#enfusion_model

1 messages · Page 41 of 1

sly bridge
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my 2 pennies on the subject, feel free to do whatever makes you happy

daring condor
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thats an issue with blender

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lots of focus on the cool tech aspects and the programs function

warm mist
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If you want to do something military themed the old German m24 stick grenades are a fun simple object to do. One of the first 3d models I did

daring condor
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but little about actual technique

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also if this is your first model then ill just be quite blunt

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it will come out looking pretty crap

sly bridge
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that’s mainly because most people moved from a different software to blender, rather than started with blender

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modeling technics are (generally) software agnostic

daring condor
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do a few smaller things to get the hang off how to do stuff

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yeah

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arrimus is fun

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theres other stuff too

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and then there is the classic

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go to sketchfab or artstation

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find an asset you like

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and try to analyise the wireframe

sly bridge
daring condor
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you can learn a lot from just reverse engineering stuff

surreal ore
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How about just doing the BlendrGuru doughnut tutorial

daring condor
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eh

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the guy is meh

sly bridge
surreal ore
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Over a million people have done it

daring condor
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i think doing the first couple of videos is fine

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to learn the UI

sly bridge
daring condor
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but then it gets useless quickly

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also like

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you learn nothing about hard surface

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good job you learned how to place a taurus and do some deformation on the frosting

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its more useful for an intro to someone who wants to do things like renders, not assets

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for asset creation the tutorial is garbage

surreal ore
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He's wanted to learn techniques, I would just assume a tutorial that many people have down would teach some techniques. Lol

daring condor
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it teaches you the basics of how to use the software

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and does so effectively

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he goes through each step and mode to.. excruciating... detail

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whenever i watch one of his videos i want to blow my brains out out of boredom

surreal ore
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Sounds horrible lol

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I personally think that the discord is great

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Not his, not sure if he has one

sudden charm
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Hello, has anyone here already brought a car into Reforger?

sly bridge
wispy crypt
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Hey I think I am doing something wrong. Trying to create my own prefab instance for a grenade doesn't seem to work for me. From what I understood no scripting seemed to be needed as it is just the model and texture being switched out. Yet trying to throw it crashes the game. Same if add my own components creating it from scratch. Tried different models as well. Has anyone experienced this and found a work around?

shell hedge
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something might be missing in the new prefab

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hard to say

wispy crypt
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Mhm, yeah I am confused. Tried using exact same base groundwork as the existing grenade and tweaked it to be the right ammo type etc both trynna switch stuff and just the model itself etc

polar dew
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So I'm a little bit of a noob when it comes to models. What does the occluder do exactly?

shell hedge
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hides things

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but I forget under which conditions

polar dew
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Like if object X is behind object with occluder don't show object X? Or does ot have other functions?

little kayak
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Q: for (me) unknown reasons I can't import bones into Enfusion, while they are present in Blender.
In this channel I found a YT video explaining how to handle that, but the model in the video didn't had multiple LOD's (while I have 3).

Do I have to add bones to each LOD, is just my naming wrong, or am I forgetting a step?

surreal ore
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@little kayak got time to get into VC?

little kayak
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sure

surreal ore
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Give me like 5 minutes to get on my pc

sudden charm
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a raw vehicle model

queen venture
last parcel
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you can change that part when importing as long as you name it correctly

queen venture
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okay that is good to know, which part exactly do I need to name correctly? And where do I change it in the Enfusion Engine after import?

last parcel
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that tab

queen venture
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thankyou!

calm rune
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How many colliders does a piece of clothing need? I know firegeo is one but are there others?

last hill
digital forge
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Okay so I've imported my model into the workbench with a collider and such which I've tested and it works. I'm just worried about the fact that it's saying that all interaction layers are used for the collider. I'm not quite sure how to go about fixing that.

bright raft
digital forge
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I mean I'm using the enfusion tools addon for blender which already did that for me, I'm fairly sure. I'm also seeing a custom property field called Cover like I set in the collider layer presets.

digital forge
calm rune
thorn topaz
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For anything canopy related, Boolean will become your best friend.

You'll want references too, lots and lots of references, as many as you can find, some recommendations for that-
Flickr, grubbyfingersshop, britmodeller.com, cs.finescale, ninetails.com, airliners.net, prime portal, dvids hub, svsm.org, cybermodeler.
These are but a few general examples.

