#enfusion_model

1 messages · Page 10 of 1

surreal ore
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No need for an addon, pretty sure that could be done with geometry nodes

woven swallow
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I wanted to create a library of every part

surreal ore
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No need for an addon to make a library. You just use a blend file that has all of your models split into collections. Then use geo nodes to mix and match based on a seed or whatever.

woven swallow
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okay. I'll look into it. thanks

woven swallow
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just messing around with UV's and textures to see how we're looking

sly bridge
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@woven swallow considering these suicide windows, do you plan doing some particular type of of buildings?

daring condor
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well the main draw to blender would be procedural textures, and then copying those node setups into unreal or unity like i said

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having textures not constrained by texture maps can be a great boon

quartz crypt
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this was my idea

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but i may have stole his

woven swallow
covert dune
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I wonder if doorknobs could be attached to the door via SlotManagerComponent. Tried yesterday but it didn't work. Was pretty sleepy at the time though. 😛

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Then frame, door and knob could be switched and swapped

sand compass
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can somebody explain to me like im 5 how to create collisions? i've used the blender addons in an attempt to generate the colliders but i can still walk through the walls in my building

calm rune
sand compass
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yeah i dont know i feel like im missing a huge step here

astral hull
tidal latch
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Do you have correct layer presets assigned to geo?

sand compass
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are you talking about this?

astral hull
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Yes

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Generally fireview and firegeo are used for collisions

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Set the layer to one of those

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Also make sure you make a prefab, the xob by itself will have no colliders

tidal latch
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Fire view is for fire geometry (bullets) and view (ai), not for character collision

sand compass
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so it should have 2 collision models for both?

tidal latch
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You can use building fire view for both character and bullet collision

astral hull
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What can also help is looking into the .xob of the vanilla files to see what they are using for colliders

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It says vehicle cast for wheels but all the vehicles use firegeo

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🤨

sand compass
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this all worked, thank you for the help fellas @tidal latch @astral hull ❤️

lavish vigil
shell hedge
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finally my favorite call of duty weapon

tacit eagle
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what woods floating head in black ops2

tacit eagle
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oh boy commission warrant officer how about rank of I dont care dot fullstop

spare burrow
tacit eagle
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not the place for advertising units plus most of us have our own groups or are not interested

spare burrow
glossy lynx
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If you never figured this out I think the square colliders you have on the wheels might be the problem

slim knoll
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So should I get rid of them then?

cursive lava
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Is anyone working on anything like this for vanilla m16

shell hedge
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creating trimesh colliders using voxel fields to meshes is underrated

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probably doesnt work well for all shapes though

tacit eagle
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why dont they use it for weapons?

sand pagoda
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why you want to have such complex collider for such small asset?

shell hedge
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just wanted firegeo to be more accurate, the vehicle layer collider is actually just a cylinder

deft owl
shell hedge
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there's some automatic merge going on with trimesh if you have that on

sand pagoda
sand pagoda
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not verticles on meshes

shell hedge
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oh interesting I didn't know that, yeah so I also didn't want intersecting geo in my firegeo

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does the intersecting thing only matter for multiple colliders? not relevant to multiple meshes?

sand pagoda
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especially in context of small 10 x 10 cm drone that will be oneshoted at hit

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you dont even need those blade holders

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just cube

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more then enough

shell hedge
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yes I don't need them, but I want them

sand pagoda
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well, go ahead then

shell hedge
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I will measure performance with it later to see what the performance difference is

sand pagoda
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perfomance will change only when there will be a swarm of those drones

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and based on my own experience, bad(overdetailed) colliders not affecting any perfomance (at least on client side), but they make ballistic calculations wrong

shell hedge
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if the collider shape is closer to the actual shape then the ballistics should be more accurate

sand pagoda
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well

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you dont need nanometers in your ballistic

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you need a solid good hitbox

sand pagoda
# sand pagoda

more details -> more chance that something like this will happen ^

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and this is not a feature

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this is a bug

shell hedge
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yes it's a bug so I don't need to worry about it

sand pagoda
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well, this aint a bug if you using colliders wrong

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im not stopping you, but just saying

shell hedge
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my collider having more polygons than you like does not automatically make my collider "wrong"

sand pagoda
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weeeeeelll

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it doesnt work like this :)

shell hedge
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from my testing so far the collider works correctly therefore it's fine

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it could have a few less triangles though

sand pagoda
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it could have 12

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a nothing will change

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but yea, im not trying to be a teacher or something

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just saying things based on my experience

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i could be wrong

shell hedge
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I posted it to highlight potential use of voxel fields for colliders

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I thought it's interesting

sand pagoda
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it is!

shell hedge
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the only problem with going low poly with something like this is it might not preserve the flat shape on top for example

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my tiny drone like you said could just use a few boxes you'd make in 30 seconds, so I wonder about bigger things

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I think I will need to use boxes anyway for the arms if I want them to move? I think UTM can't be weighted (but you can use colliders as children of joints)

sand pagoda
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i dont think any of colliders can be weighted

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you can attach any type of collider to bone, but not weight them

shell hedge
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right, thank you

surreal ore
last hill
fluid fern
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Has anyone tested this addon for blender?
https://topguides.gumroad.com/l/gpt-blender

Gumroad

Introducing the GPT-4 Add-on for Blender, the powerful extension that lets you control Blender with natural language commands. Simply watch the video demonstration:With this add-on, you can easily create stunning 3D models and animations using your text input. Say goodbye to tedious and time-consuming workflows, and welcome a new era of intuitiv...

woven swallow
woven swallow
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I am using AI to generate illustrations of houses to use a reference.

covert dune
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Not too fond of AI, but that's actually not a bad idea ngl

tacit eagle
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Which ai you use?

stoic torrent
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I think its Midjourney

shell hedge
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yep

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looks like it at least

lavish vigil
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I present ze falschirmjäger

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😄

calm rune
# woven swallow

Finally some NA style homes. No offense to my Euro friends but I am so sick of seeing maps centered around Europe and its housing style lol

tacit eagle
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because europe, asia and africa are most common places for war zones

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US is just fictional red dawn schiet

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or life servers

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also most houses and even some commercial buildings are made out of stick frame wood construction. so you get no cover from boolits. and in the future when destruction is a thing it will be easier to do stone / concrete destruction than plywood/ sheetrock and 2x4s.

calm rune
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I know why. It's just boring.

covert dune
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US stuff is really rare in general. Even in DayZ people are filling their US based maps with european housing. 🥴

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So it's good to finally have someone working on some

slim knoll
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Is someone here willing to help me out with a car creation project. Help me grasp stuff that dont really work.. the wiki is nice but I dont get everything thats said there.. if yes.. please DM me. I feel like modding in circles.m

burnt thunder
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Tbh US towns would be hell to fight in considering zoning

woven swallow
tacit eagle
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you pay for it?

