#enfusion_model
1 messages · Page 37 of 1
Let's say max 40k for cart like that
Recommendation
Max limits are probably in millions that the engine can run. Buuut no model should really go even near that
Agreed @delicate condor but its nice to know the limit as I am sure there is one
I understand that but all I'm looking for is a rough number. For example DayZ was 33k
Millions
No way enfusion can take models with millions of polygons
Arma 3 can too. Its not very good for performance
Arma had a limit for sure
For sure. Its just alot
I had to proxy out so much of models back in Arma 3
One should need not proxy anything in a3
Haha Goat you do 3D modeling bro?
We make high poly to bake details on low poly
Then you know. Okay. I didn't mean to offend you. Just saying.
I said it's not recommended to try to reach the m
Limits
DayZ limit is somewhere around 33k
Yes it's still the old A2 thing
It got improved in A3
I'd suspect same trend has continued onwards
That's why I would love to know the limits so I can have an idea where am at.
Millions
Limits and recommended count is 2 different things
I recommend max 40k tris for your cart
Not possible. Not even COD Warzone can handle a model with millions of polygons
I'd suspect cod Warzone is not the best comparison point then
Why not ?
I'm not trying to have a discussion here. Just want to be clear on the matter.
In A3 I have loaded a couple of times a 95000 vertex model
No probs loading it and with 16 sections, textures weren't a problem either
How about the memory usage ? Imagine rendering multiple of those objects in a single scene
Actually most engines support millions of verts, the limit commonly it's not on the engine, instead is on the graphic api
In game
Lol
The limit is when you start seeing loading times and memory usage, frame drops and all sort of lags
The engine what primarily does it's telling to the api what to render
anyone know how to hide helmet in first person veiw?
That limit is hardware based, not software based
Then why do we make low poly versions of our models ?
Hardware limits
Yes
I'm sorry I'm trying to wrap my head around it
You can make a very high poly game, but if you need a 20k usd pc, then no one will play it.
There are limits based on software and limits based on hardware
But what would be the reason to upload a high poly model if only those with "high end computers" can use it ?
Stress test? Idk. I recommend low poly for playing
So. There is a limit to where you can't simply play the game. In dayz for example Models that get close to 30k they make your game laggy AF and even crash
Do you use LODS?
Yeah what's low poly to you ? Why not have a recommended count so we modelers can squeeze our models to get the most out of em.
Lods are very important
LODS are different subject in my opinion
It's part of everything
Those are for different distance
I'm talking about close up or models in your vicinity
It's all connected
Use Arma Reforger Opacity Map called HeadClipping_A.edds on your data assets emats and enable Allow User Alpha Bias and Disable User Alpha in Shadow under general tab
Indeed. But that's not what Im looking for. My question is.
What is the limit or recommend poly count on 3D models for Enfusion engine. Before we start losing performance.
You always lose performance, if you are rendering 40k models moving of 40k poly count each it will crash your game, so everything is about what are you modelling, and how it's used.
For example, weapons commonly on reforger are around 10k verts, while other things are around 40k verts, and all have lods.
I recommend you take care for lods
Instead of poly count by itself.
Maybe not goin more than 100k verts, because it's an unnecessary level of detail no one will notice
But it's my recommendation
Which varies person by person
Other models are less quality because are not that important in the scene
But okay. I'll check the sample models from BIS if we are allowed to learn from them by opening them in blender. Thanks for the little discussion here haha no big deal.
that is false. weapons are not 100k. lod0 is about 14k.
There is a function for it in engine
Miss written
Yea was going to say that , a car could be as high as 40k
So I'll take 40k as my poly count cap
it depends on what you are doing
also it depends on your skills to making lods properly
Or take a look at the sample car and check the polycount to get a rough estimate on how much to aim for
I did tests with cars UpTo 400k verts (with lods of course) and worked perfect
This @sly bridge
This is what I say, lods are the important thing
It might work perfekt but try it with allt and it wont work as Great
Of you have something with 1 million verts with lods correctly made, it will work.
It's an unnecessary level of detail, and will waste a lot of memory but it will work.
Now try spawning a bunch of those 400k models near you and enjoy the frame drops
Like a waterfall
I might be wrong haha
That's the thing, thanks to lod it will not crash
You can make the lod to only appear if your camera is literally crashing on the model
I saw that bi is supposed to have documentation somewhere as a guide to all the modding in enfusion. Does anyone know where that is?
So all of the other 400k models are simply not rendering
Level of detail. In arma it goes a bit heyond just that though. You will have a few lods i.e. 1.000, 2.000, 5.000 and 10.000. Those basically scale your object in distance. I.e. the lower the number, the closer you are to the object, hence the more detailed it should be. The further away you get the more detail falls off. It will have a smooth transition if done right.
Found that on Reddit
You can set lod distance on arma reforger
You can make a lod appear only at 15cm from the camera, at 50cm other, and at a meter other
in arma3 you cannot set distance, it is auto generated
It's unnecessary do that, but you can
Correctly
Will it do that automatically or do you need to make separate models for each distance?
@sly bridge could you confirm that ? You can use a 400k models and it will work great as long as you do the LOD's right.
You make different models and it sets the distance automatically as I understand of how it worked on arma 3
So the LODs do ? Decimate your model ? 😂
Lods are models that are rendered based on distance
Then ? That's what I've been saying this whole time.
It's not decimate becouse you can make it look like a bike at 1 meter and as a car at 100 meters and as a plane at 500m (you are very troll if you do that)
Let's ignore the LODs for now. I understand what LODs do. However a model that is 400,000 poly counts can't be right
Also as I said, too much polys it's unnecessary, no one will notice it and just wastes memory and drive space
That you can do something doesn't means you should do that
* AK74 - 16k verts / 18k tris | magazine - 2.8k verts / 3.7k tris
* m21 - 16.5k verts / 19.7k tris | magazine - 1.6k verts / 2.1k tris
* m16 (no handguard) - 12.8k verts / 14.4k tris | magazine - 2.2k verts / 2.9k tris
* SVD - 17.2k verts / 19k tris | magazine - 3.4k / 4.8k tris```
So basically what you're telling me is that I can upload a 400,000 poly model and reduce the quality with LODs so it runs better ?
@woven swallowwhy would i confirm that
400k whatever is not a game asset
you need to learn to do game assets
So no one can give me an estimate limit on poly count for enfusion engine on models
That's becouse it varies person per person, and how you want to use it
there is no asset limit, the limits is the DX12 limit, which afaik is 2^32 normal vertices
400k it's a monstrosity no one will notice, it's a waste if time working on that amount of verts, and just increases your mod size and memory consumption for nothing
ahh yeah....you do
back on the question at hand - always use vanilla as a sort of ball park number for assets
cheers
Having a 400k verts it's like having a Lamborghini to go to the countryside on a grass road.
