell hedge
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pbrmulti is very cool

low leaf
lost bloom
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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?

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Or will i have to make them myself?

delicate condor
# lost bloom 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

lost bloom
delicate condor
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Dont know much about megascan stuff, probably they can be used somehow.

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but also make sure their license allows that kind of use

lost bloom
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Its epic games texture software, so many textrues

karmic adder
delicate condor
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I know about it, just not much about licensing or what the files are like

karmic adder
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There are however quite a few websites that actually offer many free assets, but not Megascans.

sly bridge
lost bloom
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Theoretically

sly bridge
lost bloom
sly bridge
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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)

lost bloom
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Does any one know any good and free texture website?

low leaf
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There are already a ton of textures available in Reforger you can use

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Check out ArmaReforger\Assets_SharedData

sly bridge
waxen mango
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not worth wasting your time just to lose your work because you didn’t go the extra mile to buy some models.

waxen mango
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whatever it is, point still standsπŸ€·πŸΌβ€β™‚οΈ

lost bloom
sly bridge
lost bloom
low leaf
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You can model a 3d house in blender in 10 minutes

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There are a bunch of window models already in reforger

lost bloom
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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

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So i have to make somemethod to creat modular houses maybe

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so it looks more natural

low leaf
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Check out Buildify

lost bloom
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It looks like exactly what i need

low leaf
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It is free

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Even has a modular desert kit

lost bloom
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Its not a desert

low leaf
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Sorry I thought the Syrian desert was right over the border still

lost bloom
lost bloom
tacit eagle
lost bloom
tacit eagle
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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

lost bloom
shell hedge
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if we didnt reinvent the wheel we wouldnt have tyres

tacit eagle
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ural has hexagonal tires

lost bloom
shell hedge
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look either model the buildings or source them from somewhere, paid or free

lost bloom
fathom elbow
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"a friend modelled it for me" ... i have heard that before thonk

surreal ore
lost bloom
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I would "never" do that.

delicate condor
lost bloom
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I dont want to get banned so obviously i wont do it

low leaf
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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

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Have I mentioned the Reforger tool as a plethora of landscaping materials to use?

delicate condor
daring condor
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how different is it from blenderGIS?

tacit eagle
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the blender one is probably better because you can always edit the terrain in blender / texture paint it

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and export that

delicate condor
daring condor
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mmm seems interesting enough

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i should have learned qgis this semester but it was an online exam, so everyone just straight up cheated by using old exams πŸ˜…

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well i guess technically it was open book so...

delicate condor
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cheating in schools is silly

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but I suppose younger folk dont always think ahead that they might actually want to/need to use that knowledge

shell hedge
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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

daring condor
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For Europe eu-dem works too

shell hedge
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I used srtm thingy to download a heightmap of japan too and it was fine, kinda offtopic for this channel tho

delicate condor
delicate condor
shell hedge
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like placing stuff

tacit eagle
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he means like incorporating objects that fit the terrain, like big tunnels

delicate condor
shell hedge
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I guess it depends on if the terrain is a heightmap or not, right? I assumed a heightmap

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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)

delicate condor
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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

delicate condor
shell hedge
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sure I've baked heightmaps out of 3d tools before, usually by just slapping a gradient along UV V and rendering using orthographic camera

delicate condor
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3d modelig tools allow certain level of more control with objects present in the same scene for extreme accuracy

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also when those same objects are developed in the same tools they can be developed at the same time

shell hedge
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so you then export something like position and rotation of the object and stuff?

delicate condor
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but this does require the models to be custom so you have access to the source

shell hedge
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alright I guess it makes sense, most of this is done inside the in-engine editor nowadays

delicate condor
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well they dont still allow the same amount of control that easily.

shell hedge
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remember to invert Z position when exporting to an enfusion world tho

delicate condor
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but its also not something most people would need

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still hoping enfusion will support the map size I need in the future crycat

shell hedge
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just do 32k but scale down everything duckthumbsup

delicate condor
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that just makes everything look like toys

shell hedge
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not really, if everything is scaled down (except terrain)

delicate condor
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Im not very confident things would work right scaled down

shell hedge
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probably

covert dune
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"In Enfusion, after all these years things are finally 1-1 with real life!"
Modders: Hm, what if I scale my world down
"..."

tacit eagle
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what if the devs just gave us what we need 😦 or atleast if not possible now say in the future

shell hedge
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planes and stuff

covert dune
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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.

