#enfusion_model

1 messages Β· Page 39 of 1

sly bridge
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besides the fact that this could be optimized further a bit, looks like prt of the mesh is simply removed

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try importing without merged meshes ticked

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also try collapsing the entire front part to a single vert (for a single bullet) see how that gets imported

sick shard
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Okay I'll give it a try I'll let you know how it goes

prisma delta
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Another amateur question: is there any benefit to modeling a vehicle mesh as a single object for Arma?
If a piece complicates a mesh too much, is there any downside to making it a separate object from the body?

delicate condor
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no downsides

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does not need to be single mesh

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in fact if you want moving parts it cant all be connected mesh

prisma delta
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Will more "parts" affect performance or you don't think so

delicate condor
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parts no

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overall vertex/tris count

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yes

prisma delta
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Alright, sounds good, thanks for your help

solemn goblet
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Would there be potentially more draw calls if you had separate object doors, hatches, etc?

sly bridge
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draw calls has nothing to do with individual (not welded) meshes

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best sort of advice is to model things like real things work in real life…

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minus some nuts and bolts obviously

karmic adder
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How can I generate a separate collider for each material in a mesh? The provided option doesn't do that for colliders (at least for me).

last hill
daring condor
solemn goblet
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Nope. Separate objects referencing the same material create duplicate draws.

daring condor
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but yeah modelling complex objects as seperate objects makes sense, there may be some uglyness with clipping geo but if you do your bakes right that should not be too much of an issue

solemn goblet
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They don't 'combine' unless something in the entity creation process does something

sick shard
daring condor
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sounds like an issue with verts being merged or faces being hidden if they are too small

sick shard
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I can however jut rescale it in reforger tools and that still works fine

daring condor
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in general this does seem prettty wasteful tho

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how many tris is the belt?

sick shard
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I'm aware lol I'll do an optimization pass shortly just been trying to get to the bottom of this lol

daring condor
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also, ya made that rpd yourself or got it from somewhere?

sick shard
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and no cgtrader

daring condor
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hmm not bad not great i guess

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could do with less geo

sick shard
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sorry wrong count

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same hting i guess lol

daring condor
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no difference, ye

solemn goblet
# sly bridge draw calls has nothing to do with individual (not welded) meshes

I don't understand what you mean by this. Draw calls also correspond with materials within a mesh. If you have 3 seperate meshes (in enfusions case, 3 xobs) each mesh has the amount of materials draw calls applied to it. Something like Unity or Unreal draw call batching can fix this and that might exist similarly in Enfusion. If you have a mesh with 1000 materials but it's just a individual mesh you still have many many draw calls.

Or you could do it like Rage haha.

daring condor
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we are talking about separate geometries in a single xob

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objects as in objects in blender

solemn goblet
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Yeah, separate geometries can have separate materials. This is how the Clone Troopers in BF2 work for example. I remember there are materials for the head and eyes seperate for example, but they are the same 'object' or in Enfusions case .xob

daring condor
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its how almost everything works

solemn goblet
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Yep, that's what I'm saying

daring condor
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the amount of geo that would be needed to connect say a circular antenna to a tank is very wastefull

solemn goblet
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So if it's all contained in a single xob referencing a single material, that's not an issue. But you can have separate materials within the same xob. The BTR70 does this for example with weld lines, the interior, etc. There are multiple materials on the same mesh.

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Bohemia limits the footprint of last LODs material draws often too, with a 64x64 texture

daring condor
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weak tbqh

solemn goblet
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Like here is the BTR, as LOD's get bigger the amount of draws they give you is less on the shader and mesh front.

daring condor
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im more powerful, i just do raw 3d scans with no lods

karmic adder
solemn goblet
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Hmm... I'm a liar actually. For the headgear example they do this haha. The ones in-game do not. They are expertly handmade it looks like. One sec...

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So here is LOD3 for the headgear example

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And here is the UTM (Enfusion collision)

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This is them overlayed and wireframe. One is slightly forward for some reason (maybe bone merging silliness idk) but they are exactly the same minus the chinstrap. I'm guessing they had the foresight to remove that since your chinstrap isn't bulletproof πŸ˜›

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Does that make sense @karmic adder ? It's kind of confusing so if you need help I'll join a vc and walk you through it.

karmic adder
solemn goblet
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Yep. Separating materials is super easy.

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I think blender enfusion tools will do this automatically when you apply a new collision material.

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If not, it's as easy as removing it from the mesh and using the tools for a new one.

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With the material selected just click here. Blender will save it in the .blend file if you need it later but it won't save it to the mesh.

normal quail
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Really stupid question, but how do I change the placeholder picture when placing the new modded object in game

bleak depot
round orbit
thorny galleon
cedar stream
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How do i model leaves?

chilly dragon
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you dont really model them you just put a texture onto a plane and apply that plane around the tree

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or whatever

slim silo
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Use a tree/vegetation generator program

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like speedTree

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Or TreeIt

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Maya has a tree plugin as well

cedar stream
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This is what im trying to do

slim silo
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ohh

rain wadi
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Use planes for leaves

cedar stream
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how do i make the texture be applied to both sides of the plane?

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Do i just copy the plane and invert normals?

chilly dragon
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if your doing it in substance and you have an opacity channel it should just be applied to both sides

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if not there are some tutorials online

sly bridge
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nothing to do with draw calls

rain wadi
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Or use the solidify modifier in blender

chilly dragon
sly bridge
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it works in substance alright

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but won’t work ingame

valid hill
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is there no two sided option on alphad materials?

chilly dragon
sly bridge
sly bridge
valid hill
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double sided materials are no different than duping and flipping the faces, other than it gets applied to the whole model. but for a tomato with only the leaves being needing to be double sided, i agree duping and flipping would be the way to go

sly bridge
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that ^

chilly dragon
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@sly bridge have a look in texture makers channel i was trying to figure it out last night and what seemed to make it work was chaning it to MatPBRTreeCrown from MatPBRbasic. I'll replicate it now

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It isnt transparent until i change the material class

cedar stream
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is there any easy way to overlap these? I want them to have the same texture

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ive been doing it vertex by vertex but there has to be an easier way

sly bridge
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no easy way without massive deform

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unless you use a pretty tiny leaf and

delicate condor
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make 1

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uv map

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duplicate

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and then edit the shape

cedar stream
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i found a stack overflow with the solution

shell hedge
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tomato

cedar stream
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Why are the leaves not casting shadow, though? I have it checked in the material

frank robin
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basically need apples , tomatos , potatos , green jalepenos and cabbage to meet the vanilla needs

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since those plants are in game

solemn goblet
# sly bridge nothing to do with draw calls

The context is important though, vehicles. Many .xob's in ArmA have multiple materials on them. You are saying draw calls has nothing to do with a single mesh (or in this case, .xob). With respects to the materials you still need to be careful. Maybe you just haven't spent time working with REALLY bad material bloat but I don't have faith in everyone to just read it and roll with that.

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draw calls has nothing to do with a single mesh

let me introduce you to 17 .emats on a single mesh

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So for making vehicles, avoiding excess draws in your LODS is important. Because LOD0 vehicles probably have many many draws (even if it's a single .xob)

Here is how bohemia does it:

sly bridge
# solemn goblet The context is important though, vehicles. Many .xob's in ArmA have multiple ma...

You keep pinging me, yet you didn't read what i wrote, and you didn't read what the original question was about, so here is a brief of it

  1. the modeling question
    a. The question - should i model object X with parts, or do i need to model everything as a single welded mesh. Does that affect draw calls
    b. The answer - no, having multiple meshes does not affect draw calls

you are confusing a 3d mesh with a .xob. That is on you, i never made a single mention in regards to .xob, nor did the bloke that asked the question. There was no mention of the number of textures and material files in any of the previous discussion...

Back in the OFP times, there were addons that had an individual .pac file for each individual planar face, the number was ridiculous. Case of point, we had most of weapons and magazines, and sometimes even bullets on the same UV sheet in A3 in order to reduce both textures and rvmats used.

And before you take this condescending tone with me around here, please do understand that i've been into 3d art for almost 16 years now...

solemn goblet
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The question is specifically (which you chose not to quote): Another amateur question: is there any benefit to modeling a vehicle mesh as a single object for Arma?
If a piece complicates a mesh too much, is there any downside to making it a separate object from the body?