If you're starting out I recommend checking out blender guru's (not the doughnut) chair tutorial, this will introduce you to the subdivision modifer and some of its quirks.
I suggest this because for aviation a combination Subvision+Shrinkwrap+Solidify+Boolean is an excellent workflow that will allow you to get many shapes in a small amount of time.

BUT you must understand their behaviors because each of these steps have many things which can go wrong but in essence here is the idea-

For subdiv, use as simple geo as you can get away with, the idea is to let the modifier handle the curves and you manipulate the shape via vertices.

Shrinkwrap - Requires a duplicate of the subdiv mesh with a higher sub count, the original mesh gets shrink wrapped to this new, more subdivided mesh (A mesh without boolean!)

Solidify- Adds thickness to your mesh automatically, it can be touchy if your thickness is too high, and sometimes doesn't like to be uniform.

Boolean- You cut windows and hatches with these, but boolean can be tempermental and sometimes make your topology messy, it can also create 'pinches' when applied to the subdiv modifer and cleaned up, which is where the next step comes in.

Here is an example of the three things listed above at work, notice how, as the booleans are ticked on, the reflection does not change.
This particular model is no longer shrink wrapped but you get the gyst.

zinc wyvern
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Thanks

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Altho, my problem with the canopy was the shape itself, I guess that isn’t a boolean thing?

thorn topaz
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Depends on what part of the canopy you mean, for the flat part you could use a boolean create the flat curve along the front

zinc wyvern
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I mean all of it

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I guess my biggest problem is somehow joining it to the rest

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Do you think it would be possible in a CAD? Would make the cockpit a lot easier to do

thorn topaz
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In that case you would model the fuselage first, get the light to reflect off the body as accurately as possible (ignore the engines and wings).

Follow only the shape of the nose to the spine.

then model the canopy separate, first start with the circular/oval shape which forms the back of the canopy frame. You could then extrude that out and into the body, use a boolean to slice off the flat bit. Then extrude the back half until it is flush with the spine of the aircraft.

https://www.flickr.com/photos/150671024@N05/35751508606/sizes/k/

The safest and most inclusive global community of photography enthusiasts. The best place for inspiration, connection, and sharing!

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In other words you aren't building the model with the canopy in mind at first, you add it the canopy and cockpit area as a cutaway/merging later in.

zinc wyvern
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Erm I’m not making an Su-25

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I’m making an A-4

thorn topaz
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Oh right right, I got the blueprints mixed up there

thorn topaz
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same principal really, as for the CAD I could not say, no experience with that

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typically the canopy buldges out of the airframe, for that reason you generally want to model the airframe, then model the back of the canopy curve, then marry that to the fuselage. If you try to model the canopy into it at the start, especially with a subdiv workflow, you're going to have many headaches.

daring condor
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okay so if i was to make a plane or heli

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id just get a 3d scan

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and then use that to get the shape

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😆

shell hedge
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lots of modelers use these blueprint thingies, where you have something from all sides

thorn topaz
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Whenever your working with anything round, you should find as many references from a variety of angles and especially glossy with reflections if you can.
You can gleam a lot from the way light bounces off things and it more oft than not fills in the gap left by blueprints.
https://www.flickr.com/photos/45945507@N05/49675805303/sizes/3k/

The safest and most inclusive global community of photography enthusiasts. The best place for inspiration, connection, and sharing!

shell hedge
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to outline it

daring condor
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those tend to be really bad

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well not raelly

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but they are usually wrong

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since they are taken from modelling kits

thorn topaz
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think of blueprints as a guideline but not THE guide, sometimes the different views are scaled differently, one may be slightly warped, things may not line up. If you try to follow blueprints to 100% you're more often than not going to chase your tail

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this is where your library of references (or winging it) comes in

shell hedge
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haha winging it, get it, cuz airplane

daring condor
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they aint making no plane

thorn topaz
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I flew right into that one

daring condor
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but i do love the krokodil

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really sexi heli

thorn topaz
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Mmhm! interesting with its curves and flat angles, not many designs like it

daring condor
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was abandoned for a reason

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but yeah i try to use 3d scans as my primary refs

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especially regarding proportions

thorn topaz
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terrible reflection/glare off the canopy glass iirc

daring condor
thorn topaz
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Hmm, interesting!

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it doesnt certainly have a unique front that stands out yet oddly fits

dense thunder
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Does anyone have a decal example/tut they can recommend?