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But offtopic now. πŸ˜›

tacit eagle
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smol maps and big mapz have their place

inner girder
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Going to need at least 100sq miles on a map for aircraft in the future at the very minimum I’d think

unreal sable
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hi guys, i'm about to start modeling some buildings for my map in blender and have a ton of questions.

  1. 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?

  2. 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.

  3. 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?

  4. how do this work with destruction, for example glass windows?

  5. 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

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sorry if I ask a ton of questions but the lack of clear documentation and video tutorials makes the learning curve to high

inner girder
# unreal sable hi guys, i'm about to start modeling some buildings for my map in blender and ha...

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
πŸ“ Hey Pixels! Have you heard about LOD before? When I heard this the first time I was thinking about "Lord of D...

β–Ά Play video
#

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!

🌟ALL TUTORIAL SERIES PARTS🌟

  1. (Part 1/5) Modeling In Blender: https://youtu.be/_Iu88tZ9utE
  2. (Part 2/5) UV Unwrapping In Blender: https://youtu.be/-uYwkBCPpiQ
  3. (Part 3/...
β–Ά Play video
surreal ore
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Everything you need to know specifically about the modeling portion. Also included stuff about probes and volumes. Which are needed for buildings.

unreal sable
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thanks i'm going to review that

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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?

unreal sable
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what does " Non orthogonal transformation on collider" means? i used a box and scaled to fit all my rectangular model

glossy lynx
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Make sure you only scale box collider in object mode
Scaling them in edit mode will lead to non orthogonal transformations

unreal sable
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ahh ok i'm going to try

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thanks

tacit eagle
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you mean the opposite, scaleing in object mode leads to strange scaling issues

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like bevels not working like how they should

unreal sable
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does the collider needs a texture?

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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""

glossy lynx
glossy lynx
unreal sable
glossy lynx
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open the xob then on the right bottom go to import settings

unreal sable
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ok, tested assigning a material with only color, same result

glossy lynx
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Under geometry params
Change your colliders layerpreset to something like buildingfireview
Change the material to what you want

unreal sable
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ok i reimported

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no warning icon in colliders but still warning in console

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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

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materials are ok, i only have 2

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and placing seems ok

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i'm going to ignore that warning on import, let's hope notting wrong happens in future

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thank you guys, i learned a lot today!!

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humm, seems collider is not working, no colision or bullets when i shoot it

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😦

unreal sable
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yes

glossy lynx
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Use the blender tools to set the collider properties then re-import

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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

unreal sable
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ok now i got this window in blender tools

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ok seems i understand now

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ok, small improvement. now i hear the metal sound when i fire at it

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still traspassing object

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tesating adding a rigid body component

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i did it

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πŸ˜„

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now i cannot traspass it

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thanks

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still missing the bullets holes

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but i'm closer

glossy lynx
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Your collider might not be accurate enough if you are not getting bullet holes

unreal sable
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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

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this is the collider, just a big box

glossy lynx
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Just try to get it as close as possible
Or make another collider just for the firegeo

unreal sable
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yeah,

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how can i inspect the collider type of physic used in other objects?

glossy lynx
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open the collider tab when looking at the xob

unreal sable
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thanks

willow sage
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1.This is not right Channel for this kind of issue.
2.You should evaluate it a bit.

tacit eagle
unborn wagon
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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

tacit eagle
tacit eagle
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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.

shell hedge
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Current material class MatPBRTreeCrown doesn't support needed vertex format (VDNormal), object ghillie.xob (material Assets/data/ghilie_suit.emat)

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what is a VDNormal vertex format?

unborn wagon
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some rocks I made inspired by the geology of Marin County California

tacit eagle
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It looks rock hard πŸ₯΅

vale zephyr
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Can’t wait for a oil rig mod

glossy lynx
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I have been thinking about that as well, especially now that I have figured out climbing back into ships

shell hedge
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I love environment assets a lot

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I used to spend a lot of time making procedural rocks, usually with voxel volumes and then eroding them

thin radish
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where are the doors located?

covert dune
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Assets>Structures>BuildingParts>Doors ?

thin radish
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okay thanks

shell hedge
tacit eagle
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i think VD stands for vertical direction

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is this for mudhaus substance paintar?

sly bridge
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@vale zephyr - wrong place, read pins

vale zephyr
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My bad

tacit eagle
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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.