Do you really think this guy is just modeling it and then never importing it into ArmA? I mean that's just a bad faith argument. Sure, you're technically correct if you interpret it your way, but that's silly. I look at your post history and it's nothing but passive aggression and unhelpfulness by the way. I even saw one post call you out for it. This is a new, cultivating community where people are trying to help. Maybe reflect on that. A lot of these modders are new people and we do need to hold their hand a bit. Anyway, I'm done talking about it.

delicate condor
solemn goblet
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Yep. You're right, I'm totally wrong, so let's move on then.

hardy ginkgo
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having too much fun with the tools

solemn goblet
# hardy ginkgo

Have you gotten it driveable? A bike would be an awesome mod for folks

sly bridge
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is there any benefit to modeling a vehicle mesh as a single object for Arma?
There is not benefit whatsoever. Be it Enfusion, Real Virtuality, Unreal, Unity or any other game out there, or VFX, Vizualization, with maybe the exception of Production
I look at your post history and it's nothing but passive aggression and unhelpfulness by the way.
I probably been doing tutorials and helping people since around 2004ish, have a look at wiki / forums etc. But sure, you do you then, sorry if i managed to roughen your feathers in the process

hardy ginkgo
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not yet i just managed get my model into the workbench

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other than that im a noob with the whole coding still

solemn goblet
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I have a friend who is trying to code bikes soon, if you DM me we can maybe get you sorted.

hardy ginkgo
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Sure, as soon as im done with the model ill hit u up, i have a few vehicles from the 1950s -> 1980s that will fit the Cold war era of arma is set in

solemn goblet
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You made all these?

hardy ginkgo
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well just a couple of bikes now

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i will start modeling the others later on when i get the hang of these tools

solemn goblet
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Any pedal bikes? There's a way to get them to work with IK that me and the fellas were talking about.

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Potential way that is

uneven seal
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Does anyone know the size of the vanilla doors and windows?

calm rune
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I've been in this discord for 3 weeks and you are literally the only person ive seen that responds with a rude tone towards people. It is literally you vs everyone. I really don't get why they let you have that mod tag.

hardy ginkgo
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quick update

round orbit
sly bridge
tacit eagle
late veldt
prisma delta
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@solemn goblet@sly bridge I apologize to you guys because I didn't mean for it to turn into an argument. I appreciate your guys' help and input on the topic, and every time I've asked a question someone has helped me which is very kind.

I have experience with 3D modeling vehicles but what I do is visualization and surfacing, so like I said, my modeling knowledge for games is extremely limited. That's why I was unsure about what might be different with the workflow or how the model might need to be optimized for the game.

sly bridge
solemn goblet
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No worries man. I'm just looking out for future performance of your mod. PuFu has a way of talking that comes off negative but I don't think he means anything by it.

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Do you use something like Fusion 360 instead of Blender or Maya?

prisma delta
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I'd like to learn Fusion 360 and Maya but I've mostly used Blender and Autodesk Alias for modeling

solemn goblet
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Oh sick, yeah those will work fine for Enfusion. With vis do you make high resolution meshes? Like really soft edged, 0 faceted models? I don't really have any experience with that area so I'm genuinely lost on what a workflow for you might look like

prisma delta
solemn goblet
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That's what I was hoping you'd say. This is actually part of most proprietary processes these days anyway. Using non-destructive workflows for a hi-res often works better too, since bringing it down is just a few clicks away.

solemn goblet
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From here though, you can make a low resolution version that matches the overall silhouette. So from 9,000,000 you can go down to say, 25,000 triangles. This is what the game uses. Within blender, you would label these all the same as the high. So for tank_turret_high, you would have a corresponding low resolution tank_turret_low.

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When you've got your lowres, it'll be kinda ugly in comparison but it'll match the shape of what you made.

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Exporting all the selected objects (one for low and one for high) as an FBX and then using Substance Painters match by mesh name (or a similar addon for blender) you can get this:

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So it's still the same wireframe as the more game accessible version, but it has the details of the high res version that you're used to working with.

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There are WAY WAY better tutorials for this online but, this process is extremely common in games. There's a million ways to skin this cat though, so if you're more confident with poly modeling then do that. I personally think this method gets you the best look though.

prisma delta
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Thanks for sending those images and describing it, I think that's the workflow I'll learn. It seems easy enough based on what I already know.

But I haven't actually used Substance Painter ever, and I've only done a little bit of texturing work, so that'll be new. Wow another Adobe product I have to pay a subscription for how exciting lol

solemn goblet
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There's a perpetual license for like 500$ or whatever that I think is worth it. It's like the CS6 of programs and I can see it being used for the next 10 years.

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That being said, there are potentially free addons for Blender that explode your model for you and let you bake just like Substance does.

delicate condor
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It can be done in Blender yes. Setting up might take somewhat more time than using substance painter or some other 3D painter program that has ready made methods for many of the more tedious parts

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but that is what one pays for with dedicated programs

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time vs money

unkempt grail
solemn goblet
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I think if you can make a good hires everything else is pretty easy though. A good lowpoly and a perfect lowpoly aren't too different and it only takes a month or so of practice to get good with that. Your good hires will give you more working room than almost all poly modeled objects will.

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Any time I see a weapon made by god himself on ArtStation, the guy making it was using Fusion 360 πŸ˜†

unkempt grail
sly bridge
# solemn goblet There's a perpetual license for like 500$ or whatever that I think is worth it. ...

there is no perpetual license for adobe substance painter afaik...
that being said, the best alternative to paying subscription is to grab it off steam directly
https://store.steampowered.com/app/1775390/Substance_3D_Painter_2022/

Adobe Substance 3D Painter is the reference texturing app for 3D professionals and enthusiasts. From AAA Game Developers to Indies, from Feature Animation to Visual Effects studios, the industry uses Painter to bring their creations to life thanks to its unparalleled speed, flexibility and visual quality.You will get free updates on Steam up to ...

Price

$149.99

Recommendations

236

β–Ά Play video
solemn goblet
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I got one, it's pretty sick

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I use the 2022 one as well for some of the smart masks

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It's entirely possible all the perpetual licenses have gone the way of the birds though, I got my license in 2018

dapper oar
sly bridge
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yeah i am aware

daring condor
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there is

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Adobe Substance 3D Painter is the reference texturing app for 3D professionals and enthusiasts. From AAA Game Developers to Indies, from Feature Animation to Visual Effects studios, the industry uses Painter to bring their creations to life thanks to its unparalleled speed, flexibility and visual quality.You will get free updates on Steam up to ...

Price

$149.99

Recommendations

236

β–Ά Play video
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oh was linked

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its perpetual for that version

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no updates

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mind you the steam license will end this year

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well they will remain valid, but wont be sold post 22

solemn goblet
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AH that's it, I have mine on steam.

sly bridge
daring condor
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yeah

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adobe is adobe 🀷

sly bridge
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that is what uro was referring to

daring condor
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best to grab it on steam while its still available

prisma delta
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Yeah I should probably buy it then

sly bridge
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according to allegorithmic, the steam version will stay up forever and be available as a 1 version buy perpertual license

solemn goblet
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My holy trinity of anti-subscriptionness is Blender, Affinity Designer, and Substance Painter on steam.

sly bridge
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i'll try and dig some of the forum post about it (could have been discord)

rain wadi
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Asked the support just after the Adobe acquisition and they said the Steam license is perpetual

daring condor
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yeah i also might be misremembering

rain wadi
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but yeah you need steam to launch the software and steam can revoke your access to the software so...

daring condor
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i remember reading somewhere that adobe plans to discontinue the steam version next year

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no idea if its actually true now

sly bridge
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yeah, i ended up on subscription in the end, because that is paid by via my office (just like all my subscriptions)

rain wadi
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yep same, I have the subscription

sly bridge
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which lets be honest, it is aimed exclusively at hobbies and indies

rain wadi
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but I also converted my old steam license to an allegorithmic license in 2019

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or 2020, I don't remember

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I'm not using it anymore, the latest versions are much better imo

dapper oar
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Allego promised no changes like that to the licencing, then they got CE roles in Adobe and didnt seem to care anymore.

solemn goblet
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I read somewhere someone uploaded a picture of their toaster as their school ID or whatever so I mean... We're all students on this blessed day.

rain wadi
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haha I know someone who did that

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I can understand but there are also free solutions if you can't pay for painter

dapper oar
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There is ArmorPaint [https://github.com/armory3d/armorpaint], an open-source app, not sure how good it is now, when I compiled it before it was very basic.
Epic threw a load of money at him through their OSS grants and the main dev seemed to go off on a mobile-first trajectory.