No one will see you going on that Lambo. It will need repairs constantly becouse its not made for grass road. So it will consume a lot of money. While using a 4x4 truck would be cheaper and better for that work.
You can go to countryside with a Lambo of course, it's not recommended, and a 4x4 truck is better for that.
I hope this analogy helps (I'm not too good with analogies)
I'm done here. My question wasn't answered. I guess I'll have to investigate sample models. And this guy is telling me to learn when I'm a 3D modeler for years.
Thanks though. Have a great day.
Here's one my models. https://sketchfab.com/3d-models/camping-fuel-can-96804089d54649239cc48b3903180634
I need to learn 😂
It's not about know how to model
It's also being able to run on real time becouse its a game
If you put a Pixar model on arma reforger without lods, it will probably crash players pcs
And dont waste resources
Nice model btw looks great
- i answered your question - the limit is 2^32
- i told you to learn to model for games, not in general
- here’s a few cans i did, under 2k each - https://twitter.com/rhspufu/status/1288593677737222145?s=21&t=mXy4TNBCepdf9G7jUP0hUg
Nice cans too
Then I apologize for misunderstanding haha no big deal brother. Once I get home I'll get back to it. I'll check out your cans too. Thank you guys.
@woven swallow I've given you rough 40k tris as max for your cart many times now.
Here's a bunch of questions that helps to do at the moment you do each model for a game:
Will it run correctly on low tier pcs?
People will see this level of detail on the asset if I put an extra work to have more verts? Does it worth?
Does it worth to increase disk and memory usage for having a better model?
How I will set the lods?
How performant is the model?
These questions helps a lot understand why high poly models are bad as game assets.
Anyone attempted rifle grenades yet? I’m thinking that would just be tied to the grenade launcher mechanics just with different animations.
Rifle grenades? What's that? Im not a English native, you mean something like a m79 grenade launcher?
Oh I see
Nice conversation you had here guys.
L85A2 and up had UGLs
I’m enfusion can we hide sections of a model like we could in a3
For example a helmet with scrim added
Can we set it up for both variants using the same model
is there something on the wiki about changeing hand anims./ location of the hands
how do i get a helmet i've created to stick to the character's head? i don't see a clothing/helmet tutorial on the wiki
How can i know what to add here ?
Actually I have seen millions of triangles in one model and it worked ...but expect pretty bad performance then.
Pure Everon environment scene usually ranges very roughly from around 500k to 2 or3 mil triangles I believe + ground clutter + compositions + soldiers and cars.
As environment artist I right now do not remember the numbers exactly ...but soldiers and cars are done in around 50k I think...BTR might be around 100k maybe.. You should be able to check it in workbench yourself. Anyway LODs are essential so the game run smooth.
the issue i had when doing that was, did you reimport with skinning or what ever its called
The mistakes I keep seeing in models specially in vehicles is that wheels and steering wheels are not round enough. If you make a car and the wheels don't look good then the rest of the model doesn't look good. That's something I learn from pros.
i have reimport with skinning but i have 0 + 163 bones
ok you added the vertex group, but did you add the weight to it?
We were talking about individual models.
didnt that one FF14 model have 1.9mil tri's?
what do you means about weight ? I'm lost x)
in here, you see how it says head?
with the helmet selected, go into edit mode, select everything with the A key then click assign
better like that ?
Me too when I mention the soldiers and vehicles. Sorry for misunderstanding ...with the environment I just wanted to give you some overall image about the scene complexity.
yes, now select your helmet mesh in the view port, and go to edit mode
Where do I get the character models for building off of for Blender?
any way that you can record the process when importing it into game?
Hey guys, I noticed that hard bevels are rendered as soft corners. In the video above you can see the seat corner is only 3 rectangles but it's lit as if it's a soft corner. Is this something to do with engine lighting like Blender's "shade smooth" or is this done through texture work? Like I said before, hopefully it's not a stupid question but I'm not used to modeling for games.
The highpoly probably had rounded corners and is baked into it to give it this appearance.
iirc blenders "shade smooth" just uses phong shading which is a common thing in modern engines
also high to low poly normal map bakes as stranger said
i think i misunderstood your question lmao and stranger was closer to the answer you want
Ah okay, so it's modeled high poly, baked, and then the poly count is optimized and the lighting is applied over it, right?
basically when you bake high to low poly you are creating a normal map which basically uses the light to "trick" the end user into seeing detail that isnt there
for information :
Weapons :
AK = 15 926 faces (triangulates)
M24 = 19 715 faces (triangulates)
M16 = 14 325 faces (triangulates without handguard)
SVD = 19 081 faces (triangulates)
Vehicles :
BTR body = 165 016 faces (triangulates)
UAZ469 = 78 121 faces (triangulates)
Yep, something like match by mesh name in substance. The normal map is information used by the engine. Light (shadow) might be applied over it like a baked AO but newer proprietary engines usually have some form of SSAO instead (like Unreal). Usually poly count is optimized first before baking a normal map.
Here's an example of the rounded edge on a sharp edge effect.
Alright sweet, thanks for your help guys. That's a new workflow to me so we'll see how it goes lol
Yep. Be sure to bake individually to avoid intersectional errors.
It's possible to automatically set correctly Vertex Groups? For a Plate Carrier here
How ya'll get so good at blender?
Practice
I'm not good at blender, but that's basically the only way to create good models. Lots of practice
I have try automatic weights in blender for plate carrier but ...
Someone have solution ?
same, i have 700 hours in blender and my one and only model is absolute shit
So... Like clay and marble. Each art-form takes it's own skillset that you develop overtime
It looks like you have splits in your mesh. The automatic weights did an okay job, you'll have to clean them manually though. I good strategy I learned is to duplicate the character mesh and reference the various vertex group 'heatmaps' on it.
If you export with any edge split modifiers these splits can happen. You can select the entire mesh by going into edit mode > a > and then hitting m > merge by distance
A split mesh like that could be fixed by merging by distance
Haha yep. Was saying that as you were saying it. Cheers.
It's totally fine to use edge splits by the way. They're an easy way to keep normal vectors completely planar.
Join sub alpha and stream your blender, I'll be in soon
Ok thx !
why is it taking so long to import?
Practice. Getting good at something takes time and determination. Some people get there faster than others but everyone has to practice to get to a certain level.
because its way to fucking large
800k tris for that is absolutely awful
understood thanks. I'm new, just experimenting 😄
idk thought this would be a cool thing to fit in here
lets more then double that
https://twitter.com/DeathChaos25/status/1505256711791255554?s=20&t=mBAQY7pt0KGdxYdqJATAXw
This was an attempt to see if the process worked... It did not.