shell hedge
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I don't know what "mudhaus substance paintar" is but the error I've got is from Workbench

tacit eagle
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well what ever vd is you gonna have to make a new material for it to use it in the workbench

shell hedge
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I'm getting this error when applying a material on a mesh in Workbench, I am interested in understanding what this error is about

tacit eagle
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where is rayhard when you need him

shell hedge
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the material is tree crown class, something must be different about the tree meshes vs my mesh

neon pewter
vale zephyr
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Ok

tacit eagle
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@summer fulcrum why?

last parcel
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this is not a request channel..

summer fulcrum
sly bridge
rancid laurel
summer fulcrum
delicate condor
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In any case, if you get lucky someone might one day make one

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in case you want to learn how to, this channel can point you to right direction

rancid laurel
delicate condor
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it has to be self made yes, ripping from any game is forbidden

rancid laurel
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^

summer fulcrum
sly bridge
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this channel emphasis is on makers. let’s stay on topic

fluid fern
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Hey, nobody tell me whats is difference of this Building preset?

tidal latch
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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)

fluid fern
tidal latch
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take a look at vanilla building - I think there is some component for 2d map visibility

tacit eagle
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@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?

heady cloak
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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.

delicate condor
stark jolt
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Anyone know a good way to do gloves?

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They are such a pain and I can never get them to look good around the characters hands.

heady cloak
tacit eagle
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@stark jolt yeah use shrink-wrap and snapping

shell hedge
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soviet apartment buildings are just cubes with holes

covert dune
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Buildings actually seem one of the more simpler things to do. No high-low, just smoothing groups as far as I saw

tacit eagle
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you can do bevel bake

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for normals

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on the buildings

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you can get some really good results like that

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I kind a dont want to attempt making buildings until destruction is available

tacit eagle
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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

shell hedge
#

just hide the hand mesh when gloves are equipped

#

unless it doesn't work

tacit eagle
#

can you hide hands and not fingies?

shell hedge
#

I swear there was a game that called all mags clipazines

#

ah nvm it was cursed halo

zenith quartz
stark jolt
#

Well done @zenith quartz

zenith quartz
#

Thanks!

leaden trench
#

C4D users, is it possible to set collider usage property in C4D? If so, how?

shell hedge
#

thing is C4D does not read this property from the fbx as well so there isn't much hope for exporting it

lavish vigil
shell hedge
#

very pog

#

can I see the LODs of the machine gun tho (when you get to it)

lavish vigil
#

16k for the lod0

shell hedge
#

I'm always interested in seeing LODs for things like the barrel on the weapon, it has holes

stark jolt
delicate condor
#

duplicate the hand and use inset faces to grow it out

#

boom you have same mesh but larger

stark jolt
delicate condor
#

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

delicate condor
shell hedge
#

bruh that's the simplest and best idea to get a basic glove

delicate condor
#

πŸ‘ yep πŸ˜„

#

preserves weighting too

surreal ore
shell hedge
#

you're supposed to trim the nails

#

just dont inflate them idk

delicate condor
#

little bit of vertex merging and they are not there anymore blobdoggoshruggoogly

daring condor
#

Or just delete and replace the finger tips

lavish vigil
#

for my WW2 Mod Tank and Radio operator headset

#

aswell as NCO cap

faint scarab
#

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!

stark jolt
#

What spine do you guys usually bind vests and their pouches too?

last hill
last hill
lavish vigil
#

My stug 3 G texture not finished yet some small details are still missing but it think is comming together

lethal frigate
#

Amazing

barren galleon
#

Sweet

faint scarab
# last hill Follow the tutorials on the wiki, it explains import and export settings, especi...

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!

ancient walrus
#

Can we have several penetration / material files on one component iE. Metal and glass ?. When I’m exporting from blender and then into workbench only one material is plied to the component
Cheers in advance

tidal latch
ancient walrus
#

Cheers I’ll check it out much appreciated

surreal ore
#

And when you import make sure Merge Meshes (or whatever it's called) is unchecked

frigid wedge
#

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:

finite quartz
#

You have to import it with the Workbench

frigid wedge
finite quartz
#

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

young shard
#

What's the Arma Characters height?