I use Marmoset Toolbag 4 for a lot of stuff, baking especially since Substance sucks for that.

daring condor
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we could always just use mixer πŸ€ͺ

rain wadi
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Mixer is cool

daring condor
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i tried using that

rain wadi
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but I'm just too used to Painter

daring condor
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its a pain

solemn goblet
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I'm wondering what Toolbag is. I see the previewer a lot on ArtStation and it looks really clean.

daring condor
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then got the student license for substance

solemn goblet
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I've never really looked into it though.

sly bridge
daring condor
sly bridge
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also, newer max version do bake properly this time around, including mikkt tangents directly

dapper oar
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yep 2023 is nice

daring condor
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i use a mix of xnormal and substance for baking xd

solemn goblet
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I'm a sucker for substance baking, they changed my life.

sly bridge
rain wadi
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Used Toolbag a lot for my renders. It's fast, pretty, easy. It's great. It's also an awesome tool for baking.

dapper oar
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xnormal is good for building interior AOs tbh

daring condor
rain wadi
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but I bake my models in painter anyway lol

sly bridge
# rain wadi Mixer is cool

mixer, while cool, is not a painter competitor, which is a pity, because neither is mari these days, and painter needs to have a real competitor

solemn goblet
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I'll be honest, I don't really have a lot of experience baking with anything other than Substance. I've used it quite a bit. Maybe for BAF89 I'll tickle some other tools.

daring condor
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on the free side there is xnormal and handplane

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xnormal has a funky interface but is legit not bad at all

dapper oar
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toolbag 4 has some nice painting stuff, substance is better in that regard though with more fine controls, I put a lot of effort in making my own substances so I'm kinda biased.

rain wadi
sly bridge
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sort of unlikely, it is suppose to support their scanned dataset, and that's about it

rain wadi
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Do any of you use Houdini?

sly bridge
daring condor
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i kinda want to give blender baking a try

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the bevel node is just too cool

rain wadi
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Not for Arma

solemn goblet
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Blender baking really isn't that bad.

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I just like Substance better

daring condor
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the interface is... arcane

solemn goblet
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I 100% do use blender baking for normal stamps tho

daring condor
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if you have to select a node in your node tree to get a proper bake, maybe the interface could be better

sly bridge
daring condor
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or any bake at all

limpid matrix
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Anyone know why my emissive materials dont glow when press play?

daring condor
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create texture node
select texture node
bake to texture file
who came up with this insanity???

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why do i need to use the shader editor to bake god damn normals???

limpid matrix
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They need a texture?

solemn goblet
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Only thing I can think of is emissive materials are uh.. additive or multiplicative so you need to represent that in the nodes. At least in unreal. I haven't made emissive stuff in Enfusion yet 😡

dapper oar
# rain wadi Do any of you use Houdini?

not for a while, its good if you want to code your own meshes, more for technical artists and large-scene vfx imo.
I know a guy who modeled the space shuttle with Houdini, down to every single heat shield tile by programming it, he got a job with Vray off the back of that iirc. πŸ˜…

limpid matrix
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Well the texture glows in the Material editor

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Just not in game

sly bridge
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too many variables... Β―_(ツ)_/Β―

solemn goblet
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Huh. Yeah that sounds strange. Does it have LODs? I mean. There's 1000 things that could be slightly wrong to cause that.

limpid matrix
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Its just a crap cube basically from Sketchup with a material on

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0 LOD factors?

solemn goblet
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I figured maybe you bought a game ready asset with LODs and didn't set the LODs right (and subsequent materials). I'm just grasping at straws lmao

limpid matrix
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Yeye no worries.

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Like not touched Materials or imported my own model apart from a sign yet

sly bridge
limpid matrix
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So likely doing somet wrong

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Want me to export one with blender then

sly bridge
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firstly, don't use sketchup for game assets, not the tool for the job or for anything polygon modelling related

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if you want help, post it on imgur

solemn goblet
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Blender might be better for defining materials within a mesh. Using sketchup for ArmA is the most gigachad thing I've ever seen though. My brain refused to read it that way and read it as sketchfab.

sly bridge
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including textures and material/shader settings

limpid matrix
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Are nah

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I know I'm just testing somet

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I just know how to use it from when I used it at school a few years ago

solemn goblet
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You could import your model from sketchfab into blender and tinker with it that way.

daring condor
solemn goblet
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What's the one where you're like sculpting with a VR headset

daring condor
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no its a 3d scanning software

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FOSS

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only works with nvidia tho afaik

limpid matrix
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Nah same thing

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Must be my Material

solemn goblet
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Okay it actually looks emissive to me

limpid matrix
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Huh you think?

solemn goblet
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But in the shader it needs to be multiplied or something

daring condor
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have ya checked at night?

limpid matrix
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No lol

daring condor
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breh

solemn goblet
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Yeah someone smarter than me knows what I'm talking about.

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For emissive to 'glow' they need multiplied within the shader output.

limpid matrix
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Erm

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Yes

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Well. Its Emissive alright at night

sly bridge
solemn goblet
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You have a '1' for your emissiveness vs like a streetlight which might have 50.

daring condor
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sketchup is a cad software

solemn goblet
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Haha yeah, Sketchup is like google earth modeling software, sketchfab is where you can buy a vest for like 20$

daring condor
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sketchfab is pretty much the only website besides artstation id trust buying models from

dapper oar
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and Epic Games owns both of them

daring condor
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of course they do

solemn goblet
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Hey, that's fine. I get 10 uploads a month now

sly bridge
daring condor
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hell of a lot less than turbosquid or cgtrader from what ive seen

solemn goblet
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rips being sold too πŸ€¦β€β™‚οΈ

sly bridge
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or used to, less so than on cgtrader and tsquid

limpid matrix
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Can you animate models?

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Or Materials?

solemn goblet
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Yep. The character is a model that is animated for example. Materials? Hopefully. That's a simple way of making tank treads.

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Usually you'll need some sort of skeleton for the motion to be extrapolated onto.

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A few good skeletons to look at are the M9 and some of the radios. You can modify them within Workbench and see how they move. Some of the templates are good to get an understanding of meshes outside of Enfusion.

tacit eagle
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I got an issue where parts connected to bones moves when viewed in the prefab, but looks good when inspecting the .xob

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any ideas?

solemn goblet
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Maybe you have the same issue

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I think in his case he made a single frame of idle animation

tacit eagle
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Well indeed that was the case

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Thanks

solemn goblet
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Awesome

hardy ginkgo
prisma fjord
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Finally finished modeling the H Barrier... first time modeling anything in Blender...

solemn goblet
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Looks good man. Could probably smooth shade the inner faceting there and bobs your uncle.

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I'd be weary about importing the mesh as a uh... mesh into Enfusion though. Bake it into a texture with alpha would probably work better for you. Baking it directly onto the bag behind it would be even better performance wise.

subtle rose
#

That looks like some very high poly on the top there

solemn goblet
#

Yeah Kuks if you're interested I'll show you the jist of a proprietary process within Blender.

prime notch
#

Using multires and then sculpting would solve that. Allows you to take a lower poly version out what youve already sculpted

#

Very handy

daring condor
#

in general you would ideally use a trimsheet here

solemn goblet
#

Oh good call

#

Yeah you could use a like... 32x32 trim sheet for this

prisma fjord
#

Yall are speaking a foreign language haha, time to dive down the rabbit hole

daring condor
#

trimsheets are pre made textures

delicate condor
#

Reforger also supports multimaterial

#

which is good for larger props

sly bridge
#

it also supports normals for decals

daring condor
#

some example geo

#

found on sketchfab

prisma fjord
#

Ah so the reality is you are making the actual model with as little poly as possible and then adding the details with textures?

solemn goblet
#

Yep, that's the jist of it.

daring condor
#

KINDA

#

soz

#

kinda

solemn goblet
#

If you're interested in some handholding I'm willing to give you a bit of a walkthrough on it.

daring condor
#

you also make a very high detailed model you take things like ambient occlusion and surface normals from

#

to fake detail

#

baking is really something magical

#

if you want you can even texture your high poly and bake the basecolour onto a low poly

#

but looks like you are mostly on your way there

#

shape is alright but could definitely use some work

solemn goblet
#

ID map on that wire with some normals onto the surface behind it chefkiss

#

ez metal material

daring condor
#

couldnt you even use tesselation?