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I saw the cheapest option does not have a relaxed mode which is unlimited in the higher options

woven swallow
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thing is I don't care about military stuff or conflicts. there's plenty of people doing military stuff. So why would i make weapons, helicopters or planes when there's a ton of people already doing that? I'm looking at a DayZ 2.0 in America, walking dead type of theme.. even last of us. or what about modern civil war in america? like vergy was saying. I'm tired of seeing european assets. so let's take the game to another environment or theme.

woven swallow
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I don't really need to pay for unlimited because i don't really use it that much and you can cancel any time.

tacit eagle
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so how many images you get a month its like .4 of hour and you get like 10 hours right?

woven swallow
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I think it was 200

unborn wagon
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reference image I took on a hike vs final game asset products. cant wait til I have the full terrain done!

unborn wagon
# woven swallow

Really great stuff. Going to look epic in game. Might ask you some questions (specifically on making complex interior lighting probes) when I get back on creating the structures for my terrain.

woven swallow
leaden trench
slim knoll
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Where is the Camera position inside a car? Its too high and I need it to be lower. Where can I set it?

leaden trench
slim knoll
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Could you say what components are those?

shell hedge
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there's also a RIM-116 by the same guy, also looks good

leaden trench
shell hedge
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I think the targeting part would be harder especially from a vehicle

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it doesn't look like the thing has a seat with a monitor

slim knoll
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Can I find the character to download somewhere? I need to scale it a bit but dont want to trial and error it.

tidal latch
slim knoll
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Thanks.

stark jolt
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What bone should I have belts on?

surreal ore
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@stark jolt Hips? Lol

stark jolt
tacit eagle
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I prefer the toe bone myself

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it swings a little more than the hip

frigid wedge
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Is there any way to export the base game models to blender if we wanted to modify them? I.e. a rifle for example

shell hedge
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No, not allowed

sand compass
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do big objects usually take a long time to import into reforger?

tidal latch
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if by big objects do you mean over 500k verts then yes. There are some improvements prepared though

tacit eagle
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my handgun is only 499k

stark jolt
tacit eagle
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its made out of nanobot a new enfusion feature 😂

covert dune
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Had the idea of adding a rubber eyepiece to the PSO scope. Very basic model for now, but I may persue this further. thinking_pikachu

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Looks proper like this. Vertice count is through the roof though.. meowsweats

tacit eagle
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what you mean? how much did you add

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the law rocket has like 8k...

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post pics of it in fpv

covert dune
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1.4k vertices for that eyepiece. I used the same 30 vertices for a loop just like the scope. And with blockier shape you're looking at 1.2k

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Has to be pretty detaield though with how close it is to the player's eye

tacit eagle
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not much...

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I dont know why they didnt go with eye cups

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probably be a good weapon to force 2d view on to

covert dune
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I think they went with the DayZ-like PSO. In older DayZ it had the eyecup, then new 1.0 update had bare scope. Reforger followed this trend likely

tacit eagle
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it looks wrong 😦 ArmA plz fix

covert dune
tacit eagle
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hmmm what if you turn up the roughness on the inside and darken it

covert dune
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It's a very basic model. Auto smooth turned up really high and T62 rubber material applied. If I were to do this properly I'd probably do that and add the missing detail aswell

tacit eagle
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but you bake than down onto uv maps right?

covert dune
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Ofc, this was just quick and dirty to see if I'd like it

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And well, could be worth it

tacit eagle
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it might still be possible in with a 3d scope

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try to color the inside part white for the roughness so its less reflective, and darken the co and maybe the AO a little

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I also dont remember the pso also showed the front sight. maybe its the camera is too far forwards

covert dune
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With correct shading, it'd probably look right. Maybe also with some FOV tweaks. But I'm not sure if that can be done per scope.

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I'll keep this on my list. meowcamera

tacit eagle
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😦

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nope

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the front sight is still there

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maybe in the future they will have away to disable seeing it. I imagine it would be when they add in vehicle viewports

covert dune
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Huh, true. In pictures of PSO scope view you cannot actually see the front sight.

tacit eagle
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irl you still see perfectly fine with this

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its only during low light where it become hard to see with

covert dune
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Ya, due to the zoom

young shard
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I keep coming back to this image because it just looks so clean in Marmoset.

zenith quartz
eager zephyr
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Would anyone be able to help me with creating slot and snap points on a weapon model in blender?

shell hedge
shell hedge
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the stuff on your artstation is really good

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it's missing a lot of stuff you've made I think but the stuff that's in there is amazing

zenith quartz
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Thank you! And yes that one is a bake.

slim knoll
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How do I assign a car to a faction?

shell hedge
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FactionAffiliationComponent, however that faction changes when a character gets inside

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if you're talking about the game master entity list then there's another one under Editable Vehicle Component (or editable entity component depending on entity)

slim knoll
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Thanks, I'll try it.

slim knoll
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Doesnt work.

tidal latch
frigid wedge
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Can someone explain to me why when I import my textures they look so washed out like this? I have matched every other setting to other textures in the game and fiddled with the sliders but I can't get rid of this weird washed out appearance

delicate condor
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texture colorspace thingy

frigid wedge
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Even if I darken the texture it has this weird glossy finish on it like its covered in a glaze and the metalness scale / dialectic reflectance doesn't change it

delicate condor
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not related to hwo the texture actually is colored but it changes how its handled

frigid wedge
delicate condor
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oor something like that anyway. dont remeber what it was exactly

tidal latch
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Are you sure your texture is correct? How is your roughness set?

frigid wedge
tidal latch
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I mean in texture

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Are you using bcr suffix?

frigid wedge
tidal latch
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No, in tiff

frigid wedge
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I'm importing the .png image to the mission itself then placing it on the .emat - Not sure what tiff is

tidal latch
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Tiff is texture format

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Is your PNG texture with suffix?

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I assume no and I guess you don't have roughness set in texture itself (PNG)

last hill
# frigid wedge Everything is set to default, adjusting the sliders doesn't help. Roughness is a...

As Reyhard said, make sure you give your texture a Roughness map on the Alpha channel of the texture and when you name it, add _BCR at the end so for instance merc_example_BCR.tif or in your case .png

The game will automatically know your texture is a Base Color Roughness texture and look for the Roughness in your alpha channel.

What program are you texturing in? There is an Enfusion profile on the wiki for Substance Painter.