#

He like 5'9?

sly bridge
young shard
#

Oh yeah I was correct in my guess. The Reforger Guy is 5'9.

fathom bolt
#

Nice and smooth barrel

stark jolt
#

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?

stark jolt
#

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

safe turtle
#

make a model with out hands? Well you would loose the ability to take them off

last hill
#

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.

wicked jasper
#

Is there some kind of tutorial i missed for how to setup the vertex groups in blender for car creation?

tidal latch
ancient walrus
normal quail
#

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?

ancient walrus
#

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 πŸ™‚ (Yet) @normal quail

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 🀣 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

shell hedge
normal quail
#

Part of parent in slot manager component

#

I have pretty much copied the UAZ roof prefab to a certain extent

shell hedge
#

do you have a simple collider as part of your wing with correct layer preset?

normal quail
#

I do yes

shell hedge
#

does it fall off when you shoot it?

normal quail
#

nope, infact the game crashes when I shoot it πŸ˜‚

shell hedge
#

ok so something is wonky with the colliders

#

make sure they have correct layer preset and are not merged (uncheck merge in import window)

normal quail
#

ah there are merged

#

Okay I will uncheck that

shell hedge
#

uncheck click reimport and shoot it

normal quail
shell hedge
#

vehicle simple should work

#

is this a UCX?

normal quail
#

it is

#

I also have a fiewview and a vehicle complez

shell hedge
#

so merge trimeshes thing shouldnt have anything to do with it

#

if you send me model of the wing I can try to repro

normal quail
#

yeah I am crashing when i shoot it

shell hedge
#

dont care if it has the wing or not you can just put in a cube

#

but I'd like to see the colliders

normal quail
#

thanks @shell hedge i sent you a dm with the fbx

ancient walrus
slim knoll
#

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.

shell hedge
#

no luck with doing your vehicle like the sample vehicle?

#

that one works

slim knoll
#

I tried it that way. But i neeed to rig it and add colliders

fathom bolt
#

WIP FAMAS

shell hedge
#

idk if it's perspective or not but it looks like a weapon for giants

#

I imagine it firing 120mm shells

fathom bolt
shell hedge
#

I made a scale mistake once but decided to go with it and replaced bullets in the mag with HE underbarrel grenades

ancient walrus
#

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

shell hedge
ancient walrus
#

perfect bacon cheers

ancient walrus
#

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 ?

wicked jasper
#

Everytime i try to import my fbx my workbench just freezes and doesnt reply to anything - does anyone had this issue before?

ancient walrus
#

ive had it hang but it eventually comes in sometimes if click on another editor tab and back like world it seems to help

astral hull
#

Then right click reimport

woven swallow
#

everyone making guns.. and here I am making churches lol

pure kayak
#

structure makers are the real chads dont worry

covert dune
#

πŸ™

misty solstice
#

Fr

safe turtle
#

I think everyone who invested time into learning 3D modeling is naturally based. Go peps go!

sly bridge
misty solstice
#

That structure makers are chad/goats

#

I was sayin For real bc they are chad I was agreeing

sly bridge
misty solstice
#

Whatever dawg I gotchu

calm rune
#

Time to start making some headgear I think.

frigid wedge
#

Running into this issue in Blender trying to set colliders, does anyone know how to set them up or has a tutorial handy?

glossy lynx
#

Is it in a collection named collider?

pure kayak
calm rune
tidal latch
shell hedge
#

one day I hope I will be able to export collider layer presets and mass through fbx without using blender (or 3ds etc)

slim knoll
#

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.

covert dune
#

I managed to make something that makes support loops flow nicely and subdivides well for once. Smol success. BlobCookieNom

shell hedge
#

I'm proud of you

covert dune
#

Thanks BlobCatMelt

tacit eagle
#

add one loopa after the circle to control it

covert dune
#

True

sly bridge
#

does blender do pixar’s opensubdiv + creases?

daring condor
#

Yes, regular catmul Clark subdivision with creases

daring condor
#

Oh I see now

#

You should try to terminate holding edges when they are not necessary

covert dune
#

Also true, for now I was just happy to finally not have seemingly random pinching somewhere. BlobCloseUpHyper

#

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. BlobCatCozy

eager hill
covert dune
#

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. πŸ₯΄

delicate condor
#

You can also use it with vertex groups and have multiple bevel modifiers chained one after another.