#

or is that only for the floor

solemn goblet
#

If you're baking it onto the surface behind it, anything else is just extra geo

daring condor
#

i mean in engine tesselation

solemn goblet
#

Maybe I'm not understanding

daring condor
valid hill
#

thats not tessellation

daring condor
#

right, displacements

valid hill
#

thats Parallax Occlusion Mapping (POM for short)

cedar stream
prisma fjord
#

Thanks guys! Gave me some things to learn about for the week! Hopefully make some more progress soon

solemn goblet
#

Glad to hear it friend. If you have any hangups in Blender feel free to DM me.

daring condor
#

and if you are learning the very basics you can check the blender discord

simple meteor
#

are we going to have an animation wiki specifically for vehicles?

delicate condor
#

πŸ‘ pbr shading does make it so much better

abstract burrow
#

And most importantly - predictable. Unlike materials from A3

split rampart
#

@zenith quartz Sorry for ping, finished that revolver lol

zenith quartz
#

Nice. πŸ‘Œ

solemn goblet
#

I want to experiment with this myself. I saw one of the dev posts on artstation and it looks really intuitive. nice work πŸ‘

hoary herald
#

far from done but shes coming along

#

sticking with the 80s/90s era stuff is interesting

solemn goblet
#

You and me both laugh

pure kayak
#

is there a way to "define" where certain holsters are placed?

#

like pistol holster, primary holster

simple meteor
#

@normal quail can I send you a friend invit to talk about vehicles ?

normal quail
#

Sure

willow sage
clear oak
#

Hm, can I somehow attach a memory point to an object parented to a bone? For some reason they don't appear in .xob when I try importing that

clear oak
#

Nevermind, I just needed to attach the memory points directly to bones instead of their children objects

pliant bolt
#

Any idea what the poly count is on buildings rn? (including and excluding interior objects)

sly bridge
#

can’t you check in workbench directly?

shell hedge
#

at least 7

pliant bolt
#

I'm gonna have another look but last time I checked there's not really fully built buildings in there, maybe I looked wrong last time

pliant bolt
#

Mhmm seems to vary quite greatly, some are over 120k and some are like 40k, what is also funny is that the highest ones are the destroyed house models, but atleast this gives me a rough idea

delicate condor
#

there are so many different kinds of buildings that its not really possible to give any meaningful target number

#

find an example in similar size you want to do and go from there

#

if you want best optimization you make it with as less polies as possible

tacit eagle
#

Is here a trick for making reflective materials? Like Chrome

sly bridge
#

procedural or textured?

tacit eagle
#

Preferaby both, i got a nice chrome in SP2 but it does not quite make it in the editor

zenith quartz
#

Horrific blockout in anticipation of Enfusion helis.

#

Russian dolphin heli

calm rune
zenith quartz
#

It's inspired by it.

#

Partially.

clear oak
#

How do I properly parent my mesh objects to bones? I tried the usual "blender" method of Shift-Clicking an object then its parent bone, then Ctrl+P and parent to bone, but when I import the model the mesh does not follow the bones movement, like in blender

#

Memory points do follow the bones properly though

hoary herald
#

Add an armature modifier and set the root bone in it

clear oak
#

The upper part of this model is parented to the green bone on the right and seems to work fine in blender

clear oak
hoary herald
#

Not sure if you have to name it root but you probably have to set the armature

clear oak
#

You mean adding an Armature modifier for the upper part? I've tried that, my model becomes weirdly out-of-scale when imported and the upper part still doesn't follow the bone

delicate condor
#

you need to weight it

#

vertex weighting is what powers skeletal animation

clear oak
#

Thanks, I'll try that. I might've misinterpreted the instructions on the wiki and thought that weighting is only needed for deformable/character-like models

delicate condor
#

hard surface animations are just 100% weighting per part per bone

clear oak
#

Just tried that, my model became insanely huge again. Maybe it scales the meshes according to the bone sizes? Also sorry for possibly dumb questions, I just started learning all the rigging stuff overnight

daring condor
#

You're working in b3d it seems

#

Have you applied your scale?

delicate condor
#

yes you should not scale bones

#

rotation and translation are the means to move things

clear oak
#

I did not scale bones, just used their default scale and extruded the bones in edit mode (like in my screenshot above)

daring condor
#

Did you apply scale on your main mesh

clear oak
#

Also I applied all the transforms to the mesh objects, so they're all 1 1 1

daring condor
#

Oke

#

That's usually my first thing to check when I get weirdness

tulip sail
#

can i say make a bottle translucent? tried using 50% gray opacity map but it did nothing .

delicate condor
#

did you use correct suffix on the source file prior to converting it?

calm rune
tulip sail
#

dont think u can make only part of the mesh transparent with the opacity mask sadly so its as good as i can fake it for now lol

delicate condor
#

where are you applying opacity mask?

tulip sail
#

let me boot it back up 2 secs

#

op map seems to do nothing lol

#

opacity map isnt packed into any other map is it?

#

gathered it was just a blacj n white image

solemn goblet
#

You can get around this by making two separate materials on the same mesh (in most engines).

#

Be weary of performance though, transparency kills

tulip sail
#

tbh it looks fine without it lol its only a water bottle anyway

solemn goblet
#

No worries. I remember having this problem in Unreal πŸ™‚

tulip sail
#

am just surprised the opacity map does nothing. clearly ive done it wrong lol

delicate condor
#

you may not have correct suffix on the texture

tulip sail
#

prob not πŸ™‚ ta for that link tho

spiral veldt
#

I am in the early stages of making the monkey bomb πŸ’£

chilly dragon
#

whats an optimal face count for trees?

delicate condor
chilly dragon
uneven vessel
#

very excited and curious to see what you learn from making item-attachments @hoary herald , should make implementing rank slides/patches more possible

hoary herald
#

yeah gonig to experiment with it a bit

#

seems like a nice system

#

my biggest ? is the fact that they did some weird stuff regarding textures

#

the goggles for example has 2 sets of texture just for itself

#

i'm so used to trying to cram a bunch of stuff on one texture set

uneven vessel
#

Oh interesting

hoary herald
#

jsut seems wasteful but i do this for fun... so they might know something i dont

#

also may have been circumstantial

uneven vessel
#

Yeah it would hopefully suggest they've optimised texture loading so it's not as much of a concern as previous titles

#

and not just poor workflow

#

So for your helmet it's all on one 2k texture?

hoary herald
#

i put the helmet on a 2k and all the accessories on a 2k

#

for now

#

i'll see if this is the move or not

uneven vessel
#

yeah that sounds reasonable

hoary herald
#

i still have ton of space on the helmet one though so i can make additions like velcro etc on the sides

#

going to add to, to make varians

uneven vessel
#

yeah fair - one thing that is stuck in my mind that I haven't checked yet is whether users are able to add/remove 'attachments' from headgear/other inventory items in-game, like, is it as simple as a checkbox in enfusion tools or will it need to be scripted

hoary herald
#

as of right now no :/

#

least as far as i know

uneven vessel
#

Yeah that's what I figured

#

Have to presume it'll be available as an option soon, and if not it's something worth suggesting be added - at least a property in enfusion you could set

hoary herald
#

yeah

#

would be neat to have several head slots but

#

well ahve to see

last hill
uneven vessel
#

It's definitely possible, my specific point is that currently appears to be hard coded which items can have attachments removed/added by the player - which ideally should be set to be an option in the enfusion tools

solemn goblet
#

It looks like the child system is recursive. So your radio attached to your radio pouch attached to your suspenders attached to your belt attached to your character is possible.

fierce shard
#

is there a way to make automatic collections? i do them manually, i dont know if thats wrong

hoary herald
#

almost ready to bring it into game

lament solar
#

That was quick

delicate condor
#

Could be one of them models off the interwebs blobdoggoshruggoogly Color is nice, reminds me of fallout

prisma delta
#

I think he meant he was already in the process of modeling it when he posted the reference...I hope

clear oak
calm rune
solemn goblet
#

Maddii knows the process p good so it's prob them makin it

sly bridge
#

this sort of stuff doesn't fly around here

#

@solemn goblet@prisma deltadefinitely doesn't looks like it....