The profile can export your BCR and NMO (Base Color Roughness and Normal Metallic AmbientOcclusion) (including your Roughness on Alpha and AO on Alpha).

frigid wedge
calm rune
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Some commission work for a Reforger community. Modelling work is about 85% completed.

tidal latch
tacit eagle
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Bump? Color? Roughness?

last hill
frigid wedge
tidal latch
# frigid wedge Output from GIMP in the suggested .Tiff file and compression set to LZW with the...
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so 128x512, 256x64,512x512 etc

frigid wedge
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Hm. It's still failing to register into the mission, I have it going into an "images" folder. 1024x1024, .tiff format. Seems to upload just fine under .png

tidal latch
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Is your tiff 8bit?

fluid fern
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A2 object with retexturing

sand pagoda
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still looks like a2 object

fluid fern
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ik, It was useless to start from 0 for supporting walls, create a building from 0 ok but for that it is not worth it

last hill
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~~Hi guys, I bit the bullet and am learning to do all my mods via Blender, however am running into an issue doing a basic armature on a pair of NVG. I have followed along with a few different tutorials, however once created and applied as a modifier and weighted to the bones in my armature, on rotation, the mesh inside the specific bone armature is being scaled down and up as well as rotating? Is there something I am doing wrong? I tried to search armature rotation scaling etc on search here on Discord and couldn't find my issue so apologies if covered.

This is inside Blender AND workbench once skinning is imported~~

Sorted - When I weighted to my bones, I didn't realise that unlike 3ds Max, Blender doesn't automatically paint out the root bone as you move across the vertex groups painting them in. So it was still painted 1.0 on root, as well as the rest.

surreal ore
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@last hill For simple hard surface things, it's easier in blender to just select the faces/verts and add them to a vertex group with the name of the bone you want to paint them to.

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Hope that makes sense.

woven swallow
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Anyone here knows how many textures a house in arma reforger has? just to get an idea of how many textures I need lol

calm rune
woven swallow
woven swallow
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damn that looks very low quality haha

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thank you bro

woven swallow
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First Window. testing textures and UVs.

woven swallow
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Different texture

glossy lynx
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The textures look low quality because it’s using pbrmulti
Those textures are just large color changes like sunspots or water damage

zenith quartz
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Texturing...

tacit eagle
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does the github samples have stuff like pic rails or more importantly rails for the AK/ RPG

zenith quartz
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You can find exact metric measurements of picatinny / NATO rails online.

woven swallow
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Another test. UV's and textures.
Bake from High Poly to Low Poly: Not yet.

woven swallow
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More worn lol

tacit eagle
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there is no ak rail dimensions

fathom bolt
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The only difference is the hole accros the middle

tacit eagle
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this is only thing That i could find

daring condor
nocturne sparrow
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AK rails are changing by years and even weapon model. It might be hard to dig up the correct bar.
This is the version you want (prod. 1978-1989) for AK74N in Reforger era.

woven swallow
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Aight. don't mean to spam but here are my first two window variables. I'll be making more with different colors and shapes.

delicate condor
woven swallow
dire estuary
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Ahh thats a friggin great idea!

sly bridge
tacit eagle
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why is the sigu so popular all the sudden

sly bridge
tacit eagle
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in the 90s and 2000 it was the 92fs, later it was glock, now its this

sly bridge
covert dune
# sly bridge

Blows me away everytime you post. If I didn't know any better, this'd be a real picture from some wiki article. 🥴

tacit eagle
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are you gonna add in wear?

sly bridge
tacit eagle
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im used to wear like dis

sly bridge
unborn wagon
fathom elbow
nocturne sparrow
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Many modelers overdo their wear and grime... especially edge wear.

sly bridge
sly bridge
tacit eagle
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no like finger prints 😦

woven swallow
woven swallow
leaden trench
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It takes seconds to put down some plausible looking wear-and-tear in Substance Painter, but to actually match reference photos you need to put in hours of manual painting. So understandable.

fathom elbow
last parcel
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Large Red Barn from Arma 2, still gotta make doors, staircase and ladders and railing on the catwalk above

fathom bolt
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You take the old one model from A2 and you re-do some parts ?

last parcel
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redid it from the ground up just messured it and started from there

fathom bolt
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Why you don’t take it from A2 to « remaster it » ?

last parcel
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kinda wanted to challenge myself, + found it to be more fun to recreate it from the ground up.

zenith quartz
shell hedge
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quality, btw there are contacts on the rail for like, powering an attachment?

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I know nothing about guns

zenith quartz
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Yeah, they're powered rails.

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Inspired by BF2042 and Tworx's real life I-rail system.

shell hedge
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that is super cool

zenith quartz
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thanks! :D

tacit eagle
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need MP7 think with micro grenade launcher

last parcel
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finished up the railings inside today.

tacit eagle
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I don't remember could we go on top of it?

covert dune
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You're able to use the catwalks normally, but not on the roof

tacit eagle
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would be nice to see a version of it not neglected

covert dune
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I thought previously it would be neat if you could blow off the scrap metal plates with explosives, but that's totally unnecessary. 😛

tacit eagle
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throws single hand grenade all the panels fall off

sand pagoda
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it is possible

shell hedge
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possible but it wouldn't look seamless

shell hedge
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we crysis physics now

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sorry for not posting this in physics channel

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so yea let's just voronoi fracture everything into debris

stray bridge
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metal barn with theses physics, 1 bomb or 2 grenades = fps 📉

shell hedge
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ill stress test and let you know

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I have no fps loss when I damage like 100 of those at a time, so xbox series s might lose like 1 or 2 fps

stuck notch
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You're getting me excited for squishy houses update

tacit eagle
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BFBC2 reloaded

blazing agate
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Does this influence on my model?

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is it an error?

shell hedge
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it is a warning that you do not have a specific layer preset selected for your collider

blazing agate
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Oh how can I solve it? It is inside of blender?

stray bridge
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this one?

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if not, install it. Here you can find the colliders setup. You set the layers + the game material

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if you dont wanna do it in blender which is the best way do it in tool with the rigidbody" component -> check the boxes needed for your prop

waxen mango
# shell hedge

probably should have it do this with small arms though, not very realistic.

calm karma
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Having an issue getting collision to animate properly for some armor. I've tried linking to the bone and using vertex groups but the collider is stuck to the root when it gets in game

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Is there some other way to link them to the correct bone that I'm missing or is there something I have to do in enfusion?