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I'm after making some custom road/car park markings

shell hedge
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its just a texture

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pretty much

dense thunder
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no special settings needed or anything?

shell hedge
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yea just clone an existing decal material and play around with it

dense thunder
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ok thanks i'll give a look 🙂

solemn goblet
# thorn topaz

What the hell? Why do all your things say like "window_cut_left" instead of "cube.088" like mine???

wheat bear
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anyone know what exceeding UV coords means when importing an fbx on the workbench?

thorn topaz
solemn goblet
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(the joke is that I'm a disorganized mess)

thorn topaz
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Oh right, I'm a bit- when it comes to modeling

solemn goblet
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i'll get around to sorting it any day now

thorn topaz
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there will be time to rename things later when you are certain they won't change into anything else

solemn goblet
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I don't trust them yet, they keep speaking cockney slang at me and haven't yet calmed down

opal scroll
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I see the modders are already working on helis

daring condor
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@zinc wyvern can I DM you quickly?

prisma delta
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i think they made their own flying physics

opal scroll
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But they haven't released then yet

delicate condor
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It likely is not ready for public use yet.

shell hedge
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yes, the helicopter is not early access

surreal ore
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Yeah it's not quite ready yet.

zinc wyvern
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I plan on making a full-fidelity flight combat addon, we’ll see how that comes out

late veldt
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Everyone wants realistic flyers and I just want someone to remake Crimson Skies. I am new to modelling, and focusing on buildings. I am looking for how I can add windows to my buildings, however as it shares a name with an operating system and I have a lack of base knowledge I am having problems with my SEO. Does anyone have any resources handy that might help teach me about light portals / windows.

hidden yarrow
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Getting our F-16 ready for reforger aswell currently also in development for arma 3 tho making it with @slate ivy and @mystic crow

hidden yarrow
covert dune
bright raft
solemn goblet
tacit eagle
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landing gear is always the most difficult part of the model, next would be the cockpit

tacit eagle
opaque quartz
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Hi Everyone! I am attempting to create a custom inventory item. When I export/import, collision does not work the way I expect.

opaque quartz
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Layer is set to Prop

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Static Flag is checked under General -> Flags in object properties.

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Collision does now seem to show up in the xob properties

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But my character can still walk straight through my object.

opaque quartz
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I possibly got to work by adding a RigidBody to my entitiy, I had to check Model Geometry and this worked, but I am concerned I am using the key mesh for collision as opposed to my box mesh that was a part of my UBX_Key

surreal ore
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@opaque quartz how big is the key?

opaque quartz
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oh its huge. way to big for a regular key

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About the size of the player model

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@surreal ore This is my first test case to see if I can import an object into the Game at all. Reimporting is easy enough that I figured a huge (applied transforms) scale like that would stop me from wondering if I needed to zoom etc. Just got it working with my previous comment, but still a bit confused about wheather or not I did the right thing by getting collision to work by using Model Geometry in my RigidBody component.

chrome sleet
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I'm trying to leverage an existing xob file but when I include it in a prefab the vector where I manipulate it's location seems to be offset. Does anyone know how to fix that?

last hill
# chrome sleet I'm trying to leverage an existing xob file but when I include it in a prefab th...

If it's your model, in your 3d software is it positioned at 0,0,0 with the transform position set? I use 3ds Max and setting my model root as 0,0,0 then hitting reset xForm tells the engine where it is in relation to the translation widget on Enfusion. If you are on Blender there is instructions on the wiki for position for models etc. If not your model, you might be able to manually set the offset if memory serves.

chrome sleet
zinc wyvern
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Okay, I’m just jealous at the models here. Does anyone have any tips for a learning curriculum for 3D modeling? I can make something, but that something looks like trash

little kayak
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Most of the guys have years of experience, either as a hobby or work related.
That said, YouTube is a great source of tutorials for Blender or other 3D software. So start with that and begin with small and simple objects before even thinking about building complex models like vehicles or weapons.

zinc wyvern
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The thing is, I’m not able to think off stuff to do, partly because I don’t know what´s simple and what’s not

last hill
# zinc wyvern The thing is, I’m not able to think off stuff to do, partly because I don’t know...

Start with a custom weapon crate or locker or something with basic shapes and work out from there. Or start with a basic shaped weapon item, or something along those lines, think of something not in the game, hell even a book or something like that, plenty of stuff that can be added, it's up to your imagination and what you feel the scope of the game can include. Then you get references and start making, break that model, learn from it and make the next one, break it, make it again etc etc. I've been doing that and so far, none of my models have ever seen the light of day, hence buying and importing for now still.

little kayak
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My first model, without any experience, was a pumpkin (created for a one-time Halloween event). Took me weeks to build 🤣
Currently I'm working on a tactical tablet, which is already way out of my comfort zone...