@mint hollow Not to target you specifically, you're just the BI person that I've seen the most. Could you possibly find out if we could get the pose library for the example rigify character or a full blend file? So we don't actually have to manually Tpose the character.
Think I'm in the right place here but is porting a3 assets to Reforger Kosher?
if you have the source/ debinarised. and its not your asset yh its kosher
Forgive me if I am getting the nomenclature wrong... source/debinarised meaning a .fbx file?
Basically I just want to take some of the vanilla a3 assets (namely magazines) and bring them over to reforger.
Not sure where I'd find the source files though.
nope
gotta wait for the a3dpl
Still cant find the character models for making clothing in reforger please.
https://github.com/BohemiaInteractive/Arma-Reforger-Samples I found this, probably not great help but it's a good resource.
Already looked at that but thank you. Not sure how I am supposed to get the proportions right for equipment if I cant build it around a character model in blender
I must be missing something
I don't think the underwear man is in the samples but maybe there is a proprietary > fbx method out there ¯_(ツ)_/¯
On my first attempt on making weapons someone told me to keep pieces like the stock, magwell, etc. separate objects. Is this good? I am mostly concerned about the magwell clipping into the stock, will that cause me problems when I port it to the engine?
if you can't see it then i don't think so
once you import it into the game, it will be just one big object right?
so the only thing you need to worry about is Z fighting in the case of visible overlapping geometry
Yeah, I think he's worried about z fighting. What you see in Blender will be what you get in the engine. Obviously there are ways to interpret what I'm saying here to be not true but I'm mostly just talking about mesh display.
So what I as long as there arent any problems with shading in blender it should be fine?
yes
since you're new to 3D modelling, make sure to make your mesh out of quads and not Triangles, and especially not N-gons lol
Yep, what it looks like in blender will be how it looks in-engine. This includes normal vectors in crazy tangents and shade smooth/shade flat
Ngons are a no-no, triangles aren't as bad, but it's good practice to try and not use them
Good rule of thumb, not all that important (in hard surface)
But generally
Try to stick to clean topology (mostly quads)
And honestly
Don't start with anything you want to put in game
Your first couple of models will look like shit
Such is the curse of being a beginner
idk, i think this makes for some easy motivation, even if in the end it looks like shit and you fail miserably to import it
i find practice for the sake of practice hard
Eh
The best tutorial in my opinion isn't the donut tutorial but the apple one IMO. I'll try and find it
yeah lol, i think my first model after the Donut was an AR-18
https://www.youtube.com/watch?v=j14b25SnYRY&list=PL3UWN2F2M2C8-zUjbFlbgtWPQa0NXBsp0 This is a great tutorial to get you familiar with Blender
Mine was an rpg-2 lol
abandoned it and when i came back to it some months later i cringed at the topology lol
the receiver surfaces were just one giant Ngon lol
First actual model was an ak-12
Took months
Way too high poly
And trash topo
But regarding ngons
They can help you
I did make a donut already, definitely need more practice
I made a knife back in 2008 before blender could even calculate normal vectors for itself and I thought the poorly generated normals looked like a metallic shine
my second decent project was an old school walkman, was very happy with the results
Or stop the triangles on bevels
Tell me you wouldn't hire me come on lets hear it
Does enfusion use metal/rough?
I have not done anything I'm really proud with
Current WIP maybe
But egh
I'm soo slow
First finished project
Disregard the giant tris
Those are me fucking up proxies
I forgot to bevel bake on that one
This is the most recent thing I have made, can you guess what universe it's supposed to be
That's ArmA 3 right?
One that may get you in trouble here
Mine? Yeah
Ah okay. Are tracks a thing in Enfusion yet? What makes my tank a troublesome thing?
Disney copyright striked a star wars mod a few years ago
By striked i mean they sent a cease and desist
Some people ripped tons of Star wars Vidya assets and caused an incident with Disney legal
yeah, star wars stuff is basically Banned from official channels like this discord iirc.
for legal reasons
Well, the image isn't specifically for Enfusion so much as it is showing my ability to make vehicles I guess haha
Makes me nervous for the modders that are actually building their assets from the ground up based on that IP.
I'd join a team asap if they were making Warhammer 40k stuff but I'm pretty sure that IP is even more dangerous lmao
And as far as I know the SW mods that are active in a3 havent had any problems because they arent monitized and didnt steal their assets from battlefront.
I think they were only upset because they ripped assets.
That makes sense.
I think the 40k mods use personal artwork at least and it's not really detracting from 40k miniature sales
It follows the form, what more do you need
They should probably follow a form more like this but I mean you have to ask yourself if best business practices really matter. Get the shapes right. Figure out the vertex groups and rigging. That stuff is way more important to know from a proprietary standpoint
Good to know, so from your illustration it looks like my main priority should be to make squares as opposed to rectangles right?
If you're just poly modeling it, sure. It doesn't matter so much. Understanding the enfusion engine will take way less time than becoming a hard surface god and in my opinion it's more important.
Got it. My goal isn’t necessarily to port this to enfusion, although that would be nice, it’s just to get practice on more complex models.
Oh well that's different then
I'd suggest looking on ArtStation or Sketchfab at random guns and checking their wireframes.
Straight up copy people. Obviously don't sell it or share it online as if you made it yourself, but understanding how people make things can help you make things in the same way.
I have only ever completed 2 other things in blender. My very first project was a few years ago and it was a gun similar to this one. Everything was wrong but I finished it. Just now getting back into blender after years and made a donut, that is the first time I have ever paid attention to topology and now here I am.
What's the design of your gun BTW
Can you show the concept image you made?
Assuming that's what's in the background ofc.
Modelling is more important imo
I'm just curious on the design itself
It's actually a transferable skill
Better to learn the stuff that's applicable more generally first
At least enfusion has less arcane workflows than real virtuality
Also that cylinder is way to dense
32 sides is overkill most of the time
Oof, yeah, I tried learning RV and just gave up.
I generally stick to 18 or 24 sides for most circles
16 has worked well for me
I don't like going powers of two
But that's personal preference at that point
In my subjective experience ngons with odd number of sides pass easier for circles
And 9 sides is what if consider the minimum for something to look decently circular
I usually just use grid fill to fill circles
So it's good for lodding
I just fill it with an ngon
And then triangulate later
Ngons are your friends
If you know how to use them
And certain ngons really don't hurt you
Grid fill leads to excess tris
And blender allows you to get bevels with even the worst topo
The cone and cube aren't even Boolean unioned, they are just intersecting
This is a rough early version of it. I plan on refining the design and making it flow better during the modeling process.