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I took a copy of the visual geometry that animates properly and just slapped the UTM tag on it hoping it would translate to animated collision

slim knoll
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Karosa C734 Bus

near bear
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I guess this is the best place to ask has anyone tried ai generated 3d models for this shit I signed up on a wait list to try something out was curious if it would work for mod making

shell hedge
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There's probably no AI model capable of making quality game ready assets YET

lavish vigil
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time for A new Vehicle the Kubelwagen

calm rune
lavish vigil
calm karma
leaden trench
shut bloom
near bear
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I signed up for the waiting list on 3DFY so I'm curious to see how it works I will see if they have any pics

near bear
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Honestly they don't look that bad although idk how effective it will be at making actual real life shit cause from experience with ai art it always looks abit off

shut bloom
near bear
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Definitely possible that its fake but only time will tell I guess I haven't given any money so no harm in seeing

shut bloom
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nah not possible it is fake most of the stuff there makes 0 sense esp because all of what they show are a Bad uvs b bad Subdiv models and super weird Geometry in general

near bear
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Yeah

shut bloom
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also with the sword you can see that its just the model but decimated and then undecimated the topology or in general everything about that model makes 0 sense

near bear
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Yeah you right I will let ya know if i ever get the email tho

shut bloom
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you prob wont but if so youll prob get a virus or something kekw

near bear
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Probably lol

sly bridge
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the topic is model makers with an emphasis in makers
feel free to discuss AI things in offtopic channels

near bear
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Ok

shell hedge
analog zenith
lavish vigil
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There will be a video when and were you can play it

analog zenith
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ahh yes

zenith quartz
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PK-122 WIP.

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About 90% done on the high poly.

shell hedge
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anyone know of any kitbash mesh pack intended for assembling firearms?

sly bridge
shell hedge
sly bridge
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pick you poison

shell hedge
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yea I'll get some of his stuff I'm sure, you think he built all the kitbash guns out of the same pieces he has in the packs?

sly bridge
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no idea but you can ask the bloke, I remember seeing another dude doing similar stuff on artstation but can't find him right now (this lad sells stuff via cgtrader/artstation and flipped)

shell hedge
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but I like those designs

sly bridge
shell hedge
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some of them I can yeah, I'll use whatever I can out of that one

sly bridge
shell hedge
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I use it a lot to speed things up

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for a scifi gun it will make it take less time than modeling the whole thing myself (since it doesnt have to be realistic)

sly bridge
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i always found it to be more work somehow

shell hedge
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I think if you are experienced with hard surface then you can create way faster than me, but for me it doesn't really make sense

patent flower
tacit eagle
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probably better to just asset lib a few primitive shapes and just use Booleans to make something

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not a fan of kit bashing

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these are a bunch of tank concepts im working on

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you can do general concepting like that until you find a few that you like

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and ive ended up with something like this.

last parcel
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another building i am working on,

misty solstice
# tacit eagle

Working on actual jets or just kinda more for Cosmetic place around type of thing?

tacit eagle
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those are space planes on a project I am working on, its some early concepts I cant show anything more than that

misty solstice
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Understandable it’s lookin good

zenith quartz
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I like the idea of taking these old buildings and up-resing for Enfusion.

summer sierra
fathom bolt
last parcel
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now ingame just need to fix stuff, optimize it and of course texture it 😄

deft owl
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Is it possible to make a material translucent without any textures? I just have a debug shape that I want to see through

shell hedge
last hill
zenith quartz
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Aaaand now the PK-122's high poly is finished.

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:)

last parcel
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very nice model 😄

covert dune
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smoof BlobCatMelt

lucid crystal
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Would a high-poly asset be viable for a clothing mod on arma? how would the game handle that on the lowest denominator such as an Xbox?

tacit eagle
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what you mean by high poly

shell hedge
lucid crystal
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Then again, multiple users wearing the asset might cause some performance issues.

shell hedge
sly bridge
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how many individual textures, on how many uv sets

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otherwise what bacon suggested - open workbench -> look over vanilla content and aim for a similar polycount

quiet fog
#

Hi, im not sure if anyone has done this but i havent seen it so far.
I made a chart for most of the vanilla doors dimensions. The measurements are meant not for the doors themselfs but rather for the cutout they will be placed in (if made with those numbers, there will be a couple of cm overlap between the building walls and the doorframe so that you wont have a to align both 100% perfect).
Let me know if you are missing some Prefabs and I will add them when i have time.
https://docs.google.com/spreadsheets/d/e/2PACX-1vTEmJm7IP9mUCblz-nsNV2WXErk9cMQcc_pdFzD6bQEXqANkij9jC6CsbAep8E5mqK21e6og3ORetpU/pubhtml

leaden trench
#

measurements

last parcel
#

Next Wip Building

lucid crystal
shell hedge
last parcel
#

it's underneath the materials of each model

arctic hatch
shut bloom
lavish vigil
delicate condor
#

cool set! 👍 well done

tacit eagle
#

what size textures are you using?

agile crater
last parcel
#

couple of props i made for my building

tacit eagle
#

@agile crater I think thats gonna melt those fancy dvd players

last parcel
#

finally getting around testing out mask texturing on the school entrance and i must say its mighty useful

lucid crystal
#

So question since i'm new to Arma workbench. So is there a system/option that is used to render different variations of items at different distances? (Example; Let's say i create a helmet, i want it to look as intended from up-close, but from afar i want it to be an extremely lowpoly item on the character; blocky almost.) Is there something to designate the spawning of both variations of this item?

last parcel
#

yes there is a system for Level of details

lucid crystal
last parcel
#

there is the bohemia wiki for it

lucid crystal
#

Thanks babe.

lucid crystal
shut bloom
last parcel
#

not yet

shut bloom
# last parcel not yet

try them same principle but you can break them up with other alphas ingame and they are super usefull for Dirt grime etc.

last parcel
#

ok

lucid crystal
iron galleon
#

hey yall , i got a question , i got my base model made in blender , and want to make it into a full working car in reforger what is all the parts i need aswel moddeld for that ? currently have my body/doors/wheels

sly bridge
iron galleon
#

i have my model indeed in the workbench but im sure i need a mesh and such right to get it anything on it ?

#

i tryd to follow the wiki but its hard to follow it ngl

iron galleon
#

i cant seem to get a working model in to attach actions to / make it a useable object

sly bridge
#

need a mesh for what - general answer for anything that you model - model it like the real life counterpart works\

iron galleon
#

i will give that a good read

covert eagle
#

does anyone know where to get the old arma 2 arrow head assets ? working on an middle east map

sly bridge
sly bridge
zenith quartz
#

Some finishing touches and I gotta slap a logo on the side. 👀

fringe horizon
zenith quartz
#

Thankya!

fringe horizon
#

How many hours?:p

zenith quartz
#

Not actually sure.

#

Textures are probably about 8 so far.