covert dune
daring condor
#

You can run into issues using bevels

#

Also when subd modelling don't be afraid of ngons

#

Especially pents can help on curved surfaces

sly bridge
#

learning the old school subd is mandatory no matter what

daring condor
#

(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

shell hedge
#

I want a site like this, that literally just stores shapes and info like this

daring condor
#

Polycount already exists

#

Just download a local copy of the thread

sly bridge
covert dune
#

I actually read through that recently, the author showed it on the Flipped Normals Discord

#

Very interesting read

shell hedge
shell hedge
#

bookmarked

#

thank you

covert dune
#

Damn that actually looks neat

#

Thanks

daring condor
#

Guy has more guides on his sketchbook

#

He's working on a texturing write-up atm

lethal frigate
#

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

tacit eagle
#

I just use booleans

#

I make shirt out of booleans

covert dune
lethal frigate
#

Aight ima take look into that

lavish vigil
#

Panther G First progress of texturing

tacit eagle
#

I like

covert dune
#

Very nice, really gets the heavy duty look across.

tacit eagle
#

maybe up the roughness so its not that reflective

lethal frigate
#

Omg that's amazing

tacit eagle
#

the last time im making a HP for this

thin radish
#

is there a tutorial to import a house?

tacit eagle
#

noaw with more strap

lavish vigil
#

Panther G First set of camo still WIP but its coming along

summer fulcrum
#

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

delicate condor
#

it will take some practice though

summer fulcrum
delicate condor
#

thats a starting point. Just keep making stuff and exploring the tools and tutorials

summer fulcrum
shell hedge
#

by the way, regarding models from previous arma titles being used in mods, how does it work in regards to obtaining the model?

covert dune
#

If you google Arma 2 sample models (or any end of life Arma) you will get BI's page to download their assets. BlobCatThumbsUp

shell hedge
#

oh nice

#

I'll try to do a thing, thank you

#

aw I can't open the p3d in enfusion blender tools

tidal latch
#

are you trying to open unbinarized p3d?

#

on that website you have two packages - one of it contains source, unbinarized data

shell hedge
#

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

tacit eagle
frigid wedge
#

What does this mean?

"Box has wrong extents. BoxCollider UBX_Dirt" - I am trying to import a model from Blender into Enfusion Workbench

woven swallow
#

Door collection. making knobs and locks at the moment.

#

later windows and light switches

surreal ore
#

Looks good

unborn wagon
#

custom rock asset in

shell hedge
unborn wagon
#

yeah, just with blender

unborn wagon
surreal ore
#

Looks good

zenith quartz
placid rampart
#

notifcation

astral hull
#

Is there any program that can automatically re-topo a mesh??

delicate condor
#

sure

#

no program is perfect with that though

#

if the source mesh is just very bad, automatic retopo is likely to fail

tacit eagle
#

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.

calm rune
#

I’d 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.

tacit eagle
#

sight picture

quiet fog
#

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 πŸ€” https://i.imgur.com/6jWQkLV.png

tacit eagle
#

missing images

quiet fog
#

i thought so as well, but they are in that folder

#

the path is correct...

#

i redirected it and now its working. How come it shows a different path than where its actually looking?

tacit eagle
#

does your blender update?

quiet fog
#

not that i am aware of

#

it didnt ask me

summer fulcrum
lavish vigil
#

some new stuff πŸ˜„

fathom bolt
#

Did i need to put memory points in the armature too ?

surreal ore
#

Not that i'm aware of.

obsidian dawn
#

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

sly bridge
obsidian dawn
#

Its from sketchfab

sly bridge
obsidian dawn
#

Yeah

sly bridge
obsidian dawn
#

Yeah hold on

#
#

I got it because i would like to have different helicopters in game

tacit eagle
#

the uh-1h is being added to the game

obsidian dawn
#

When?

sly bridge
sly bridge
obsidian dawn
#

Ok

obsidian dawn
#

Where can you get models you can use

delicate condor
#

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

shell hedge
#

when I get a good low poly model my mod takes a weekend to develop instead of a week+ (depending on complexity)

delicate condor
#

difference is youve spend your time in the learning how to do stuff πŸ˜…

shell hedge
#

I think my biggest issue if I was to model all the assets is I would take way longer than I should

calm rune
shell hedge
astral hull
#

Also a time saver, would u rather spend 10 hours or pay $20

shell hedge
#

if it's quality I'm paying for it no question

astral hull
#

Hum3d wants $1500 for a interior on a $30 car

#

They are out of their minds

tacit eagle
#

considering how long it took them to make that interior your still saving money on it...