Interesting design process
Remember ‘Pimp my Gun?’
It was a flash game where you could take parts of guns and smash them together.
6.68x44mm
This is a worldbuilding project of mine.
Little short round then, makes sense why the magazine is skinny like that.
Also telescoped.
I'm guessing the ejection port on the right is just for the reference image?
You can see the round below the magazine above 5.56x45 and 7.62 nato
Left*
It’s meant to be ambidextrous
There are just things in that program you can’t communicate very well. For example the stock is weird on that picture but makes a lot more sense when you see the 3d model.
(When it’s done lol)
So I’m mainly using that image as a reference and making changes on the fly to refine the design.
I do think the Picatinny handguard fits a lot better than the G-36 style one
Actually, I could see it looking cool with a SCAR style charging handle near the front.
I’ve considered doing that but I think I’m going to go with a G3 style charging handle.
Yeah, I actually thought of that before the SCAR idea, but the Scar charging handle just seemed to fit a bit better
Yeah it’s the rails on front.
Having that slot to lock the bolt could impact the rails on top tho
I just decided to go with the G3 style because the people using these rifles are typically wearing heavy gloves so an oversized charging handle is needed.
Yeah that’s one of the things I’m having to work around.
Nice, excited to see what it turns into.
I’ll post updates 🙂
this is interesting
Do this tutorials and you will know how to do weapons or any hard surface in Blender. Also the flashbang and bullet tutorials are awesome...yet a bit more basic.
https://www.artstation.com/artwork/NxAoLz
https://www.artstation.com/artwork/8enBow
https://www.artstation.com/artwork/eae8Xw
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@shrewd kelp remove the posts and don't use ripped assets.
So we cant use those assets?
Nope
So its not allowed on workshop?
Nope
lame
We do not condone stealing. Nothing lame about that.
I dont see the problem cause im not making money off of it at all. Also the game is almost dead on pc so the models aren't being used anymore. I dont see the difference in making the model myself or pulling it from the game its the same thing. Guess I wasted 30 hours of my time porting this. I feel like there is no difference in making it and porting it its both intellectual ip. You would think both would not be allowed.
Well for star wars you are not allowed to make it either. Not without permission from Disney to use star wars IP.
Game being old has nothing to do with anything either.
Such a shame. Disney has done a bad job at making star wars games so the fans want to make them for fun but cant legally which is a shame. The star wars mods on arma 3 look fun but it ran so bad that I didn't give it a shot. With this I was hoping to. Looks like I wont be able to either.
Nope
Just make custom assets that look similar and call it "Lazor Warz"
https://www.youtube.com/watch?v=1Z5jYfh6mIw Finally, seeing this behemoth in game is surreal 🙂
My hard work and progress got a phenomenal upgrade with Enfusion!
it isn’t the same thing whatsoever ripping a model and making a model. The first is not yours, it is theft
I agree, if the license doesn't allow it, just make ya own 😛
hey, i doing something wrong? i make a door and add a Hierarchy Componet. But my PIVOT ID is Empty... in model i have a scene_Root -> Door_axis (Locator/Bone). i check the vanilla doors. but gimme no information to fix that. any idea? I use maya
https://prnt.sc/XDmxrmzW80TW https://prnt.sc/Q0lXr2ldN_gE
Is anyone working on placeable explosives (aka satchel)
hierarchy Component - Pivot ID (Object properties) worked only with parent models in hierarchy of the world editor or prefab. first hierarchy objekt need locator or bones. https://prnt.sc/RTQPZi__IDua https://prnt.sc/FMbr0oMswofV
would be nais when you found the solution to also post about it, if possible, so other people can use the search function on this discord to find out if they have a similar issue
@sly bridge rdy
@bleak depotthanks man
@tacit eagle did the balaclava ever get completed?
Is it in the workshop?
Do you have plans to release it
Hey guys, memory points have to be attached to root or something?
Mikk worked for me.
So im guessing recreations of weapons from known IP's isn't allowed?
you meant fictional weapons used in other movies/games ?
I mean I guess it doesn't matter if I just retextured it, but once there's a melee framework mod I might put dis model in game
technically yes, you can
really proud of dat one 
Where's the model from?
If its from some game, then that's a nono unless you obtain permission to use the model
i think
recreations of weapons from known IP
meant that he made the model
but he want to know if the model he made can have the same tex or need a different one
Let's just let them answer
I mean I'd just retexture it because I have no love of the IP anyway lol
my model

So whose IP would you be breaching?
definetly* from softwares
if it's weapon from a movie, go with original tex, it's fine
but from an other game, i'll go with a retex, people will think you probably ripped it and report you
Is there reason why it keeps happening ?
I mean people thinking that my model is ripped from someone who's a better modeller than me is flattering

inverted normals
Show wireframe too
select all > normals > recalculate outside
Triangulate it manually
The blue shows all faces are facing the camera
oh my bad, i forgot about that feature
Stuff could happen on export though
Ok, reimporting lets see if something else happens
Make sure there isn't inverted double face there
How much enfusion engine's maximum polygon limits?
You don't need to worry about maximum. Make optimized models and youre good.
The trick is to import straight from zbrush
With Tri count you always want as little as possible while maintaining the level of detail you want
Don't forget to subd it ones or twice too
For optimal geometry use blenders decimate modifier. I'm sure it'll pump out an amazing wireframe
Actually
I use that to optimise my models
But I set it to planar at an angle of like
0.2-1°
On a serious note, it's interesting to see so many folks need help with 3D. I think it means Enfusion is so friendly for that.
It's like a limited dissolve but Mon destructive
Planar decimation, in my experience, gives you geometry similar to shaving a stick with a knife. I'm mostly used to 2.9 atm though
Best optimaztion tool is bought its uhhhhhhhhhhhhh
Retopoflo 3
Yeah I ain't using that on hard surface
Not that bad imo
I just make mostly angular stuff anyways
Since I do vics
I don't do full hp
Just a mid poly I subd
subdivision and edge% workflow kinda deal?
Dunno I'm not that advanced but I mostly use planar dissolve on pieces like this
Partially for viewport performance
I don't even need the track anyways lol
I only use it to bake it into an alpha
This thing here
This is 0
I should try using bevels. I mostly use creases
Well we don't yet know how tracked vehicles will be implemented
I'm buying mesh mashine today
I sure as fuck hope they stick to a3 style
Even war Thunder uses it
Does enfusion use animated textures
😝
Tracks are in motion anyways
There is a method that works well, used by claptrap studios I will find
But we will see what the solution is eventually
Yes but it is a pain
I'm sticking to a3 for a while anyways
That way I don't have to do implementation
I just toss stuff at stagler xd
Sorry clapfoot of siege camp studios haha
But yeah my issue with mesh tracks is that it's still arma
You usually don't have one or two tracked vics
But more
2D texture that just cycles.