#

@hardy ginkgosend me proof that this is your work via DM before i drop the ban hammer, because this mesh is not even free, is ripped - your message is deleted

prisma delta
#

Ah man, the big goof was posting it within an hour lol

rain wadi
#

oof

solemn goblet
#

Need an oblivion halt right there criminal scum emote

sly bridge
#
  1. you didn't write that, you just made it look like you modeled it
  2. you didn't made a textures (plural for it), you just cleaned up the stickers and changed the colors for the albedo / base color etc
  3. this particular model is ripped, not bought
#

anything else you want to add?

#

to this particular post you made?

solemn goblet
sly bridge
#

just a note here, even if you don’t post it on this discord, it won’t make it to the workshop, so anyone doing that is going to

  1. get his account banned
  2. get his mod removed
  3. waste his time for nothing
sly bridge
#

we have zero tolerance about that around here. i’m pretty sure i have posted about it several times now about this very issue - you have been banned indefinitely

rain wadi
#

Modelling your own stuff = βœ…
Buying stuff and checking that the model is made by a serious person (and checking that the license allows to port it) from a serious platform = βœ…
Buying stuff from a shady website = cross
Stealing stuff from ANYONE = cross

#
  • just because you bought something doesn't mean you can do whatever you want with it (check the license)
sly bridge
#

that also stands true for models downloaded for free from places like sketchfab / artstation and other reputable places

dapper oar
#

Those sites advertising free 3d models you find on a search tend to be ripped or stolen/resold without licence, so they are on shaky ground to start with, best avoid that type of stuff completely.

Besides, learning how to 3D model and 3D modeling your own stuff is fun and educational, the reward and sense of achievement at the end of the process when you get those beauty renders of your own work done, well nothing quite beats that imo.

last hill
#

This is why I stick to CGTrader and try my best to do my homework

lament solar
#

"Modelling this old vespa right nowπŸ™‚"

posts finished, game ready asset 12 minutes later

solemn goblet
#

You can also pay people to model stuff for you if your heavy on money and light on time. Just checking ArtStation for profiles that are open to freelancing opportunities with contact info gives you the chance to see their former work and negotiate prices.

Generally the absolute minimum most people are willing to model for you is like 20$/hr and this assumes they are sorta new themselves.

#

The odds of getting scammed from ArtStation are pretty low because that's essentially the world stage. People use their personal info, linkedin, etc on there. If they rip an asset and scam you well... They are omega fucked.

eager hill
#

Do you think I should add holes in those places like on a real thing? Player won't be able to see them anyway, unless they try to look into other player's weapon which seems unlikely to happen.

#

For me it's kinda a waste of polycount

solemn goblet
#

This is a hires bake right?

eager hill
#

Yup, that's a high poly model

#

Everything is finished except of UV map and cleanup of lowpoly

solemn goblet
#

Yeah I mean why not. You could make separate stamps too. That's what I generally do for small inward bools

eager hill
solemn goblet
#

Ah so it's a hole in the geometry that you can peephole through?

eager hill
#

yep

#

only the left one

#

and it has like 1mm of a diameter

solemn goblet
#

If that screw is thumb sized and the hole is relative to that then I mean... Just a little puff of height in Substance would work for me 🀷

#

Depends on where this is though I have no idea what it is

sly bridge
#

ahhh, generally speaking reforger seems a lot more forgiving in terms of polycount. If you get proper lods, i see no problem having a real hole in

#

it also depends if you can actually see it from first person

daring condor
#

consider that bohemia added that sordid inspect button

eager hill
#

That's how it looks irl

solemn goblet
#

Ahhhh okay I see

last parcel
#

i would say add it

solemn goblet
#

You can add it yeah, it's an attachment that is gonna be LOD1 from arms length away anyway.

eager hill
#

Fine, I'll add it

daring condor
#

add as much detail as you can

#

means you can sell it for more

eager hill
#

I'm not going to sell it. If I release it, it'll be open source so there is no point

solemn goblet
#

Nothing wrong with more hires to bake from IMO the question is will this every truly matter for the lowres: probably not. But just you wait you'll get comments in the addon
πŸ€“ "UHMM AKTCHUALLY THERES A HOLE HERE"

#

And it's always the same person

eager hill
daring condor
#

Also more detail more gud

fierce shard
#

my collection crashes enfusion workbench when i import this is driving me crazyy

daring condor
#

When in doubt, bake it down

solemn goblet
fierce shard
#

yes it is

#

the collection has like 50 colliders, maybe thats the problem?

solemn goblet
#

Do the colliders look like an LOD0?

#

I don't think having 50 colliders is an issue so much as the geometry of those colliders.

#

I don't know if Enfusion has a collision triangle limit but if it does it is certainly lower than the mesh triangle limit.

fierce shard
#

im kinda new in modeling

solemn goblet
#

Colliders should look like they are made for a PS1 game

daring condor
solemn goblet
#

I can't think of a better analogy haha. A good lazy method for colliders is to give it a decimate modifier and get it to sub 100 triangles. Depending on what it is you can go as low as 20-30.

#

Yeah, and the best performance method is to just outline the object with cubes.

daring condor
fierce shard
#

i didnt make the colliders, i just shift d the whole model (was pretty lazy to them manually)

daring condor
#

Yeah then that's why it's fucked

#

Don't be lazy

solemn goblet
#

Someone smarter than me can tell you about convex vs concave and why it's important, but generally your collisions shouldn't have too much depth to them in order to save on performance. Why this is I don't know, and I could even be wrong now. But it was a thing back in the day πŸ˜›

fierce shard
#

oh that makes sense, didnt think that

solemn goblet
#

Lets see the model in question so I can better give you a good workflow

fierce shard
#

thank you gonna try that!

solemn goblet
#

I think it's better to have 5 convex cubes vs 1 concave mesh for collisions. technical artists tell me if I'm wrong here.

#

If you're making a milk crate for example*

daring condor
solemn goblet
daring condor
#

I think this is from the sample car mod

solemn goblet
#

Yeah so there's two types of colliders, there's the ballistics model and the phsyics model. The ballistics one is much more in-depth.

#

It's still a simplified version of LOD0 though.

eager hill
#

First hole is done

solemn goblet
#

Nice hole you got there man.

#

Using HardOps?

eager hill
#

nope, vertex bevel and transformed to circle

daring condor
#

Hah

#

The worst method

#

I approve

solemn goblet
#

Impressive

eager hill
#

that was made on lowpoly model and then used cylinder created like that as base for boolean for high poly

solemn goblet
#

Nah, it works. The worst method is one that looks ugly

#

Nothing is sacred for hires

daring condor
#

I use it all the time

#

Looptools is my most used add-on

#

Honestly no Idea why it isn't activated by default

solemn goblet
#

node wrangler isn't activated by default either. It's all a scam

daring condor
#

That's blenders way of telling you to stay away from texturing or baking in that software

#

Cuz it's ass

solemn goblet
#

Blenders compositor is pretty good though.