leaden trench
shell hedge
#

$900 for an accurately modeled car interior seems reasonable, that's like 10+ hours of work

astral hull
#

Maybe if I was the only person to have the license I would pay that

tacit eagle
#

10 hours??? a lot more than that

#

this is probably 250 hour in total model

shell hedge
#

yeah it makes sense, they sell a couple dozen of those models and get their time back in money

tacit eagle
#

the warthunder models take about 2 months to create each

shell hedge
#

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

astral hull
#

Measuring time/cost for modeling is rough, lots of people work at different paces

tacit eagle
#

yeah but no one making that in 10 hours

#

or 40 hours for that matter

shell hedge
#

with 40 hours that'd be 22 bucks per hour

#

but this relies on selling more than 1 license, so it makes sense

sly bridge
#

you can surely do a vehicle interior in 40h, pretty sure not subd ready in 10h

astral hull
#

Yeah but it’s not like physical stuff you can only sell once

#

U make a model u can sell unlimited copies

sly bridge
astral hull
#

True

tacit eagle
#

the AK for refrogies is done by a freelancer I saw it on art station

sly bridge
#

that is why the price for bespoke is 6-20x shelf price, depending on complexity

leaden trench
#

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...

tacit eagle
#

in ukraine they make like 9k a year average salary probably only beaten by india and albania

sly bridge
leaden trench
#

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.

tacit eagle
#

hehe the power of shell companies

calm rune
#

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.

calm rune
inner girder
#

Ahh one uniform

#

Gotcha

tacit eagle
#

bonus free underwear

leaden trench
#

@calm rune random question, but do you sew? or only virtual-sewing?

shell hedge
#

$20 an hour for commissions yes it is pretty cheap

sly bridge
calm rune
sly bridge
calm rune
inner girder
#

My groups problem isn’t financing a mod it’s finding someone ready to make one for us since everyone is B#lls deep into other work lol πŸ˜‚

sly bridge
calm rune
#

You get the model and then you gotta inject it yourself or find someone else

calm rune
sly bridge
calm rune
#

I dont wanna get sued haha

shell hedge
#

is BI considering starting to enforce the non commercial use part of the agreement?

calm rune
#

Pretty sure it has technically been enforces since day 1.

tacit eagle
#

BI legal is the only team that get things done fast...

inner girder
#

Isn’t there only like 11 people from BI assigned to Reforger currently?

calm rune
#

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.

shell hedge
#

I don't think it was enforced on the workshop

tacit eagle
#

if only they would embrace paid mods 😦

shell hedge
#

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

sly bridge
inner girder
#

@sly bridge out of curiosity can I pay someone to tutor/teach me on how to encode models into engine as long as I’m the one uploading it in the end?

leaden trench
delicate condor
#

for sure, Im just not sure if the commission mod makers really understand the responsibilities getting paid for making a mod come with

sly bridge
shell hedge
#

just draw the gui on a whiteboard

tacit eagle
#

everytime he get it wrong he gets whipped

inner girder
#

No over zoom…I’ve been tutored for mod work before like that

shell hedge
inner girder
#

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

leaden trench
#

lol, development budget gone on hiring 11 lawyers for Reforger πŸ˜‚

inner girder
#

Okay thanks for the reply 🀘🏼

sly bridge
delicate condor
#

stuff like that

#

but yes you are right this is not the channel for it

shell hedge
tacit eagle
#

I mean bi stuff breaks all the time too

sly bridge
sly bridge
tacit eagle
#

debatable helicopters afm is still not properly made and tanks still fly up in the sky

delicate condor
#

if they shut down the game development tomorrow then you can call scam

shell hedge
sly bridge
astral hull
leaden trench
calm rune
# leaden trench 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 🀣 πŸ˜‘

woven swallow
#

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.

wicked jasper
#

Did anyone ever have the issue that actions contexts and actions dont appear on models?

shell hedge
slim knoll
#

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?

slim knoll
#

Or what is the other way to do it?

shell hedge
#

I don't get it what are actions through the bones?

tidal latch
slim knoll
#

Negative.

tidal latch
#

if not, most likely you forgot to set import setting

slim knoll
#

Or atleast, where should they show up?

slim knoll
#

I exported it the same way it was shown.

#

And WDYM by import senttings exactly?