These can be improved by multiple layers of cycling textures
Yep. You could do it that way. You could optimize them to all be the same UV space just separate tracks.
This is how I'd do it, that way there's a side track motion thing going on. But on close inspection it does fall apart
Check out csa38 for a3
Inside you notice the puppet strings
Imo, looks better than optimised mesh tracks
Check the t-62 wreck in reformer
The tracks look so bad
He's getting a lot from the bakes here. But this method was always interesting to me and made it a point of attempting recreation. It's really smart actually.
That's texture tracks, right?
Yeah, it's just a plane that has been duplicated and inverted so there's a backface
Yeah that works. I think I see what you're saying. This is how I intend to do it for now until I see a working rig that bohemia uses
That's how bi has always done it
Well, there's another way but it's using the mall stair method
Texture tracks can look very nice yes. Mesh tracks through bone chains can perhaps have more dynamic damage modeling.
Either way. Everyone wants tracked vehicles
My worry about mesh tracks is that it might get to be a lot of kb for just animation
I would use individual bones per track, it could get kind of big haha.
Hard to see, but I have some more planes inset into the mesh to fill out holes
I'd think giving us an option to have a wreck model for the track would be neat
Also, kinda disappointed tires aren't their own Modules
It'd be a shape key or in the action editor for wrecked tracks I would bet
dude that is an amazing render good work 😉
I maybe will experiment with mesh tracks in enfusion and report my findings here
If it works really well I will make a tutorial on the wiki for it. Maybe a video
Tbh, I should 3d scan this and turn it into a trim sheet 😆
LALA
How can i change the reticle of the existing optic ARTII?
Change hdr texture
Today is the day I shall slave away more on this AK-12 wooooo
Is there any way to proxy in BI bullet models into our magazines?
I too would like to know this. I'm working on a g36 with a transparent mag and its weird without bullets lol.
Yeah I don't wanna use my own bullets because this way is less work and I imagine better performance
Altho might have to to make polymer rounds :(
I wonder if enfusion can reference bones with no groups or empties like source does, that's how I'd do the bullet thing
anyone knows if this is possible?
Hoping someone can help, I am trying to make some LOD's for my imported pack that I've been working on, however running into issues with the vert counts being less than half on 3ds max compared to what the enfusion workbench is saying they are?
It's doing it for every model I have exported, I have no idea what I am doing wrong, heading to bed now but really hope someone knows what is going on, tried multiple export settings on 3ds and import on enfusion.
Is it possible you're exporting with some sort of edge split modifier which adds extra vertices?
Oh tru vert count, not tri count
Also possible there are ngons which, yeah would add extra verts but if you're using 3DS Max I would imagine you understand that already 😛
How do I make hard edges and faces after applying the subdivide modifier in blender?
send me a dm tmrw will try and help you sort it out
vertices number is the same ngons or not
Does enfusion not triangulate models automatically on import?
haven’t tested it, i always triangulate before export / bake
In order to prove my point I made a cube with a shit load of random ngons and yep turns out I'm an idiot lmao no way to add vertices 
Kinda reminds me of the Vindicare Exitus rifle lol.
What do you folks use for models in-engine? World Editor?
Anyone have an issue when they update a model in a prefab it doesn't update straight away?
the model in prefab updated automaticly. delete your .xob/fbx file and import again with the same name.
First steps of door destruction
https://cdn.discordapp.com/attachments/247357056732889088/980182636758724678/test12.gif 🙂
Yep
do share
nice
i like that duck foot pistol
good textures
although the grip looks awkward
too square
ah
this might be a common/dumb question but what is the unit conversion between blender units and enfusion units?
or i guess
how big is a unit in enfusion?
when i import models they are usually very large and i have to adjust scale manually, so i want to know enfusion unit size so i can adjust to that scale before import
It looks about 1:1 to me. 1 blender unit is about 1 meter
take a look at sample helmet - this issue was fixed there in recent update. You need to add alpha material to opacity parameter and then check two parameters in material configuration
Is there a version of this man somewhere I'm missing in the github? The current one has a long sleeve coat on (that I have). It'd be nicer to have this to make clothing and gear with. Thanks in advance.
^disregard, apparently the head and body are separate. I guess that makes sense but my monkey brain didn't want to piece it together.
Hi everyone. Looking into learning making gear and what not as I've heard these tools are a lot more easier to work with.
At the moment I'm just trying to get the character sample fbx into Blender so I can try masking and sculpting to practice (I know sculpting isn't the best but I'm just experimenting.) But whenever I try to extract my mask, this happens.
Just wondering if anyone knows; do I need to 'simplify' or merge the imported character model? As it comes separated into hit locations, different lods, etc.
I'm figuring this out as well, hop into a VC and I'll talk to you, we can figure it out together
Is it possible to see the paint weights for the arma reforger assets ?
Yep, I'm currently doing that now
Make sure you are in weight paint mode and you can see them visualized
The mode switch is here, top left
I can send you a file that is on the github and available to everyone
The heads are not currently weighted for some reason...
So I'm using this helmet lol
I have no idea how you'd get into that
Here's my reference weights now, it's a small file and just shows the weights
Cheers, hope it helps
And if someone knows why the head reference weights aren't there I'd be keen to see a version where they are or how to fix it.
Yea helping a lot for transfert weight !
Loving your file its perfect for transfert weight !
Nice man, good work
Looks good!
Where did you find that sample model btw?
Much appreciated.
.
?
so i can find it later
Oh haha
Thanks for the help, heading to work right now, if the missus is OK with me going on the PC this evening I will give triangulation another crack and see if that does anything. It may have not worked properly, another thing to check.
Thanks for the responses folks, trying to optimise everything I am working on, my creation or not
This is an extremely weird body shape lmao
Question. Does Enfusion supports double sided texture on planes ?
Since I fell through the floor and saw sky, I'm guessing no.
any ideas what happening there? prefab is already set up
I can't equip the headgear
Is it at his feet or anything?
Alright I've named the object UTX_stairs (Will change them to convex) but they're not showing up as a collider I'm so confused.
Ahh I needed to switch the name to UTM
Dunno why I wrote UTX
Okay it's not importing all colliders in the scene, so I'm just gonna go ahead and export them one by one.
not really, it don't equip actually
Just shooting ideas I guess. If it isn't world space issue I have no idea 
I'm redoing the whole process to see if I missed something
This I've found is a bug in the game drop it on the ground and pick it up using context menu.