#

Need to be more tv shows done with Blender

#

Can't remember what the big studio one is, it's undoubtedly better but also not free

daring condor
#

You're literally the first person I've seen say anything good about that part lmao

calm rune
daring condor
#

I don't do renders, but I always see people shit on the compositor

calm rune
solemn goblet
#

I'm just using Ian Hubert as my only example lmao I mean if that guy can pull it off then what am I doing with my life

solemn goblet
eager hill
calm rune
#

Holy! Yes indeed it is haha!

daring condor
#

You work with subsurf on?

solemn goblet
#

it reminds me of the first substance painter tutorial I ever watched

eager hill
#

modifier stack

solemn goblet
#

Whats remesh doin in there

daring condor
#

Why do you weight normals before subdiv?

daring condor
eager hill
#

even without cleanup of lowpoly it's around 6,5k verts

daring condor
#

Basically it makes it so you barely have to care about proper edge control

solemn goblet
#

Interesting. I've never done it like that

daring condor
#

And you brute force a high poly

solemn goblet
#

That seems more efficient

daring condor
#

Depends on your system

eager hill
#

weighted normal is not needed here, but I'm used to do it because of some archviz I work on sometimes where I just use bevel + weighted normal

daring condor
#

I tried to do it on a tank

#

To get any reasonable level of detail my pc tried to remesh it for minutes

eager hill
#

so I always put weighted normal and bevel together

daring condor
#

And I have a Ryzen 7

#

Useful on small assets like guns

#

Utterly useless on vehicles imho

solemn goblet
#

Can't you just enable and disable on a whim though

daring condor
#

It takes some time every time you do

solemn goblet
#

yeah just to check πŸ”

daring condor
#

I ended up with like 100 million tries or something on a tank

solemn goblet
#

In Blender?

daring condor
#

Yes

#

Due to remesh

#

Very useful for small stuff

#

Very useless for bog stuff

solemn goblet
#

I never really use it but I might start.

daring condor
#

This guy has videos on that workflow

sly bridge
eager hill
sly bridge
#

if you check a3, early sights models are 32 faces cylinders, later ones are 76+

daring condor
#

Woops

#

Guess I messed up then

#

Oh well

solemn goblet
#

I keep facets on my models so that it may sparkle like a diamond in the sun

#

Here's a good way to check for faceting btw.

bright cedar
#

hello guys! i have a problem that i dont know to resolve. I have created an uniform in blender, i export it with all the features needed to import into Enfusion Engine with all bones selected, but when i import it in Enfusion Engine, it only appears with 4 bones without the rest of them, somebody knows what is the problem? cause my mind its breaking

#

upper uniform part

solemn goblet
#

Hop into creativity lounge and stream your blender for me

bright cedar
#

oks

zenith quartz
#

AK wooo

thorny rivet
#

RESOURCES (E): Non orthogonal transformation on collider 'UBX_Box' - Does anyone know how to solve this error?

thorny rivet
#

so i created a box and scale it and resized it like this

eager hill
#

UBX collider has to look like that

thorny rivet
#

i cant resize it?

eager hill
#

you can

#

try applying scale

calm rune
#

doesnt the collider also need to be the same name as the model? ie: rifle_LOD0, UBX_rifle

#

so UBX_akm_7_62

eager hill
bright raft
eager hill
#

That's how sample weapon is built @calm rune

eager hill
eager hill
calm rune
thorny rivet
#

how can i add material assigns to .xob? I need wood and metal

bright raft
eager hill
calm rune
eager hill
calm rune
#

again that's fair but I rather stick to the documentation that way I know if an error occurs later I know that would not be an issue because I followed the documentation.

thorn topaz
solemn goblet
#

Lods son

thorn topaz
#

should have specified, first person view but not aim down sights

simple meteor
thorny rivet
daring condor
#

Do vehicles not guns, you get away with more crimes

delicate condor
#

how bout buildings blobcatgooglythink

dapper oar
delicate condor
dapper oar
#

just to explore the required functions for buildings, doors, windows, ladders, hatches etc

pliant bolt
#

@dapper oar If you do, I'd be extremely grateful if you were to post something about it (in terms of how to do stuff). I haven't really looked into it myself but I've started working on modeling some buildings for reforger

dapper oar
#

I'll try to if BI devs don't beat me to it on the wiki, they are publishing some good docs so far.

pliant bolt
#

Awesome

cedar stream
#

Here it is, officer

solemn goblet
dapper oar
solemn goblet
#

Wait, rigging a house?

#

I'm stuck in BSP era, that just sounds painful haha.

cedar stream
#

I dont really know the workflow for these masks for different materials, sounds confusing to me

#

Using different textures is fine but how do i visualise the different materials with the masks in substance painter?

solemn goblet
#

There's a hacky way to set it up in substance.

#

Additive fills with exported masks set to their corresponding colors

#

I mean, I'm super generalizing it. It's way easier to do in something like Unreal

#

Or maybe it's the same in Enfusion. Once again I'm speaking from a different engine standpoint, maybe enfusion's node architecture is similar

#

Here's how I would do it in Unreal

cedar stream
#

Also i dont get what the advantage is for using multiple materials if i can set layers and stuff in substance

solemn goblet
#

You can get floors and walls like this. The masks look similar to the one in Enfusion

#

I think the advantage is texel density. Since walls are probably tiled, and the grunge is also tiled. HUGE buildings can't have texel density without tiling textures unless you used massive 8k maps or something.

#

There comes a point where VRAM swings back around to be more efficient, even though you're using like 8 1k textures blended together.

cedar stream
#

ah makes sense

solemn goblet
#

Yep. Anyway I gotta go watch Dexter with my wife. I'll try and figure this out for Enfusion in the next few weeks and if I remember I'll @ ya

delicate condor
#

Ive used Blenders node materials to represent multimaterial and it has worked very well

#

for Arma 3 that is.. Have not tried MM in enfusion yet but Id suspect with both renderers being pbr the represetnation will be far more accurate between blender and enfusion compared to blender and Arma3

#

it was not bad for A3 either but some quirks had to be followed

simple meteor
#

then select your face and click on assign (edit mode)

bright raft
neon otter
#

Hello, I imported an object with its colliders but when I am in game this one is not present, as if there were no colliders

thorny cobalt
neon otter
#

yes @thorny cobalt

thorny cobalt
#

Inside enfusion workbench I mean

#

the prefab you place into the world

neon otter
thorny cobalt
neon otter
#

okay

#

it's work thx

sly bridge
zenith quartz
#

Yep!

#

Much prefer it over the 2016 production model.

cedar stream
#

anyone else getting errors when trying to set a material for the collider on a mesh? im 100% sure the name of the material is right

#

Im trying to set it to paper but for some reason it says metal on the error

solemn goblet
#

I don't think you can just copy the material definitions, I think there's some technical artistry that science can't explain involved within the blender tools.

uneven vessel
#

hey gang, is the process for exporting a character uniform in to enfusion tools with proper skeleton/bones/armature documented anywhere? I felt like I saw a video tutorial of bringing in headgear somewhere but can't find it - I've got to the point where I have set up my uniform and the model changes when the character wears it, but none of the bones are appearing on import

bright raft
last hill
# bright raft

Would you be willing to share your knowledge of flipping up and down Magnifier? Script etc? Did you use PiP mode on the Magnifier, but standard sight mode on the red dot/eotech?

I am literally at the point of dropping mine but it doesn't function so it is literally just sitting there and has to be attached and removed to work :(

bright raft
last hill
bright raft
#

I think so, tho I had some issues with PIP if I remember

last hill
# bright raft I think so, tho I had some issues with PIP if I remember

Yeah I am still trying to sort out a few issues I had with mine, it was all wobbly and off center etc. I am still learning what each function setting means in the prefab, not even diving into the HDR stuff, apart from dropping on the reticle texture.

Sorry for the off-topic moderators, this is likely animation/scripting more than model makers itself.

sly bridge
thorny rivet
sly bridge
thorny rivet
#

from sketchfab i think

daring condor
#

If you downloaded from sketchfab you should have a file with the link and license in the archive file

hoary herald
#

almost done. still a bit of work to do, but they are in game and looking pretty decent i think

solemn goblet
#

Specular on the googles is on point

#

Looks so good

hoary herald
#

Yeah one thing i gotta sort is the opacity on the goggles...

solemn goblet
#

Is there a goggles worn and googles on the helmet version, or do the goggles attach to the helmet like the canteens do the belt?

#

I think you said you got the attachments working in our last convo but I wasn't sure if you stuck with that

eager hill
#

It'll take some time

eager hill
#

Baking finished. Went from almost 8 millions verts to just above 4k

daring condor
#

strange

thorny rivet
thorny rivet
solemn goblet
#

I can show you how yeah. Go to Creativity lounge and watch my stream

daring condor
# eager hill Baking finished. Went from almost 8 millions verts to just above 4k

If you find my videos and giveaways helpful please consider supporting me at http://www.patreon.com/Arrimus3D. If you need a question answered send me an email at 3dtut@outlook.com. Also, giving me a thumbs up and subscribing shows you find my videos helpful. Thanks.