So I suggest follow some tutorials and build the models they use as examples. The moment you get comfortable with specific things, you'll come up with your own creations or modifications which may or may not be useful to implement in-game.

Even small stuff like a banana, or cans of soup (aka simple cylinder) can be great assets for Arma.

delicate condor
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Start from small parts for example.

zinc wyvern
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I’m not sure what to expect too, is it like drawing where you get better over time?

delicate condor
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A screw or a bolt or a bullet

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Mostly yeas when you get more familiar with different tools and methods of making things

whole briar
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Reposting a help request (I know that it is not an ordinary Model problem but related to it, maybe someone knows what to do): Hello there, I am trying to get a new gun into the game. i downloaded a free model from sketchfab, got it into workbench and made everything like in the sample weapon mod. My problem is, that the size of the weapon is way to big when spawning, i can't pick it up or do anything with it and even if added to arsenal it does not spawn in there. i was trying to understand what is wrong and saw that the model has no bones so there are no links for where to grab the gun, where to reload and so on and at that point i am thinking that this is why it does not work. can anyone tell me what to do now? tried to download other similar models from sketchfab but when importing to workbench none of it has bones, so i cannot check wether it is actually the problem or not.

last hill
# whole briar > Reposting a help request (I know that it is not an ordinary Model problem but ...

So it depends on the scale of the base model that was downloaded. The engine uses real world scale I believe in metric format. If the model downloaded is incorrectly scaled (easy to find out in the 3d software) it will come across massive in the workbench.

There is a bit of work to get the prefab setup to allow it to spawn in the engine as a pickup item, with the prompts etc to pickup/equip/replace, then to get it to spawn inside the arsenal crate it needs to be using an override arsenal script, at least I have never been able to use duplicate or inherit successfully.

Inside the tutorial for new weapon it goes through the bone creations, if the person has them in the 3d software already and is exporting them out, just needs to go to import settings and check the box that says import skinning and heirarchy to bring them in

whole briar
# last hill So it depends on the scale of the base model that was downloaded. The engine use...

First of all, thank you for the explanation regarding the size. so i would need to rescale the model in blender if i understand that right? Regarding the prefab setup i did all i needed to do in contrast to the sample mod weapon. This should not be the problem. I am new to this so i am still learning, but that the Asset (.xob) file has no bones in the engine means that you can't even use it in the game and this is actually the problem or am i wrong with this?

last hill
# whole briar First of all, thank you for the explanation regarding the size. so i would need ...

Well you can still use the weapon to a degree but the game will not have a clue where anything is, so for instance without the barrel_chamber and barrel_muzzle bones/empties the weapon will not have a clue where your bullet is coming from or exiting etc etc. Did you add the bones from the tutorial for new weapon? w_root etc etc? I use 3ds Max myself but the tutorials are aimed more at Blender so it should work great for you

whole briar
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I was trying to add bones to the weapon in blender based on tutorials but did not manage to properly parent the bones to the gun for some reason. Everytime i was trying to create just one bone for the magazine and link it to the weapon, i saved it as an .fbx file and imported it into enfusion. Still no bones ingame

last hill
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After those boxes, click the button at the top to Reimport Resource (to bring in the bones if they exist in the model you are importing)

whole briar
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thanks for the advice! but as it seems all of the different models i downloaded have no bones for no reason. so i will need to learn to add them manually as it seems. but do you think this will solute the problem with not being able to pick the gun up?

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is it even common that free models on sketchfab do not have bones or am i doing something wrong? i just drag and drop the .fbx into the assets/weapons/moddedgun folder within workbench -> import as model -> open it up -> go to Import Settings -> tick the boxes and reimport -> checking on details -> still no bones, no matter which downloaded weapon i use

last hill
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So you won't have bones on most models that you either buy or download free, due to the fact that most people allow for more than one engine on their models. You will need to make and position the bones yourself in most cases.

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Sorry that I misunderstood before.

thorny rivet
last hill
whole briar
whole briar
# last hill So you won't have bones on most models that you either buy or download free, due...

thank you for that explanation! So if i see that right i need to add one core bone (near the barrel), a barrel bone, muzzle bone, trigger bone, rear and front sight bone, magazine bone and a hand grab bone right? so basically set all those bones, make the model without the magazine parent and link them all to that model (parent). the magazine is then added seperatly as an own .xbo within enfusion right?

last hill
# whole briar thank you for that explanation! So if i see that right i need to add one core bo...