#

At most.

shell hedge
#

8 hours to texture the optic?

#

sight

zenith quartz
#

Yeah between being distracted with other things lol.

shell hedge
#

still, I admire your patience

zenith quartz
#

Cheers!

#

Model itself maybe took...

#

4 days total including HP / LP stuff.

#

Oh gosh my consistency is awful.

#

I spent one of those days just doing the cord and aluminum cage around the housing.

#

And then another day I'll spend like doing half the rest of the model in one go.

#

I also made a PK-120, but I haven't unwrapped it yet.

fringe horizon
#

😍

#

Hours well spent thats for sure

lavish vigil
covert eagle
#

or a video that might help

covert eagle
#

nvm figured it out with a bit more digging found the blender tool for it

fathom bolt
#

Open p3d with object builder from Arma 3 tools then export un fbx

#

If p3d isn’t binarized

lost bloom
#

hey can i ask, can i paint on imported models, like custom buildings in the enfusion using texture paint. (i know you can paint on the terrain)

covert eagle
#

@fathom bolt yeah I got it figured out im more stuck now on how to get the RVMATs textures in to Workbench it doesnt seem to take RVMATs so gotta figure out how to get them to Emat ? or edds?

#

or maybe im confused and need the something else for the texture for this house lol

fathom bolt
#

RVMATS are the old material system and texture used has non-PBR so you need to convert them for RE

turbid moss
covert eagle
#

thank you

covert eagle
#

@zenith quartz that looks amazing

zenith quartz
#

Thanks!

covert eagle
#

@turbid moss looking through that now does it have a place explaining how to convert them ?

#

sorry pretty new to this so just trying to figure out how to convert it to a usable file lol

turbid moss
covert eagle
#

ah so the RVMAT files wont help me at all? I have adobe substance 3d painter

#

but Ill download this as well since its free

delicate condor
covert eagle
#

@delicate condor okay seems I have some learning to do haha im GFX freelancer but mainly work with Photoshop and aftereffects so this is a whole other playing field lol

sly bridge
#

RVMAT stands for Real Virtually Material & ATributes - and is the material file, that links towards the existing texture

#

what @delicate condor is trying to say is that the available textures are completely different from what you would need for the enfusion's PBR workflow

covert eagle
#

ah so pretty much the only thing that is helpful in the released files is the model for the house and for the textures I would have to start from scratch

#

guess they went through a lot to get the arma 2 arrow head buildings and stuff in to the Kunar Region map mod

#

was just trying to get some of the other buildings in to the map

#

it just looked like all the old textures

delicate condor
#

old textures need rework to and be set up with the new enfusion materials

#

so yes it is a lot of work to do

sly bridge
#

you could be using the base diffuse maps as base, but even that one is not albedo as required by PBR workflow

tacit eagle
#

its pretty interesting video, maybe we can do the something similar

lethal frigate
#

Render of project im working on

leaden trench
lethal frigate
#

kinda looks like it 😄

surreal ore
#

@lethal frigate Have you got buildings in working correctly before?

lethal frigate
#

they had collision and stuff just have to learn to define material to the collision

#

and that multitextures i still have to learn

lethal frigate
#

I will

surreal ore
#

Required stuff for proper lighting and sounds

last parcel
#

has anyone tried to import a model i with Portals ?, I have tried it several times now, and it just keeps crashing

last parcel
#

Portals are this according to the Wiki
"Define openings in the geometry through which light and sound can be propagated from the outside of the model to the inside and even between inside rooms in the model"

delicate condor
#

oh

#

when you wrote it with P I though it was a name of some program

last parcel
#

ah ok

delicate condor
#

openings will not affect importing. your model has some other type of issue that prevents it from importing

#

is it super high poly for example?

last parcel
#

well it imports fine without the portals, it just when i go and press on the Generate BSP that makes it crash

delicate condor
#

how do you make the portals?

#

what do you model with?

#

is it something big?

#

is it triangulated?

last parcel
#

Blender, so i just make a plane place it in the middle of the widows,

#

according to the wiki it should be without triangulated

delicate condor
#

is it big?

last parcel
#

if i read the sentence right that is "They are specified as plane primitive with 4 vertices w/o triangulation"

delicate condor
#

is it high poly?

last parcel
#

nop, its just 14k building with normal size windows that Reforger use

delicate condor
#

so you mean you have the holes for the windows

#

and you create the glass for them and that crashes?

last parcel
#

oh wait, is the Portals not for the main model is it just for windows/ glass that i create on my own ?

delicate condor
#

I have a bit hard time understanding what exactly you are doing

last parcel
#

i have my house model, with holes in it for the windows, i created the sockets so I can use the arma reforger window models, and if i read the wiki correctly i still need light portals. even with the arma reforger windows

fathom elbow
#

unreal engine market place will fuse with sketchfab, quixel bridge and artstation market place ... more monopolisation, just what the world needs

covert dune
#

Oh god

surreal ore
#

@last parcel You need a probe volume

last parcel
#

Ah. Will try that when I get home is it just a simple box with all the same holes or is it multiple boxes ?

surreal ore
#

Reference the link i sent you before

#

Probes and Probe Volumes

last parcel
#

Will do

surreal ore
#

oops, not you my bad

tacit eagle
#

8k kinda low

delicate condor
#

Optimized. 👍

#

Why have more if you don't need any

tacit eagle
#

I think a3 had more

cold rune
#

once my model of lets say a stone is imported to the reforger tools how do i go about being able to pick it up in the world editor?

covert dune
surreal ore
#

@covert dune iirc there is a base prefab for inventory items

covert dune
#

Even better!

#

Ah yes, you can find that in Prefabs>Items>Core>Item_Base.et

#

That seems to be it atleast. If you duplicate it, add a mesh component and tweak the weight you can already pick it up.

cold rune
#

Thanks i was messing around with that, but if i was to place a canteen and change only the mesh the prompt to pick it up goes away

#

i can still drag it in inv tho

surreal ore
#

What were you doing exactly?

#

nvm

#

it needs a mesh object and rigid body

#

Make it small enough to pick up

#

Rigid body has to have Model Geo checked

#

@cold rune

cold rune
#

im able to pick it up but only by dragging how would i go about picking it up like this

#

by looking at it

iron brook
#

generic actions like this can be found here

tribal onyx
#

Is there a proccess / method of porting an existing Arma 3 Vehicle over to Reforger?

sly bridge
#

it is a different workflow

tribal onyx
#

Where can I find the plugin as well plz

sly bridge
cold rune
#

oops nvm just found out why

#

was on scaler and not manual

tacit eagle
#

Anyone know how I can change the origin of my tac-vest model so it actually sits on the character and not just floating above?

delicate condor
#

is it weighted properly?