In this video I will show you how to bake normal maps for cylinders in 3D Stud...

β–Ά Play video
calm rune
sly bridge
eager hill
#

all other maps I did with gpu

#

only AO had this issue

solemn goblet
pliant bolt
#

Are there any video's out there that show the proces of texturing large objects and using multimaterials? I know arma 3 used to use it, and reforger also does now, but I'm not sure how to work with it with substance painter

delicate condor
#

dont think so. Substance painter is not the most optimal for multimaterial but I think I've heard some people making the multimaterial mask with it

#

basic gist of it is that it uses a 4 color mask (black, red, green, blue) to mix 4 different pbr texture sets together

daring condor
solemn goblet
#

It would allow you to replace the furniture in the future so I mean 🀷

daring condor
#

also allows you more control over the material differences

#

with the enfusion material settings

cedar stream
solemn goblet
#

And this is for ballistics right?

#

I think ballistic models need to be 'FireGeo'

cedar stream
#

It is

solemn goblet
#

I got no idea

cedar stream
#

ill go through everything again

#

to make sure

fast notch
sharp mist
#

Hi, i have a problem with my truck. Wheels are falling trough the ground, and it only has collision with the terrain on the "main" cab, not the wheels. I tried a lot of thing and i just don't know what's wrong. One thing i am suspecting might be happening is that there is only fire geometry attached to wheels. But tbh i'd find it really strange if that thing is causing the problem, cause on my previous vehicle everything works fine with just fire geometry.

mortal sentinel
#

guys, are there any tutorials for making clothes for arma reforger? Like where do I start, I probably need the character model to make the clothes fit?

daring condor
#

for modelling?

simple meteor
daring condor
#

there is literally no difference between any other tut and refrogger

mortal sentinel
# daring condor for modelling?

yes, modelling a uniform, but I would need like a dummy character to fit it on probably? So I know how big to make the jacket, pants etc

daring condor
#

there is one on git

ruby locust
#

anyone know how to add collision to objects i add into the editor?

cedar stream
#

Is there any guide on layer presets?

opal moat
#

What is the process for retexturing a uniform?

#

Trying to get used to the Workbench and I need a simple project like that to work on

calm rune
opal moat
#

Circular array on jmesh broken for anyone else?????

karmic adder
#

When I import a mesh, it says "⚠ All interaction layers used" for it, but I don't see a way to specify interaction layers in the Blender Tools (only Game Material & Layer Preset).
How does this work?

cedar osprey
cedar stream
lament solar
#

First time making a real weapon rather than sci-fi stuff

#

TT-M48

#

Basicaly Hungarian Tokarev

#

watching this guy to learn some new methods

spring pond
simple meteor
#

But I will try again thanks

spring pond
simple meteor
#

But I inherit from m998 base

#

And I was trying to remove glass in the component

#

And emissive lights

spring pond
#

for me its enabled and i can disable it

#

but in my case i wont be able to save that (with ctrl+S) as im currently editing reforger prefab and those are 'read only' but checked it with inherited prefab and it works too πŸ€·β€β™‚οΈ - keep in mind that workbench sometimes has some issues and best way to resolve them is to restart it πŸ˜‰

#

any idea why when i spawn a soldier in game (or in play mode in world editor) then that radio is not mounted to their suspenders? i made it same way as it is for flashlight and that one works fine

#

they are both inside those suspenders

lethal frigate
#

Nice uniform

#

Will someone make that m93 that alot of arma 3 uniforms were based of

#

Just texture changes

runic sail
solemn goblet
molten patrol
#

Is 11k polys LOD 1 for a weapon model too much?

solemn goblet
#

Nope, the AK is 19,000 for LOD0 so half that for LOD1 is within reason.

solemn goblet
#

I guess I'd have to see the wireframe to be completely certain though

mortal sentinel
calm rune
mortal sentinel
#

ok, i'll try that

spring pond
runic sail
spring pond
#

so probably overriding this function and adding some additional exception would be better as it wouldnt have an impact on other functions that utilize that property

#

ill look into this, thx

runic sail
#

It shouldnt conflict with anything by default because this check is there only in context of equipment slots, and there are no equipment slots for personal radios in base game. Someone would have to add a slot for radios but at the same not want them to be visible (This is the case for wristwatch in game, equip slot for them makes sense because you could 'wear' them so they dont take space in inventory, but are invis so they dont clip)

#

But yes if you want super foolproof compatibility with other mods then you can do it as you described

mortal sentinel
#

which dude do I try to model clothes on? The big one or the small one?

#

it's from the sample mod

tacit eagle
#

the small one looks more detailed and is sculpted better so I'd assume that one

solemn goblet
#

The one that is about 1.8 blender units tall

prisma delta
#

what is the giga man for

kindred thistle
#

Giga man is the collision. Actually he shouldn't be giga, the armature was probably deleted

#

Question about models in enfusion, can you make it so that they react to the wind or movement? Like, idk, a skirt

solemn goblet
daring condor
karmic adder
#

What's the difference between Building and BuildingFire, is the latter for materials that would burn?
And what about BuildingView?

mortal sentinel
#

has anyone here made some clothes for reforger?

#

I imported the smaller guy into marvelous designer, but he's so freakin tiny

#

and I don't even think that's the correct arma body model, it already has a t shirt on, you dont have a t shirt when you remove the jacket

#

I really need the naked body to accurately make clothes

mortal sentinel
#

again, imported these lovers into marvelous design, they're like 10mm tall wtf

daring condor
#

where did you get them from?

#

try this

mortal sentinel
#

it should be the same one

#

the main "new character" is just a clothes, head and hands, there's no body

#

at least when I hide the clothes in blender, there's no body

#

this is what I mean, there's no body under the clothes

#

I want to export the real reforger body to another app to create clothes that will fit 100%

#

this is from the sample btw, file Character_Rigify_Example.blend

daring condor
#

There was an issue with the character example in sample

#

Just use new character fbx from the one I linked

#

I checked it and the units seemed to fit

mortal sentinel
#

ok, I guess I don't have the updated one then, this was updated 15 days ago, I got mine almost a month ago, I'll try downloading this again

calm rune
#

Yeah you have the broken version. I can tell my looking at his broken feet lmao

mortal sentinel
#

ok, is this the right one? I still have to delete the collision guy, and this other model still has a shirt and underwear, nothing under them

#

this is from Character_Template.fbx and Head_Template.fbx

#

or is it just meant to have the shirt and underwear and I just model stuff on top of that?

solemn goblet
#

Eddie, try and use my weightref

#

The head is missing because the example head had to weights, but you can add it if you like.

mortal sentinel
#

thanks, I'll check that

daring condor
#

The geo is just split up like that

#

Same at his ankles

mortal sentinel
#

oh lol, looked like a shirt

solemn goblet
#

I think that's the 'hitbox' of the character split up into firegeo skin materials or something

#

I really don't know how it works

thorny galleon
# mortal sentinel has anyone here made some clothes for reforger?

Make Character_example and head_example into one blender - sort object - export to FBX with custom properties turned on, leave everything expect mesh and armature. After that import the fbx into Avatar in MD with scaling set to Auto-Scaling and that should make it bigger

thorny galleon
#

For the collision no need to remove just use sort object and that should make the collision goes into hiding mode. Collision looks like that since When imported into Enfusion it will auto rotate it and fit the right place(not sure since my memory is vague about this one)

mortal sentinel
#

ok, I got the scaling working I guess, but still need to resize after importing into blender. I have no idea what's next though. I made a test hat, what should I do in blender to make it fit the character when I add it in enfusion? I've seen some stuff about bones, weight paints etc

thorny galleon
#

Yeah so if the lets say finish garment is smaller / bigger when put into blender, go to object mode and select the garment and press S to scale it properly into the character example / model example

thorny galleon
#

To make it simpler and cleaner use sort object on the enfusion blender tools, if u don't have it find some wiki on how to apply enfusion blender tools into blender, think theres some video on this

mortal sentinel
#

oh nice, a video definitely will make it easier

#

thanks

thorny galleon
#

No problem

mortal sentinel
#

I'll have to do this "tomorrow" probably, 5 am already lol

#

but if this will work, I might try making some stuff

thorny galleon
#

Yeah no worries, rough start but this should help you get going into doing clothes importing

mortal sentinel
#

for me everything's kind of hard at the moment, 3d modeling is completely new to me, I guess I can make something, but the next issue is getting something in the game. I guess I'll try with clothes first

thorny galleon
#

Yeah, there's alot of people explaining on how to do weight painting etc on youtube just need to search it up and should give you rough estimate on how to do weight painting. Good trick to do is just use transfer weight since the character example already been weight painted, just need to transfer it into your model and smooth everything out.