Or once it in the slot just drag it to your characters head.
that worked, thanks!
No problem!
The collective mind of this discord channel astounds me daily
how do you generate the .et in prefabs ?
It's possible to import arma 3 Cup core assets to enfusion?
If it's only importing one collider make sure your untick Merge Trimeshes in import settings
any good tutorial on how to import arma 3 uniforms into the reforger?
Ask CUP
Okay ill check that out! As per now I'm trying to figure out why the editor is freezing as I import the mesh. Anyone have any idea?
Followed one of those tutorials
Where did you extract those zip files to use them in blender?
What is the number of faces ?
Fingers crossed pufu can assist, still can't figure out how Enfusion is saying there are double the number of verts present in the model itself. Wonder if it is related to the UV mapping coords, do I need to remap my UV's for each lod's vert positions?
I am new to most of this stuff. Will keep working on it and see what happens
anyone knows how can i change the GenericEntity to SCR_DestructibleBuildingEntity?
My Model:
https://prnt.sc/Nxpdfqamkp2r
Vanilla Model:
https://prnt.sc/J8LW7j7YmOaZ
It should be possible to turn on also triangle count info in 3dsMax...if I remember it correctly.
Issues with models showing double vertices in game engine compared to 3d software is often related to hard edges/split vertex normals/smoothing groups etc (terms depend on what 3d software you use). When you use hard edge in 3D software it won't count it as two vertices but GPU handles hard edges by duplicating those vertices, so engine does count them double. So if you want to avoid the confusion just only look at Faces in Enfusion and try to make each subsequent LOD <50% faces of the last one. Indeed in 3dsmax it may be called Triangles (Enfusion refers to triangles as Faces cause it triangulates on import.)
yes that is indeed possible
ahh, so enfusion does triangulate on import no matter of the the original mesh topology (all quads for instance). good to know.
Indeed so the fbx source file will retain quad topology 🥳
that i am aware, but the .xob will not, is that what you are saying?
I had to head up to the hospital to my wife and son but I will see if I can do that suggestion and check face count (I know how to enable face count) once home if not too late this evening
hello, would anyone find documentation on the geometry of buildings please?
well we did some tests and can't get synched bake of averaged cube, seems enfusion is generating tangent space differently
would be cool if we could find out what's used so maybe it can be changed to mikkt or make tools to convert normals to be more in sync
@last hill
not sure why the vertices number is completely different, have been checking both vertices indices etc
tri count is correct
No.
i also tried some other meshes, same result
Does anyone have a tutorial on how to properly adjust the t-shirt?
It's just standard modeling work. If you make models they should be made straight up on the reference model so their shape is correct.
Proportional editing tool
like this ?
Press O on your blender to enable proportional editing tools, then pick a vertices that you wanna adjust / refit to the character model, then mouse wheel to adjust the influence of the editing and lastly do whatever u want to the mesh (move/scale/rotate) to fit it accordingly
∆
use lattice modifier on blender
Or you can do this also forgot thanks for answering it
Thx MiKL
i gonna try lattice modifier
That's perfect and yeah try lattice modifier and see if it's suits the character
@sly bridge thanks for having a look. I will work off of the face count instead of vert, per Sasha's advice. Many thanks all.
would be nice to actually know what the count is for though
also, as @pastel bluff said, knowing what type of tangent space is used would be lovely
Do you know how to force refresh Workbench after changing Worn model, because i need to restart for see my change in game mode ...
Shift + R
Not always possible and people sometimes make meshes for general use, not just arma
Then there's people like the Sus and Sus crew who are porting their a3 assets
New project
having an issue, the brim of my hat is visible in first person. anybody any idea whats causing that?
Try using Arma Reforger Opacity Map called HeadClipping_A.edds on your data assets emats and enable Allow User Alpha Bias and Disable User Alpha in Shadow under general tab and see if that works
hmmm i did include the headclipping map, works fine on my other 2 hats, just for some reason this one is acting up
aha it was the 2 check boxes you mentioned
@thorny galleon thanks bud, that solved it
Happy to help
such a simple step to forget...
Do be like that 😄
nice rpg
It's different because enfusion shows us the number of UV vertices
Even though a cube is built from 8 verts, it has to be saved in memory using 14 different points
When I imported this exact cube into the editor it showed me this
Thats a nice find
Good to know
It has a smooth shading as you can see. If it was shaded flat as it is by default in Blender, the number of verts would be higher - 24 iirc. The reason for that is that those faces would be separated just like edge split modifier does it
that's what you learn by messing around with DirectX
As for your model of Eotech, did you figure out a way of making holographic sights without PIP?
not yet. I don't think it's possible as of now. I checked every component related to optics and none of them said anything about collimated reticle
And I still have to finish the model
Anyone started making civilian clothing yet? Think im gonna make a couple outfits.
Ah smart. I would have never thought about this. Is this similar in any other engines? I know Unreal and Source do not do this and maybe even Godot.
To display the model, it has to keep in memory place of every UV vert. At least it needs to be like that in DirectX, I've never touched openGL or Vulkan. But I suppose every API works the same way in this case
Also I'm not sure how Unreal and other game engines work, because my gamedev knowledge is very limited. Perhaps they show number of mesh verts, but under the hood they have to keep them as separate UV verts
I can't look at things through a lens like that so it's interesting to understand your thought process here. Thanks for sharing.
It's caused by the fact that every 3d model is in fact made of triangles. In software like Blender we try work on quad meshes and it leads to some issues like this. One vert is removed, so Blender tries to connect those 3 faces into one, which because it is not planar is not possible
If we look at it from the side, it turns out to be made of triangles
N-gons truly are my bane, its why I don't model as i cant be fucked to work in quads (which you can use the triangulate option to turn to tri's)
You can also press alt+j to turn tris to quads :^)
(This isn't always ideal though)
ngons are only an issue if they are not planar
ngons are based
you can use them to control edge loops etc
Yes, and I only work in non-planor n-gons
only time you really have to worry about them is when you are doing character art/ other stuff that deforms
personally my preferred workflow is to just put 3d scanned models into games without cleanup
I did, but I had to stop because I'm traveling
Once I'm back home I will continue
I already did some backpacks and vests
I actually think that is cool that you see that, becouse you see it in real life
you really dont
put on a hat and run around for half an hour
your brain starts blocking it out
same way as you dont see your nose
When you play it happens too
your brain will tune it out, just like your nose but it is very visible when you first put on the hat
If the screen is not small
Exactly
can you set a seperate lod for the first person view btw?