So you want - w_root as the main parent, then under that you will want w_trigger, w_safety, barrel_muzzle (placed at the exit of the barrel), barrel_chamber (placed at the entry point of the bullet to the barrel, must be placed directly horizontal to the muzzle bone), slot_magazine, rear_sight, front_sight and eye (tells the game where the camera will position to look down sights). To start with you will want to weight paint all of your vertices to the w_root (to tell the game that if the w_root bone moves around, the gun does too), then if that works, go back in Blender and select the individual pieces you want affected by each bone and weight those components to the bones in question (trigger verts to w_trigger etc etc).

Easiest way to find out, look at the base game asset xobs and turn on bone display in the previewer and compare the positions to your bones.

last hill
thorny rivet
whole briar
last hill
whole briar
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yeah but does weight mean link those pieces or something different? Still not sure if i understood that right

fathom bolt
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So you need to select the piece of your model go to weight paint and be sure that your model is in red color

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I think you talk about that

whole briar
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thank you for explanation @fathom bolt ! and what do i actually need to paint and what does it do?

fathom bolt
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For weapon it’s prevent deformation with animation. So all the weapon need to be in red

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Here is the doc of blender I think you have all here

whole briar
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thank you! will do! actually i managed to set some bones that are recognized in workbench, for some reason every bone now has an start and end entry in enfusion, dunno why. if i add them to the prefab it works, even if it does not put the magazine where i set up the bone. but if i go to the game within enfusion it crashes when loading up after i dragged and dropped the prefab into the world

opaque quartz
fathom bolt
fathom bolt
thorny tree
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How do I add bones to an existing object?

bright raft
thorny tree
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Okay. Well, is there a Tutorial how to add and export meshes with bones from Blender to Enfusion? Because when I tried, it doesn't show the set bones.

bright raft
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You have to check this two options in enfusion import tab

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Sorry, TheAussieMerc, used your pic cause I saw it earlier 😄

thorny tree
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Damn. Thanks, it worked.

tacit eagle
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Ručni bacač M57 ( that's it for today) for my other work see https://forums.bohemia.net/forums/topic/238811-veles-rpg-at-pack/

zenith quartz
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Started this a few days ago.

tacit eagle
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you use Booleans? or is that Moi 3d

solemn goblet
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That there is Blender with some hopscuts iirc. Magazine is looking suh weet

zenith quartz
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Booleans yeah.

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And thanks! Mag ain't mine, that's the one component here I didn't do, by Defcon. 😁

tacit eagle
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is it for offical arma content or a mod

whole briar
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And thanks for all that explanation and help in this channel!

zenith quartz
calm rune
fathom bolt
hazy shell
zenith quartz
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Thankya!

tacit eagle
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what is it a hk 433? also I cant work with making a hi poly using Booleans, too much work cleaning it up

sand pagoda
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do not clean it

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use zbrush dynamesh pipeline

zenith quartz
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Yes, 433.

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I need to learn zbrush dynamesh.

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Currently I just use Blender's Remesh method.

shell hedge
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merge everything by phong angles

tacit eagle
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I'm experimenting with instant meshes which is auto retopoly but used for sculpting

whole briar
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Hey there, anyone got any idea why adding modded weapon to the arsenalconfig in workbech does not work for me? already tried to switch between default/weapon/ammunition

tacit eagle
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@whole briar try asking in the workbench or possible the generic / scripting

solemn goblet
tacit eagle
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thx I just have to do some welds in sculpt mode and few floaters

solemn goblet
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What weapon is it exactly? I'm not gun savvy

tacit eagle
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RB m57

solemn goblet
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Oh wow, the angle made me think it was some type of recoiless rifle

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Looking good, keep us updated when it's in-game

tacit eagle
last hill
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Second ever model creation from scratch, learning as I go but trying to be as accurate as possible. Rail in the background is the Block II rail. Still a long ways to go but this is what I have done so far, little under an hour and a half of work put into it, spent 2 hours looking for reference images in high resolution

tacit eagle
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@last hill you have a high poly to bake from?

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I would also bevel the sight protectors with 3 sides

last hill
# tacit eagle <@293168886419947530> you have a high poly to bake from?

I do not have any model to bake from, just making it. I'm going to be creating it in high detail (I chose this as my first model due to the basic shapes), then hopefully baking out the details to a lower poly model, if I can figure that side of things out. At the moment it's just a basic form which I am adding to.