#

Sorry for sounding dumb but I really dont know.

shell hedge
#

see the gif on the link

#

it shows exactly this

slim knoll
#

Did exactly that

tidal latch
#

and do you see bones in that window?

slim knoll
#

Still not showing..

#

Can I send you the FBX and will you tell me if somethings missing please?

tidal latch
#

can you share a print screen from workbench?

#

or 2 actually - one showing import setting and second one showing details tab

slim knoll
#

Details Tab?

tidal latch
#

yes, next to Import Settings tab

slim knoll
#

Details

tidal latch
#

there is a gif

slim knoll
#

Thanks fellas

#

Youre a lifesavers.

shell hedge
#

oh I like that car

young shard
#

I feel liken it be fun to drive.

shell hedge
#

ill put zu-23 on it

tacit eagle
#

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

calm rune
#

flexin the engine a little or I like to think they are 🀣

woven swallow
#

more doors

tacit eagle
#

truly next gen

covert dune
#

Clean BlobCatMelt

tacit eagle
#

no 8 x 4

covert dune
willow sage
tacit eagle
#

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

tacit eagle
#

no 3.6. 3.5 was released recently

willow sage
#

Can it be compared somehow to uvpackmaster 3 ?

tacit eagle
#

It's faster

shell hedge
#

the one on the right looks like the default cinema 4d packer

#

wouldn't be surprised if it's some similar algo

shell hedge
#

I think it's not unreasonable to imagine LOD0 in weapons to be closer to a view model in other games

wicked jasper
fathom bolt
#

I've made lod's in blender but workbench doesnt take them i only have 1 LOD

shell hedge
#

make sure the meshes have _LODX suffix, so mymesh_LOD0, mymesh_LOD1...

fathom bolt
#

so trigger_LOD0, trigger_LOD1 ....

#

for example

shell hedge
#

thats how it knows which mesh is which LOD

fathom bolt
#

cool its working thx πŸ˜‰

fathom bolt
#

FAMAS F1

shell hedge
#

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

fathom bolt
slim knoll
#

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.

glossy lynx
#

Make sure the weight in the rigid body component is more than 1

slim knoll
#

Could you check wheter I am missing something? I'm starting to get frustrated over this...

shell hedge
#

rigidbody component is in your prefab in game/world

tidal latch
#

0 is index of the element in array. In programming, arrays starts quite often from 0, which means first entry in the array

inner girder
#

Is there a workbook/tutorial on the process of importing new buildings and getting all the doors and floors working proper?

slim knoll
glossy lynx
#

Correct

shell hedge
#

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

slim knoll
#

Gravity works, thanks

#

But the actions still dont.. they dont show up..

shell hedge
#

if I remember correctly the get in actions are setup in the compartment manager component

slim knoll
#

I know that. I followed the guide but it doesnt work. They dont show up.

shell hedge
#

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

slim knoll
#

I dont think I follow.

shell hedge
#

does your get in action context in the compartment manager component match the action context for it from the actions manager component?

daring condor
daring condor
# tacit eagle

this isnt hte actual algorithm, thats just a mockup of what was wanted from the ticket

daring condor
#

it uses xatlas

#

not open atlas

woven swallow
# tacit eagle

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

daring condor
#

space utilisation is the reason to use auto packing

#

also they both look bad to me πŸ˜…

#

that cross being skewed hurts me

tacit eagle
#

REAL SPRINGS ℒ️

woven swallow
#

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

daring condor
#

seems like too much work tbh

tacit eagle
#

how do people do overlapping bakes?

#

do they just mirror that part after baking / place the meshes back in?

woven swallow
#

I'm confused

#

I think you uv unwrap one side first then apply mirror

#

At least that's I would do.

#

πŸ˜…

woven swallow
covert dune
#

Yeah I was gonna say, does look quite blocky in some parts

tacit eagle
#

melted famas

covert dune
#

But is gud

woven swallow
#

Yeah I'm not saying is bad. It looks nice but the FAMAS grip isn't that blocky.

woven swallow
#

What software you using ? Nice work

slim knoll
#

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)

tacit eagle
#

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

slim knoll
#

Nvm. It logged back on. We just needed a restart.

lavish vigil
#

Now my finished Panzerschreck model πŸ˜„

#

and first texturing progress of my panzer 4

#

Ausf G

sly bridge
fathom bolt
plain galleon
#

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

delicate condor
calm rune
#

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.

plush shard
lavish vigil
#

Panzer 4 G texturing progress

light lynx
#

ayy, you do modelling for Reforger too? Thats awesome πŸ˜„

summer fulcrum
tacit eagle
shell hedge
# lavish vigil Panzer 4 G texturing progress

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)

bright raft
lavish vigil
bright raft
#

Looks beautiful. amazing work

tacit eagle
sly bridge
#

some progress, still quite a few to do

stark jolt
#

Can anyone put me in contact with a model maker on RHS?

stark jolt
# sly bridge why?