You can set lod0 to be super close
ive been thinking about a maska helmet
and how you could use that method to render the visor in first person
next step, disable aiming down side while wearing it
Rendering very close to camera is bad idea. Near clip plane is not close enough and if you try to make it cost you will show more z buffer fighting.
there goes my idea
wanted to do one where the helmet isnt set to translucent and you just have some alpha on the visor to mimic your eyes trying to focus beyond it
My preferred workflow is to just not model anymore 
Well you can play with it, but no guarantees
When we had a bug with visible helmet, it actually looked decent. But something which is straight in front of eyes may work or may not
gotta finish my current projects first 😆
im still on arma 3 and will be for the forseeable future
but i am making something i do plan to bring to refrigerator
Then it's not a bug, it's a feature ✨
🤣🤣
I have same opinion 😃
like when i leave some bad shading on a model in areas where its supposed to be stamped metal?
The way you fix this is rendering on a seperate layer which most engines support. However, Enfusion was made for ArmA I believe, and uses 3rd person models for 1st person so it might be one of the few that do not do this easily (lmao)
i love that tbh
i dont like games that have seperate 3pp anims
or 1pp anims
all anims should be the same
This is how most first person viewmodels are rendered for the player.
Looks more natural
fully aware, i just do not like it
Yeah sorry just an addendum not saying you don't know it xP
What interaction layers are generally used for buildings?
It’s the 20mm used in the vulcan
Building/Fire/View
https://i.imgur.com/kUU6yGm.png I don't think I'm looking in the right place... I can't find building in it?
Sorry, Building contains Static & Navmesh layers
Debris isn't used?
Debris is used on small debris pieces which should not collide with dynamic assets
Oh ok
Ty
I haven't started making buildings, once I start I need to check that deeply hehe
It's most of what I did for reforger production 😆
I'm not sure why it's crashing, I split my mesh into separate pieces so I can see exactly what's going on. I closed all the holes, I got rid of ngons, it just won't let me view the colliders lmao
Idk If there's some sort of animation, or if it's like arma 3 that the building goes under terrain and debris is spawned
how many tris should the object be? 59k hangs and is not imported
someone make Walter white
Anybody have sort of like a checklist that I can have up as I work?
I just don't understand, I'm still walking through the mesh
I'll start from the basic like a cube and I'll make sure I can get a cube to work
still walking through the cube so obviously I'm doing something wrong
how to find the component "rigid body" at the root of the object like in the screenshot?
Wtf is that? Roots?
reference for one of the pieces on the game "Stalker"
Oh lol
That's pretty sick lmao
Okay let's start over. I have this cube. I'm trying to get colliders to work, what makes them work?!
If you look at the BIKI in the fbx document it explains how to create model colliders
you have to name it with a certain prefix
I dont remember what it is though
UTM I have that
then it goes on for multiple paragraphs on why tris are bad
I need a step by step
do you need a character to be unable to walk through the cube?
Yeah
okay. I found such a solution. in the blender, you should have LOD (the visible part is registered exactly like mine) and UTM (the physical part copying the object itself), after which you put the object on the map and add the "rigid body" component to it, ticking "static" and "model geometry"
okay. I found such a solution. in the blender, you should have LOD (the visible part is registered exactly like mine) and UTM (the physical part copying the object itself), after which you put the object on the map and add the "rigid body" component to it, ticking "static" and "model geometry"
Hmm mine are all grayed out
OMG!!!
At the bottom! Thank YOU!! @fast notch !
https://i.imgur.com/URSlcFj.png
NOWHERE does it say that in the BIS tut
Do you know why when i import tga texture on Workbench i got this error ?
And it doesnt convert to EDDS
you're welcome, I've been suffering for 4 days with this myself 😄
that shit needs to be pinned 100% lol
Heck, even in unity each model comes with all the components you need. In fact I think they load with a rigidbody
I tried, but it didn't work out. Maybe I'm crooked. there is also this config, but I don't understand how to configure it
complete guide anywhere for importing models and making them game ready?
is it possible to get the original m16 model into blender?
🪖
uuuu very nice
why does evertything in workshop close if I just close one window wtf
okay. I have an animation of how these spheres move, how to move them into the game?
If you figure it out I would like to know this too, it's definitely something to learn.
😄
Again the documentation barely has any info, and it's for 3ds max. https://i.imgur.com/sm0FKiU.png
We need a mega checklist where we can ctrl+f anything we want to learn
Do not say google, because when I google enfusion or reforger all I get is hits on how brand new the game is xD
is it on the workshop yet ?
Ayy you got it to work man good job. You will have to teach me the enfusion process 👀
@fast notch https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Import/Export_Animation not sure if this is useful but I found this
It just stops in the middle of the process, it doesn't go on to explaining how to make it work with the engine. It's just setup
as I understand it, this is a setup for a character
Ah okay so I'm guessing you're using helpers to move the spheres?
I did see something about that, did you try this setting? https://i.imgur.com/sQDDUNp.png
I don't quite understand what you mean
If it's nested in another object, like a controller
I think it's worth looking at how it's done on unity and already relying on something like that
Actually more like this lol https://i.imgur.com/RczoZUH.png whoops
https://i.imgur.com/J2DyweH.png Like a skeleton but you made it yourself. Idk if blender has that
You can add all sorts of custom constraints and IK's and set it up exactly how you want it. I would imagine blender has it but I have no idea how I would do it
I was taught that those helpers are called a control rig. And the handles are just called controllers haha.
Blender Armature works like that I believe
I might be biased in saying they are great for everything and FK can go FK itself
(I don't like animation)
Animations can break very quickly lmao, have lots of backups ready lol
God have mercy on the abomination you might create with improper weights as well
There's a tool that lets you 'transfer' the weights of the base mesh onto your thing, it's called like MGs tools or something
I'll find it
nvm that's an old tool, you can just do it natively now
https://www.youtube.com/watch?v=IPQ2QVVIxLU Here's a vid on it
3 minutes?! Omg yes ty lmao
Coming soon, maybe this week
Made cartridges for my gun
Planning on doing two versions, this one which is polymer cased and the second which will have a disintegrating case.
Has anyone tried to make a custom compass yet?
Anyone having an issue importing an FBX file and the reforger tool stops responding?
Are you using Blender 3.1 or above? I haven't had any issues yet on import.
I am
Everytime I try and import a pretty simple model the reforger tool completely freezes and I have to kill the process
That happens when you import something that the tools don't recognize
make sure to enable "export selected" when exporting as fbx
Okay thanks
Okay I have zero ngons, zero holes, the mesh is 15k poly, and yet it still crashes when I try to preview the colliders.
It worked before with all the errors then suddenly didn't want to work anymore
Is anyone able to give me a hand on getting the sample character into Blender? I was hoping to start creating clothing and gear this week as I'm off work and was planning to learn.