#

blender has a set origin tool

covert eagle
#

is there a write up or something on how to add collision to your model? sorry for ignorance still learning

#

I have the model in to the world im making but walk right through walls lol

tacit eagle
delicate condor
lyric hedge
#

Palm Trees 🙂

astral hull
tacit eagle
delicate condor
tacit eagle
#

thats me irl

covert eagle
lyric hedge
#

yea the textures are not correct will fix

surreal ore
#

@tacit eagle

lyric hedge
#

also still need to add colliders

feral oar
#

looking for someone to make my unit a personal body Armour and belt with pouches

#

will pay good money for it

#

DM me for more info if you're interested

last parcel
#

closing in on that good texturing on the building meowsweats

zenith quartz
#

Lighting feels off on the inside.

#

Looks good though. Love the paint on the walls.

last parcel
#

still missing the portal to make light pass through more natural so hopefully after that is done it works better, but thanks 🙂

zenith quartz
#

👍makes sense!

covert eagle
tacit eagle
# surreal ore

Apologies for the silly questions but where do I find those options? I appreciate the help

surreal ore
#

in the xob Import settings

#

open your xob, click import settings

tacit eagle
#

Awesome, thanks!

surreal ore
#

No worries

slim knoll
#

Is there a way to export embeded textures from blender into Enfusion?

sand pagoda
sly bridge
tacit eagle
slim knoll
#

Tried

#

Doesnt work..

tacit eagle
slim knoll
#

The model I have is missing the seperate texture PNGs. They are just in the Blender. I do not know how to get the PNGS

calm karma
slim knoll
cold rune
#

Anyone know a way to rotate a item image/icon in the inventory?

shell hedge
cold rune
shell hedge
cold rune
shell hedge
sly bridge
shell hedge
#

those are product photos you can't fool me

cold rune
shell hedge
cold rune
quiet fog
# sly bridge

good lord how are you guys so good with this? 😄

delicate condor
#

Practise practise practise and then ||practise||

last parcel
#

Added an VFX dirt map, looks slightly better, and still got issues with portals making the workbench crash :S

shell hedge
#

are the details on the dials/knobs/whatever baked from hp or painted later?

sly bridge
#

if geo then baked if planar then textured :))

covert dune
#

Btw I've been meaning to ask, did you follow any guides or bought tutorials to get a workflow down for such results ? Or is it all self taught ? I respect the stuff you post here and as someone who's struggling I'd love to know. 🥴

sand pagoda
sly bridge
sly bridge
covert dune
delicate condor
#

a course can have 50/50 chance to be useful or not.

#

there probably are useful ones out there too

#

but there is also a lot of information about this stuff out there in free tutorials and guides and articles

daring condor
#

this is not a tutorial

#

but i think its a decent guide

tacit eagle
sly bridge
covert dune
#

I often find that I do things vastly different and often less efficient than most people. They all work with these industry standard workflows where everything is neat and shiny, whereas with me it all feels clunky and totally wrong. So I keep searching for a workflow to grasp and go by, I just can't really find it. I'm sort of getting by and making okay-ish models, but in the end I realize it could've been much easier, more optimized etc. if I would've simply known how.
I have a lot of ideas for models I'd love to realize, especially for Reforger, but it often fails due to lack of know-how, aside from the very basics of 3D Art.

sly bridge
#

i think everyone needs to go through some fundamentals first.
Any sort of small prop thing (boxes, scopes, suppressors etc) are a great thing to try and improve your skills

daring condor
#

or stuff you have lying around irl

sly bridge
#

anyhow, i could give you some very generic feedback and pointers, but i would rather post it here, maybe someone else can use that info too

#

the purpose of this channel is to provide your models for feedback as well, so make use of it

covert dune
#

I currently don't have anything to receive feedback for, but the coffee cup on my desk could be something to thing to try I suppose. I think I get it though. Before I mess around with trying to understand things from a reference picture, being secure with my skills by simply modelling things I can easily measure sounds like a plan.
Nonetheless, if there's any helpful links, I'd appreciate those of course. 🙏

thin radish
#

im trying to make a tree, but when i import it i can walk though it. im new to this

#

how do i make it solid?

#

trying add collision to my tree

tacit eagle
#

toob

tacit eagle
#

Spud gun

thin radish
slim knoll
#

Do you have the Blender addon "Enfusion" installed?

slim knoll
#

Download it and then Ping me.

#

Or message me in PMs, your discretion

sly bridge
fathom bolt
sly bridge
fathom bolt
#

Nice

agile crater
#

amazing Scar H 🙂

zenith quartz
shut bloom
#

So I got a weird problem with the Blender tools if I try to setup the collider the Surface works fine but as soon as I want tho choose a layer the Mesh vanishes.

zenith quartz
#

Some ironsights, finally.

#

Not the ones I wanted to do but the 2020 AK-12 ones won't work with this rail, and I'd like more reference to come out for the newest AK-12M1 ones.

prisma delta
tacit eagle
sly bridge
# tacit eagle

considering the amount of tubes you have produces already (is any sort of RPG missing?) i am waiting to see some of these tubes baked and textured :))

tacit eagle
#

yes

#

half

#

i still need to make 😭

sly bridge
#

or what is the full list of what you are trying to achieve

tacit eagle
sly bridge
# tacit eagle

so besides the obvious why (answered with why not) don't you feel like actually texturing and injecting any of these would do you some good? Honestly i think i would blow my own knee cap if i had to model cylinder after cylinder after cylinder of similar looking RPGs

shell hedge
#

hmm something about pressuring people / requests

#

don't remember how the usual message goes

sly bridge
glossy lynx
#

It seemed to me like you were pushing him to release stuff

shut bloom
sly bridge
leaden trench
#

If I understood Nyu correctly, his plan is to sell all the launchers for $5 a pop on some hypothetical Arma 4 DLC store that may never exist. But I may have misinterpreted. Is this it Nyu?

fathom elbow
#

not putting 1 model to completion means, you wont learn for the next modell... for example detail being so shallow, that it would be near invisible on normal, and therefore "smart texturing" will not produce good results either

woven swallow
#

Back to my country style church. any inputs ?
No window cut outs yet.

burnt thunder
#

Looks really good, reminds me of the church by my home

delicate condor
#

moody. it has seen things.

tacit eagle
#

paint your church <:^)

woven swallow
#

I have plans on making houses and many more structures but American country style.
one of my reference.

#

testing textures for the floor

tacit eagle
#

you should make it when you enter you have to pay a "donation"

#

you use real images for the floor?

woven swallow
cold rune
#

Does anyone know why my head Gear is not following the player around and seems to be floating and faced the wrong way?