Its more of a private discussion I wouldn't like to have here in this chat.

sly bridge
#

send me a DM then

tacit eagle
#

Can blender do bakes using color id? πŸ€” all I could find is for exporting maybe Google results just being evil omnicorps again with results

tacit eagle
#

Yeah but that is baking a id map not how to bake using a id map in blender

sand pagoda
#

what

tacit eagle
#

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

sand pagoda
#

do you mean using id's from color id map for group splitting?

tacit eagle
#

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

sand pagoda
#

unfortunately this is not possible

#

feel free to buy marmoset instead and use groups by name feature

tacit eagle
#

If was to buy anything it would be substance painter and designer. 😠. 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.

daring condor
#

Pretty sure xnormal can bake by object name

tacit eagle
#

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

delicate condor
tacit eagle
#

Think substance painter baking with id maps but in blender

delicate condor
#

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

tacit eagle
#

Or any method really. I like using textools to bake the maps and later on I just bake down uv in the shader editor

delicate condor
#

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

tacit eagle
#

Hmm I will look into it more. I just hate texturing in blender, no layers but with nodes, it's a real headache 😫. I need to learn armor paint as it's a good halfway between blender and painter. Just it doesn't do hp lp baking

delicate condor
#

stop whining and learn the nodes and be happy πŸ˜›

#

you can make layers with them

#

you will thank yourself later

tacit eagle
#

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

delicate condor
#

its different workflow but its very powerful

calm rune
#

Why not just use Substance Painter? πŸ΄β€β˜ οΈ

tacit eagle
#

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

delicate condor
#

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

tacit eagle
#

Because mudhaus, and they piece meal the package so you have to spend 300 on it

sly bridge
#

it’s perpetual license is 145 on steam.

delicate condor
#

or less on sale too

sly bridge
#

also what is wrong with exploded baking? i always bake exploded, i have 2 keyframe animtion to explode / unexplode it

covert dune
tacit eagle
#

haha WELCOME TO THE RAT RACE :3 everything goes up beside your income

woven swallow
tacit eagle
#

maushaus painter

covert dune
#

Substance

woven swallow
#

the hell is that.. lol

tacit eagle
#

mudhause

woven swallow
#

ah Substance lol no longer on steam lol

#

for sale

tacit eagle
#

yeah but you also need to get designer too if you want to make your own pbr materials

woven swallow
#

F that.. I ain't messing around with that

#

I'll just use whatever is available

#

and modify those in substance

tacit eagle
#

i mean ive made my own in blender

woven swallow
#

I barely use Blender nodes lol

shell hedge
#

substance is really nice, blender's node material system is powerful also

#

ambientcg has a lot of most common surfaces already tho

daring condor
#

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

lavish vigil
#

Tiger H1 πŸ˜„ done with 2 camos 1 is normandy and ofcourse the famouse bovington tiger 131

#

and Panzer 4 G update

tacit eagle
#

Nothing wrong with blenders baking. You just have to use a cage

woven swallow
#

Done with Doors, moving to windows lol

tacit eagle
#

uninstalling windows

#

reinstallling doorsexe

woven swallow
#

lol I'm making a bunch of doors, windows and knobs.. for future map assets lol

covert dune
#

One of those attic hatches with the ladder that folds down would be sweet. I wonder if that'd work though. thinking_pikachu

woven swallow
#

but that's a great idea

#

I would have to animate it tho

covert dune
#

Don't think it'd be hard. Though I have yet to import animations so I'm not one to ask. πŸ₯΄

#

In terms of animating it should be simple though

woven swallow
#

First Window out of many lol different sizes and styles. we're gonna be able to combine sash, grillie, panels, frames, sills.. etc lol

woven swallow
woven swallow
nocturne sparrow
tacit eagle
#

what blender doesnt haz

surreal ore
#

it does, with nodes lol

woven swallow
surreal ore
#

An addon for what?

woven swallow
#

nevermind.. maybe too much work