I import it as an .fbx with the Enfusion plugin import function and it shows up with all the hit locations, LODs, etc. Do I need to 'simplify' or convert it into a more basic joined model or just leave it all separate?
Wanted to try modelling clothes but also try to use the sculpt tools as well. But when I tried the latter, I just kept running into issues where it would only sculpt on one hit location and not allow me to try it on others. Not to mention not being able to extract masked areas.
So, selecting the mesh as well would help.... I was just selecting the colliders when I exported. 🤦♂️ 🤦♂️ 🤦♂️ 🤦♂️ 🤦♂️
There is a version of weighted character mesh I made for simplicity here #enfusion_model message
Note that there is no head because.. The reference head has no vertex groups when I import it. I think this is a mistake from bohemia though 😄
Actually, the blender rig probably has vertex groups and I could use that instead... Hmm
how can I make the door open in my building?
Can you do one with a gunpowder casing that has a HUGE fireball out the muzzle?
It works! Thanks man!
Give me a shout if you do the head. Perhaps the existing head on its own will work okay?
?
As a joke.
I’ll see what I can do
Im still a bit new to blender(only about a year in) but I would inevitably like to make some content for arma. Heres a higher detailed churchill I made, and a low poly jltv
Now we're cookin with gas
From left to right: 15x120mm, 9.1x66mm, 6.68x49mm
The purple denotes that they are AP-Ball
Plan on making variants of all of these with correct color coding by projectile type
Any idea on how to get rid of the weird clipping when you get far away?
I love all of this
Do you have LODs for the rounds or just a single mesh?
to help with some of the night fighting. working on throwable chem lights
still a ways to go but
just having issues with dynamically turning it on when thrown. its either always on or always off...
model turned out great though. modelled the interior of the chemlight to give a realistic look
hello I have a problem on my door when the geometry is not on the door I have the action to open but if I put the geometry I no longer have the action would you know where it could come from please?
Single mesh at the moment. Don’t know how to make lods
I'm not even joking, you can get passable LOD's with Blenders decimate modifier. It even retains weights.
Interesting. So lods are just low poly versions of the original?
basically
Yep. Every game has a poly budget, some more than others. LOD gives the game some 'budget easing'. Lets say every triangle is 1$. If you have a budget of 1,000,000$ and each helmet is 10,000$, you have a limit of 100 helmets. LOD1 might be 5,000$, LOD2 is 2,500$... You get the idea. It lets the game run better for basically no impact on visual fidelity. LOD's aren't required but for your mod to be used in big servers of 100 people or more, they are very welcome.
When setting up LODs is it just a matter of having a lower poly model named LOD1, LOD2, etc or do you need to also attach the bones, weights, etc with each LOD as you would with LOD0?
Yep, the weights need to be the same
everything
I think LOD's can reference the same armatures so no need for extra bones
it must reference same armature/skeleton
Yep. Vertex Groups 100% need to be the same I know that at least
he means bones ^^ for everyone else not using blender
I don't really do a lot of rigging so correct me if I'm wrong
Yeah I figured the same armature would be needed not extra. Thanks all, question was answered.
One method that works is dissolving edges of a duplicate if you want some precision
That way you retain weights, modifier stack, all that.
What kind of objects need bones? I’m going to start off by importing simple objects into the game first, bandages, flashlights, grenades etc.
Pretty much everything is using bones in one way or another
Even static props technically have a bone called "root" in most engines (idk if Enfusion does this).
Ah, I think I understand. I use blender so I was just going to duplicate the original and decimate multiple duplicates for each LOD.
Interesting. I thought bones were only needed for animation.
Yep, that's literally how I do it.
I can't really speak for Enfusion but some engines create a 'bone' at the root or origin of an object. You won't create a bone yourself as it happens automatically on import.
For good practice is there a workflow we should follow for LODs such as LOD1 should be 50% of LOD0 and LOD2 should be 50% of LOD1?
My theory is that bones impart rotational and positional information that geometry can't do alone but I'm not really into the technical aspects of it
I'd 100% check the helmet in the github to see what the math is
Gotcha!
How do I import these to blender?
Blender has a native import FBX utility under file (top left) > import > FBX
helmet as wearable item follows the character skeleton
other items have their own skeletons
Hi, need some help when importing my model into the game i seem to be getting a slight error with one small part of the model. its abit funky, so far i tried resettning normals, resmothing it. still not working :S any suggestions
make sure you dont have any hidden mesh in the model that gets exported like that
it basically has to be in the source
don't have any hidden, verts, faces or meshes, the only hidden stuff i have is a model of the magazine but seeing as I export only the thing I select that shouldn't be a issue. I think atleast
I have seen artifacts like this with stacked vertices. Try a quick merge by distance pass and see if it still shows up
do you triangulate the mesh before you export?
yep
Is it rigged to a skeleton or something? It kinda looks like misplaced weights on individual edges or something.
can you show a wireframe?
are these really long triangles? or really tiny?
If you're using blender try select > by trait > non manifold. Maybe there is something but it's not noticeable easily
This is a great suggestion as well
don't use blender, i use 3dsmax i used the remove isolated verts, still nothing :S
could i be that is so small that is making it all disorted
is that line created via spline with a sweep modifier?
or is it a spline with thickness / render / viewport visibility?
I'd guess maybe some of your ngon curves are making incredibly shallow triangles of less than 1 degree and that could cause some weird display issues at certain angles? This is mostly just a guess I only see visual distortions like this when something is overlapping somewhere.
do the following- select an edge loop of that mesh - > convert to spline -> add a sweep modifier and set the dimensions and offset similar - drop an edit poly on top - triangulate and try once more
What program are you using to bake the normal maps for vehicles and weapons?(or PBR materials)
i use substance painter.
Blender works too
use blender to bake normals, use substance to paint normals
for painting SubstancePainter is probably better off the top of the shelf. Blenders paint tools need some setting up to have more range
tbh I think baking is substance would be a better choice. I don't know how results would differ, but it's much faster in SP
Baking normal map for the rifle I added earlier took around 40 minutes in Blender, while in Substance Painter baking all maps took less than a minute
I use blender, but distorts normals 😕
Almost finished, just need to make 3 more pieces of the model
no worries....
yes it is faster.
In blender my CPU heats up to 97 degrees (4096x4096)🔥
the only reason i prefer blender for baking normals is because in substance, my only attempt at baking normals from a higher poly mesh resulted in weird faces at spots where they didn't perfectly overlap
That sounds like an issue fixed with match by mesh name
for me it was an issue i fixed by baking my meshes in the same software that i made them in 👍
that's all
GPU raytracing engines are a lot faster at baking - substance, marmoset, some plugins offline renders