#

For head related stuff you can check the headgear example :)

clear oak
#

Why is my collider offset in .xob when imported from blender? I made sure to apply all the transforms prior to exporting .fbx, but for some reason my collider is offset and rotated by a random value

bright raft
#

Can I use multiple xob in one object?

#

Currently I used attachment slot component but it isnt working best

spring pond
bright raft
#

I'd like to add another object to my existing one. I have a magnifier and tried adding reddot with AttachmentSlotComponent. It kinda works, but when I open inventory, the added model is not visible, dont know if it is a bug or what.

Also I need to be able to find bones inside added prefab

spring pond
wide glacier
#

would like to learn how to make objects for this game where would i start :)

bright raft
#

But still, model is not visible in inventory, but everywhere else it is 😦

spring pond
bright raft
#

This is what I mean

calm rune
# bright raft

Looks like you have to scale down the size of the rifle as well.

pine flame
bright raft
#

Currently I made it in single mesh. Will get back to this subject with next publish

tacit eagle
#

Anyone working on a MP5sd?

sly bridge
tacit eagle
#

Just out of curiosity

sly bridge
tacit eagle
#

I'm eager to make some OFP missions but just need the correct equipment - a balaclava and MP5SD

karmic adder
#

What's the difference between Building, BuildingFire and BuildingView?

daring condor
#

Just port the A2 mp5sd, it looks great still

#

(joking)

solemn goblet
#

SAS were using MP5SDs in 1989 no?

prisma delta
#

Is there a way that I can get the vanilla 3d models so I can attach them to my own model

#

I'd like to attach some weapons and backpacks specifically

prisma delta
#

I'm making a vehicle and I'd just like to throw a backpack on the side and a weapon hung on the interior but I don't want to recreate them lol

sly bridge
#

i think that’s possible be using existing .xob in a new .et, isn’t it?

#

i haven’t checked it but it should be possible to use the existing these models like that, see how the jeep is made from multiple individual.xob parts

prisma delta
#

ok that was actually super easy, thanks lol

sly bridge
#

πŸ‘

normal quail
#

Has anyone got around to checking how destruction models work. I created one, added it to the prefab but its spawning then falling through the floor. I do have colliders set up in the model however these wont be active unless there is a prefab. I have created one but the destruction model is only after the .XOB. I have checked how BI have done there's but I cant see any real difference. Feels like I am missing a step

dim gate
# daring condor (joking)

it actually does, the first person view LOD is detailed enough to still be used in games, just redo the textures with PBR and it become even better

#

only lacking weapon model so far is the M16/M4 since they are missing the mag release button and some detail around it but everything else still hold up

solemn goblet
#

Facets on your models give it character really

daring condor
#

faceting is barely an issue

#

unless you look for it

solemn goblet
#

I'm my own biggest critic what can I say

daring condor
#

18 sides are enough for a 90% of cylinders

solemn goblet
#

I'm gonna enlarge my screen and see if any facets exist and subd until they dont

daring condor
#

you would nbeed to make a completely new high poly and bake it again

#

at that point itd make more sense to just make your own model from scratch that you then actually own

solemn goblet
#

I might make MP5SD in the far flung future for SAS

#

If ArmA 4 is also 1989 that would be ideal

mortal sentinel
#

anyone had this?

#

the loaded world in workshop seems to be locked?

#

I can't drag a prefab in there

#

ok if I make a subworld out of it then it works, but strange that it's locked or something

warped hinge
cloud rampart
#

How can i disable the view of a helmet on first person?

#

When a i look up, i see it, but in third it goes with the head

mortal sentinel
#

in workbench

cloud rampart
#

Thanks, it works!

calm rune
#

Attempt at making a little North American Police Station

mortal sentinel
#

man, mask fitment is annoying. I fit everything perfectly in blender, but in game it's still clipping

#

and I'm fitting it on the sample character model's head, which is smaller than in game I guess?

dense plover
#

you making a balaclava, shemagh or a bandana?, as the last 2 are easier to fit than a bala.

mortal sentinel
#

a balaclava, it supposed to be a tight fit

#

but anyway, I might be using the wrong model to make it on? Or are all heads not the same in reforger...

#

but I did scale and fit it on the sample character, doesn't matter in game though

calm rune
mortal sentinel
#

holy moly the head differences. White guy has a bit of neck clipping, asian guy has a way more clipping, black guy not only has neck clipping but the face as well, so I probably should model on the black model? But can I get the model somehow?

calm rune
mortal sentinel
#

kind of sucks, but ok I could manage by making it for the biggest head then, wondering if I can get it somehow into blender. I see the heads in workshop

cedar stream
#

Can I only have 2 materials per Mesh?

#

I mean, is it the limit? im trying to get 3 materials but its not letting me, it only recognises 2

delicate condor
delicate condor
last hill
spring pond
#

i might be wrong but it seems to be an issue with skeleton as on some heads bones are placed outside of head and thus chinstraps and stuff is not properly aligning with the head

#

like here (Head_White_10.xob)

tidal latch
#

All heads are using same skeleton (they have to) but head meshes is different

mortal sentinel
#

guys, how long does it usually take to import fbx into workbench? I made a balaclava which imported fairly quickly, but now importing pants is taking a while and workbench is kind of frozen meanwhile

#

I did cancel the import yesterday and saw that one of the generated files was like 100mb, fbx is 30mb

mortal sentinel
#

been 20 minutes, only 30mb fbx and 99mb txo imported, still missing xob and whatever, interesting

#

workbench still frozen

mortal sentinel
#

yep balls, the thing is frozen completely, probably nothing's being converted anymore. anyone had this problem, is 30 mb fbx too big?

#

don't know what I can do if it is, just regular pants fbx

solemn goblet
#

30mb sounds pretty big to me. What's your triangle count on them?

mortal sentinel
#

lemme check

#

ok blender says I have 436k vertices, 867k triangles

delicate condor
#

That is a lot

#

Like 20x too much

#

XD

#

It will take ages and will not work as game model

mortal sentinel
#

dang

#

is there a max?

#

still interested in what's the max, but when I removed subdivision modifier in blender, it went down to 18k vertices and 36k triangles

#

but I added the modifier so it looked a bit better

delicate condor
#

It might be able to import it after a while

#

But for good performance you should make optimized models

bright raft
#

There is no point in making pants 800k tris for game

solemn goblet
#

Baking a hires into a low res is how most studios do it these days

#

Grant Abbit has a good vid on this. You can also use the bakes within Substance painter (if you got it). Opens up tons of opportunities.

mortal sentinel
#

oh right, forgot about the high res and low res stuff, maybe I need to do that then

#

atm I'm just experimenting if I can get stuff in game, so far a balaclava worked, trying pants now. If everything works, might try to actually make something useful

solemn goblet
#

you got this homie

mortal sentinel
#

one weird thing happening though is some parts are transparent in workbench, while it's normal in blender

#

I have invisible parts, something like that happened on a hat I imported as well

#

here's the same pants in blender, but everything's almost fine

solemn goblet
#

I'm pretty sure someone else had this issue and it had to do with weight paints for some reason

mortal sentinel
#

I transferred weight paints to these pants from Bohemia's sample character, but felt like it didn't really copy anything

solemn goblet
#

Also, wow that's an impressively good pants mesh. Make sure you got the right license to use that if you are uploading it to workshop.

mortal sentinel
#

thanks, I probably won't upload exactly these, as these have some issues and still need some work, atm just to test if I can make it work and wear them in game

solemn goblet
#

There's a solid vid on how to transfer weights in less than 3 minutes.

mortal sentinel
#

any chance you have a link to that? I transferred the weights the same way as one guy showed in a video for helmets, worked for my balaclava

solemn goblet