Will add a small chamfer to the casing mesh and also increase it's thickness slightly, went too thin

tacit eagle
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make it out of a plane, with the bevels like this

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then apply a solid modifier to add thickness. 0 bias is best for detail

last hill
tacit eagle
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its called something else because autoschiet likes to use non trade standard names

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i think its a modifier called shell

last hill
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No shell modifier, Extrude creates thickness from a base plane/shape so assuming that to be the one

last hill
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Hmm

last hill
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Well.. unfortunately, should have been doing backups as I moved to new components, exported out the model to do a quick test of the so far, chamfers don't appear to work/import correctly, missing polys on the model that imports in, will check and see if maybe they are flipped or something in 3ds and try that but if not that, might have to start again

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Fun times

last hill
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Salvaged, welded vertices at a very low target distance and it reconnected the verts and has fixed the issue in import. Will be more careful. Bed time now though.

thorn topaz
# zinc wyvern I’m not sure what to expect too, is it like drawing where you get better over ti...

Part of this is that there are multiple ways to approach modelling something and different techniques work better for different things.

If you're having difficulty in finding something simple then look around you, electric outlets, cups, cans, plates, electronics, misc objects, furniture and so on.
Even when you are used to it it's a good idea to try something simple to fiddle with techniques.

Since you are using Blender I have to ask, first and foremost, do you know how to lock a selection to a certain axis when moving? Do you know how to select a loop select, do you know how to move vertices along nearby edges, or to add edge loops, or extrude a set of verts to form new faces?

These are all very helpful foundation functions that can greatly speed up and keep your workflow clean.

zinc wyvern
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I do know these

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Altho thx for the tips

bright raft
thorn topaz
tacit eagle
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lol look at this garbage I've made years ago

bright raft
zinc wyvern
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Ummm since getting good at modeling takes lots of time and I’m still very much a beginner, would someone be interested in a team-up? I’m talking mainly planes

shell hedge
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you're in luck

hidden yarrow
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Nice plane 10/10

daring condor
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Why work on something that doesn't have sim yet?

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Especially as a noob

hidden yarrow
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well to be fair making models especially good ones will take a while

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maybe by the time hes done its added

last hill
#

Slowly getting there, learning more about the tools as I go. Still a ways to go, details to add, bolting platform and tweak the picatinny mount more, basic shape/mounting plate formed. Should be pretty good going forward, learnt to not use Chamfer after last time and so far no issues in rendering on the engine itself. It's taking shape, still a while off yet. I know it's a very basic model, but will keep tweaking it based off my reference images

calm rune
last hill
bright raft
tacit eagle
#

I threw that autoschiet stuff in the trash and never looked back

shell hedge
#

my 3d modeling tool of choice is better than your 3d modeling tool of choice

shell hedge
bright raft
#

Agreed. It is relaxing when I start some YouTube video in the background and can play around with all the materials

tacit eagle
#

you can also texture paint with blender

shell hedge
#

print your model on cardboard, glue it together, paint it and then use photogrammetry to bring it into the game

delicate condor
#

👍

last hill
pliant bolt
#

Cries in negative tax return 😕

stiff goblet
shell hedge
#

individually or painter+designer+sampler

stiff goblet
#

i know, but you can still purchase perpetual licenses on steam.

i think that will go away in a few years and the only option will be subscription through creative cloud.

shell hedge
#

oh I didn't even know

#

but that's my fault as I don't use the tools section on steam at all

#

why did they make Stager?

stiff goblet
#

yeah. the subscription is a pretty bad deal for consumers. atm you can get a perpetual license on steam for 129 euros per product (let's assume sampler, designer, and painter since stager is whatever) or pay monthly for 20 euros. if you're going to use the software for more than ~1.75 years, it's cheaper to purchase the licenses than to pay adobe subscription model.

shell hedge
#

for sure

whole briar
#

hey there, does someone has a skeleton preset .fbx built on an arma model he wants to share? I got one of a tutorial for hats, followed all of the steps, it works with it, but the hat is offset and floating. was looking into comments on YT many people got the same issue. think the model is not accurate and the headbone is missing.

last hill
whole briar
# last hill You talking about making stuff in 3ds?