#

i think my bones are not set up right but they should be

cold rune
iron brook
surreal ore
#

Yeah, nothing is weighted to any bone

cold rune
surreal ore
#

@cold rune Download the samples from github

surreal ore
#

@cold rune If you look into my character mod you could separate that into separate pieces

tacit eagle
#

I'm struggling to get my vest attachments to stay in place, is there a particular way to rig them? I tried to follow the Bohemia example file and use the weight paints etc. but it all flies away still

surreal ore
#

images

#

need to see what you mean by all of that

tacit eagle
#

I assume it's something really simple I'm missing, I had it working at one point

surreal ore
#

It's not weighted correctly

harsh oriole
#

Maybe anyone can help me out why my collider is not working ingame (player can walk through):
..beeing a little bit stucked

iron brook
glossy lake
#

I'm trying to setup some scale reference meshes in Blender. What units should I be using? For example a vehicle wheel has a radius of "0.4" in workbench. I'm assuming it's in metres but I want to be sure before I start putting too much time in.

delicate condor
#

1 unit in blender is 1 meter in game

glossy lake
#

Thanks that's perfect.

delicate condor
#

easiest if you set the scene to use metrics

delicate condor
#

all edits need to be done in edit mode or scale/roation applied in blender prior to export

iron brook
# harsh oriole

Looks good i think, how does the entity look when you place it in the world. You got RigidBody on it right?

last parcel
#

you are missing a rigidbody

#

press + add componet and add a rigid body

#

then scroll down and check on model geometry and static

harsh oriole
#

working ^^

tacit eagle
#

Hello everyone, I have a question. I am looking to animate my trees, to give them the wind effect. But I am unsure of how to go about it in blender, to export it to enfusion.

delicate condor
tacit eagle
surreal ore
#

That's all material related iirc

#

yep

tacit eagle
#

I'm so stupid.. It was under tree crown in materials..

surreal ore
#

Your prefab should also be class Tree

#

with rigid body and meshobject

tacit eagle
#

Yes, i have it as class tree, and rigid body, and meshobject. I added the simple colliders in blender. I just been bashing my head on my desk trying to figure it out the past few days. lol

tacit eagle
#

Went back through and weighted it properly. Is there a way to stop the arms clipping? I'm happy with it if not, or I could drop some of the pouches

shell hedge
#

not really, its just 3d meshes moving around

tacit eagle
#

Ah ok, I'll just mess with the size to make it less noticeable

tacit eagle
glossy lynx
#

Maybe change your textures from linear to rgb

#

Make sure you have the _BCR suffix

tacit eagle
iron galleon
#

did they remove the arsenal spawn files ?

stray bridge
#

hey bois, do any of you know a way Items dont collide with e.g trees or bushes?
Is it depending on just the size of the item?

surreal ore
#

It has to do with the layers the rigidbody interacts with

slender yew
#

More than question of possibility than a question on how to do something

#

Would you think it’s possible to see the implantation of Star Wars, halo, war hammer, etc etc models

#

and equipment

misty solstice
#

Some can’t due to IP reasoning others you can but need to be done in certain ways like everything from pure Scratch

delicate condor
# slender yew Would you think it’s possible to see the implantation of Star Wars, halo, war ha...

All someone elses IP use start from what kind of licenses that IP has and even if a permission to use some IP is obtained or publicly announced all models and textures and whatnot has to be self made. Nothing can be taken from other games.
Out of your examples StarWars is owned by Disney and there is very strict licensing on that which prevents its use on other than Disney platforms. One would have to obtain a persmission to use it separately.
Halo on the other hand enjoys a very lenient licensing and fan work is allowed to be made and even encouraged (as long as again work is self made all the way)
For Warhammer GW is generally been ok with self made material but mods with ripped assets get usually hammered down on hard and often can bring down fire on legit mods too. In GWs case I would ask what kind of "this is unofficial stuff" clause they like you to add to your fan work

glacial helm
#

Any advice on how to create patches?

tacit eagle
glacial helm
tacit eagle
#

Ah ok, sorry I can't help in that case. Hope you find your answer

tacit eagle
tacit eagle
#

I had to go back and redo my colliders. I just now got 4 done. On to the 60 other trees. lol

spice topaz
tacit eagle
#

Something different

sly bridge
thorny hollow
#

Messing around with procedural

lethal frigate
#

Holy smoke man if you work on this this can be crazy good

#

Imagine procedural maps

tacit eagle
#

we already have procedural maps.

#

blender, gaea, world creator and few other exist

#

I also dont think geonode buildings are practical. example those walls would be done in the terrain editor

#

and you could make a number of buildings doing them by hand.

woven swallow
#

everyone is making cool shit and here I am making structures monkaHmm

thorny hollow
#

this IS cool

woven swallow
# delicate condor 👆 what SoLo said

haha thank you guys! Still working on that old Church. learning the proper pipeline. after this I hope to make more structures faster and better. plus I got distracted for a couple of weeks with something else.

delicate condor
#

spicy! 👍

thorny hollow
woven swallow
#

Inputs?

delicate condor
#

the wall frames only slightly touch right now at the corners

woven swallow
#

this is the inside frame of the church.

delicate condor
#

aa right 👍

woven swallow
#

I wasn't gonna let players to get up there but that makes it a boring church lol

delicate condor
#

accessibility is always great

woven swallow
#

yeah

delicate condor
#

also you could make the bell ringable

woven swallow
#

that would be epic

#

I also have plans to add spider webs

#

door access

tacit eagle
long fossil
#

any ideas on why my mesh looks like this when imported into the workbench?

delicate condor
#

bad normals maybe

#

or faces pointing wrong directions

#

where is it made in?

sly bridge
glossy lynx
delicate condor
#

oh could be vertex colors too

sly bridge
#

it isn’t, but it is not model makers related with an emphasis on makers either.

#

wrong #channel, please read description/ pinned

tacit eagle
#

debating on using my textures at 8k. is that above the limit of what the xbox can handle?

delicate condor
#

usually that is just waste of resources

#

people gaming in 4K might get something out of it blobdoggoshruggoogly or it would just eat their framerate too

#

it would most likely also mipmap very aggressively

leaden trench
sly bridge
sly bridge
woven swallow
tacit eagle
#

me joking :C

#

because xboxs cant handle such demanding content

woven swallow
#

lol

shell hedge
tacit eagle
#

pain 😦

shell hedge
#

especially since at least series s (the weaker one) will default to the second mip level, which cuts resolution in half

#

I think my m4 has four 2k textures and it runs fine

tacit eagle
#

all the MGs have 3

frigid wedge
#

Is paper no longer a working collider? Had an object that would allow bullet holes with a paper collider now after the patch there are no holes

frigid wedge
tacit eagle
#

@shell hedge FYI.... When I run RIS laser attachments, Suppressor System, and M4A1 Block II and URG-1 on my server I get this error. Remove them from the json, and no issues.

09:09:33.717 rpl::Pip::ProcessNetToGame
09:09:33.717  RPL       (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
09:09:33.751 rpl::Pip::ProcessNetToGame
09:09:33.751  RPL       (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)
09:09:33.751  DEFAULT      : BattlEye Server: Disconnect player identity=0x00000000
09:09:33.751  DEFAULT      : BattlEye Server: 'Player #0 Blackheart_Six disconnected'
09:09:33.752 BACKEND   (W): REMOVE PLAYER - was not authenticated !!! [-1]
09:09:33.759 NETWORK      : Player disconnected: connectionID=0
09:09:33.759 NETWORK      : Total number of players: 0
shell hedge
tacit eagle
#

@soft pawn ok....well of the hundred channels on this discord, this seem the best. Thanks.

sly bridge
frigid wedge
#

Does anyone know how to fix this error when importing from blender?

  MATERIAL  (E): Object @"Prefabs/TestItems/item.xob" - cannot create material @"Prefabs/TestItems/data/Material.emat" for creation flags 0xA00, using default (class MatPBRBasic)```
frigid wedge
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Getting the following error on importing my vehicle model and adjusting the actionmanager slots Any ideas?

astral hull
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And make sure they are actually assigned to the mesh

frigid wedge
astral hull
frigid wedge
fossil veldt
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thank you, this random file from 3 months ago saved my project

bleak depot
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i have this issue when i load my 3d model into reforger. This come from my BOXVOL_01 (is a building)

tacit eagle
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hmm try resetting the location, rotation and scale in object mode

bleak depot
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i work with maya. but the BOXVOL_01 is in all value 0

versed escarp
woven swallow
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I was just saying 🙃

plush shard
tacit eagle
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what is this? barnacle man?

proven finch
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?

autumn ledge
stray bridge
woven swallow
chrome steeple
vague wind
# plush shard

thats either gotta be a flood model or a new corpse type

rancid silo
covert dune
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Oh damn, the czech Mosin 👀

#

Very nice

shell hedge
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looks real nice, yeah

bleak depot
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anyone has the same issue after import the model? Warning - "Cannot load preset settings file "$profile:ResourceViewerPresets/"

fringe cradle
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Anyone had this problems after re-importing model in enfusion? Its first time actually happening, cannot find the problem

stray bridge
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how does the 3d model look like, not in the game?

fringe cradle
stray bridge
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you checked your normals?

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did you mirror anything?

fringe cradle
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totally normal, they are even normal when imported, they get that problematic after reimport for bones and rest

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let me check normals, i guess they are totally okay

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nothing mirrored all done by hand

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All normals are okay

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just checked

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here it is just imported, without reimport option

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all normal, model looks totally fine

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after reimporting again, same problems, I am kinda lost soo if anyone knows whats the problem, I would be more than glad to accept help. Topology is done allright, all fine, and it just simply starts to go crazy, will try with my other models too

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I see that after reimport , engine just created some engons , hmm maybe any lead to problem

tacit eagle
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did you tri the faces?

fringe cradle
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myself in modelling program yes

tacit eagle
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maybe you have some hidden geometry inside

fringe cradle
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hmm cant be, i have checked that 3 times already, will see to check again

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testing right now different modle

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model

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now model is just imported into enfusion and all looks fine

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lets see with reimport

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these are settings in enfusion

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same thing

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deormations and merging my traiangulation into engons

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the thing is, I have been making models and importing them without problem till now haha, my helmets just doesnt wanna work

tacit eagle
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what does merge meshes do?

fringe cradle
calm rune
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After you figure it out I'd recommend lowering the polycount on that strap. Pretty dense.

fringe cradle
covert dune
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Wasn't there an issue if you import small things that the engine merges some vertices together ? I remember some people imported an upscaled version and downscaled it in the engine.

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I could be wrong, but I remember something like that faintly.

fringe cradle
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huh didnt think about that

tacit eagle
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tubers almost ready for texturing 😦

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45k

fringe cradle
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when enabling this, thats what makes problem, but without that, bones are not applied to model

fringe cradle
fringe cradle
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still fighting with this... At the end, it didnt touch my trinagl's

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it only got some of the vertexes higher than others

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and at the end, I dont know why

rancid silo
tacit eagle
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when real cz pistolí like cz 99?

rancid silo
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CZ - "Crvena Zastava" no "Česka Zbrojovka"

tacit eagle
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what if Česka Zastava?

rancid silo
autumn ledge
tacit eagle
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its the tubes taking over

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he who has the most tubes rules the world

rancid silo
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Again "i wrote"

autumn ledge
rancid silo
autumn ledge
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Good thing Google can translate (somewhat)

tacit eagle
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I can read it

surreal ore
leaden trench
# rancid silo

The projection on the wood grain pattern is a bit funky. Check at the rear of the stock; the pattern on the side has vertical lines perpendicular to the lines on the top.

rancid silo
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Sorry wood is too dark on foto (60 years service in Ethiopia 😄 ).

leaden trench
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This part confuses me. The lines don't match your photo. But if you are happy with it, then whatever.

tacit eagle
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man just remove that ugly red color

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make it a gold redish color

calm rune
# rancid silo And lines is ok, this not airsoft rifle 😉 From year 1940 is used plywood and ...

I use to fall victim to not being able to accept good constructive criticism. I slowly overcame it and because of it my work became that much better. It’s the small things like Steve pointed out that will separate you from 90% of other modders. I still do this as a hobby but because I try to make my work as accurate as possible I’ve even had studios like Void Interactive(Ready Or Not game)reach out to me for freelance work.

leaden trench
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I'm probably not always the best critic. I can be somewhat harsh and abrasive; not intentionally just bad at writing and lazy to find kinder words.

tacit eagle
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nothing wrong. I hate all the sugar. like when I see sci fi boxes with about a billion features and cut operations it just looks dumb, I call it out when I see it.

magic mirage
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Is there an easy way to re-scale a collider box inside Workbench without going back into blender and re-exporting the whole FBX?

delicate condor
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Im gonna guess no, such things usually are done in the source material

rancid silo
calm rune
rancid silo
calm rune
rancid silo
calm rune
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not sure how that is relevant though.

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Nobody needs to own a rifle to know how wood grain works.

rancid silo