yes, making stuff in blender. So hats, clothes and stuff like that. i am looking for a skeleton preset, cause the one i got from the tut has some kind of issue. still learning rigging with weapons but for a whole skeleton i do not have the skills right now to build a whole skelly rig myself

last hill
whole briar
last hill
#

The sample literally has a head and body, but if memory serves the head is just a mesh

#

So you need to get the skeleton from the body template sample.

whole briar
whole briar
last hill
#

I am not at my PC mate so I can't get the link to it all sorry. Doing this from memory

tidal latch
whole briar
#

so i used the sample rig now and the body to scale the hat in blender perfectly to the head, assigned it to the skelly, imported it to workbench, made the item object with collider, everything is perfectly alligned in blender -> result is still the same issue, hat floating behind, above and left of the head

delicate condor
#

vertex weighting on head selection(s)

whole briar
delicate condor
#

that means 0 weight

#

red would be full weight on selection/vertex group

whole briar
#

ah and what ive seen again is when importing to workbench, there are still no bones. its 0+169 and not 3+169 dunno why

whole briar
delicate condor
#

possibly

#

or you can just assign it to the head group in edit mode

#

that adds selected verticles on a group by set weight (slider below the group list)

whole briar
#

but is missing weight responsible to the floating problem or does this create a different problem?

#

and what am i doing wrong that bones are not imported and just the 169 axis?

calm rune
surreal ore
#

@whole briar the weight is for determining bone influence

#

No weight no bone influence

#

No bone influence no movement

whole briar
#

So ... I painted the hat red now in weight and now when reimporting i got finally the headbone and the other axis in adition so 1+168 now. that is good, thank you!

#

but when i updated the prefab, restartet workbench and spawned hat ingame, it is still offset

surreal ore
#

Then your not doing something right

#

You need to watch a simple rigging tutorial

delicate condor
#

is the new exporter sensitive to the origin of the exported model?

surreal ore
#

That's probably what it is.

#

Not applying transforms before export.

#

Armature is at 0,0,0 and hat is at 0,0,1 or whatever

whole briar
#

thank you for all your help. it was not the applying, i think i messed up the skelly copy. some of the axis like left_foot_ik, right_hand_ik and stuff like that was far offset and not assigned to root bone. not pretty sure if that is responsible for the head problem, but this is a problem anyway

#

will delete all of that and restart the whole attempt next days

chilly dragon
whole briar
#

i unchecked custom properties and unchecked leaf bones boxes before exporting

chilly dragon
#

keep custom properties checked

calm rune
#

uncheck leaf bones but check custom properties

whole briar
#

all right, trying it again with that advice

tidal latch
#

as for why it's like that, you can search discord for the answer - it was already explained twice

calm rune
#

I got annoyed having to rotate it 24/7 so I just rotated the skeleton in blender and saved it lmao

tidal latch
calm rune
tidal latch
#

base body for sure

#

I wouldn't be surprised though if some issues with geometry would appear at later stage though

calm rune
thorny rivet
#

Does anyone know why I have only one material, when there should be two?

stiff goblet
#

You can't export objects with the .XXX auto naming scheme of Blender. Enfusion doesn't like it

Change the name of the materials to something like M_Gun_01 & M_Gun_02 (maybe a bit more descriptive) and it should work properly.

last parcel
#

or you have the same material id for both, so you need to change that

#

don't know how to do it in blender though

sand pagoda
#

also you should keep right folder structure and hierarchy

calm rune
last parcel
#

i don't need that info, seeing as i don't use blender 😉

tacit eagle
shell hedge
#

whats this

tight hollow
fathom bolt
tight hollow
fathom bolt
tight hollow
fathom bolt
#

oh 😄

bright raft
#

I guess some kind of rpg

shell hedge
#

big stick

tacit eagle
thorn topaz
bright raft
shell hedge
#

AH64D NATO name: FPSKiller

#

this guy gonna remake DCS in arma

cloud rampart
#

Is there any blender of the heads of reforge?

#

The one of the samples are not the same from the game

last hill
cloud rampart
#

I tried differents headgears on the samples provided and nothing, finished doing recalibration to the model and riggin step by step

#

so, will continue by that way

solemn goblet
#

I think BI themselves have some head shenanigans going on

#

As in, some heads don't even fit the helmets right. I think they are at least properly rigged.

lethal frigate
cloud rampart
fathom bolt
#

Ok cause I have a rig.blend for headgear….

cloud rampart
#

From the samples or custom? The samples one have that problem and need to readjust many times to get it right

sand pagoda
fluid wing
#

i have an unfinished Mod back from 2015 in ARMA3 that could better fit into Reforger. I am a Terrain Dev and never get enough knowledge to finish this model, textures, cfg, and animation. I wanna share this project so we can finish this. Just PM me. Take a look at this: https://www.youtube.com/watch?v=YEmjbbcR6qE

Early Alpha Test of my first Vehicle. KGS-25

"This video was created using content of Bohemia Interactive a.s."
"Copyright © 2013 Bohemia Interactive a.s. All rights reserved."
"See www.bistudio.com for more information."

▶ Play video
delicate condor
#

uuh kool 😄

#

never enough utility vehicles in Arma

tacit eagle
#

I remember seeing that in 2015

last parcel
#

been trying out fusion 360 for a couple of days really like the program so far 😄

tacit eagle
#

your going to be in a world of hurt trying to get that into game

#

Cad programs do not translate at all into CGI work

last parcel
#

the only hard part is making lower poly but meh it still saves me time in the overall end

calm rune
last parcel
#

its from fusion 360 imported into 3dmax where i later make lowpoly

calm rune
#

Damn. So strange seeing the edge flow look like that for a highpoly lol

tacit eagle
#

it can work if you do normal smoothing but its far from ideal for baking

cloud rampart
stiff goblet
fathom bolt
fathom bolt
#

for an helmet i start with "weightref" to set the good weight and after that i finish in "skeleton" to export correctly

whole briar
#

Hi there, does anyone know when i upload or update my mods i got my uploaded workshop picture in there and after some hours they all turn to just white?

bright raft
whole briar
bright raft
#

Then I dunno. You should try asking in workshop channel

#

Morning's work:

whole briar
#

Thanks for the fast reply anyway 🙂

hidden yarrow
zenith quartz
#

You did all that just this morning?!

bright raft
bright raft
#

But it still requires UVs etc. Pretty sure some pro would do it under 30 mins

hidden yarrow
#

lol

zenith quartz
#

Y-yeah... Under 30 mins.

bright raft
#

Well ok I dont know that. I am not in the industry so it was just a guess 😄

bright raft
zenith quartz
#

Thanks!

#

And yeah idk maybe I'm just very slow.

bright raft
#

How many polys? I assume some of the edges looks beveled because of cavity in matcap

zenith quartz
#

Right now it's like 40K but that's because some parts are highpoly

#

I haven't worked to optimize it yet.

bright raft
#

That's still pretty good. Push it closer to 30k and I think it would be great

zenith quartz
#

Yessss I'm very excited to get it in engine.

#

Albeit terrified to animate it.

bright raft
#

yeaaah animating is kinda hard imho ;D

zenith quartz
#

I think today shall be the day I focus on the grip finally.

#

I hate grips...

bright raft
#

I model only the shape of it. I find making grip pattern in substance painter easier

zenith quartz
#

Yeah that's my plan too.

calm rune
zenith quartz
#

Tbh you could do that quite easily with the right sphere.

#

Guessing knobs aren't attached.

#

Then you just take a UV sphere, rotate 90 degrees, and match cylinder up to the existing circles on the sphere kinda

#

then bevel

tacit eagle
#

booleans 🤮

bright raft
#

This is what it looks like

#

Maybe a bit messy, but looks good enough

bright raft
tacit eagle
#

they give you shit results that you have to fix later by retopologizing

bright raft
#

I prefer that for low poly models over retopologizing everything with subdivied model. Just my workflow that I like to think works fine for me

#

And my workflow is mainly low-poly -> high poly so there's that

tacit eagle
bright raft
#

I did not boolean this part, and on this model I rarely used boolean. All I am saying, is if used smart, booleans can be useful and are not necessary evil

solemn goblet
#

retopo on booleans is cathartic though

bright raft
solemn goblet
#

I kinda wish Blender had mayas quad draw tool

#

There's probably a plugin somehwere that remakes it 🤷

tacit eagle
#

quad remesher addon

bright raft
#

Probably yeah. I never used Maya though, only 3ds max long time ago. Made f18 cockpit with it

tacit eagle
#

its the 60 dollars but can also be free

calm rune
solemn goblet
#

Retopoflo 3 is p good for it

calm rune
tacit eagle
#

not for hard surfaces

solemn goblet
#

I mostly just say heck it and bake from highpoly even if its shit

#

because 'shit' might not be shit post bake lmao only when it is do I go back and fix it

#

They call me the gambler 😎

tacit eagle
#

I dont pay for subs, its disgusting

solemn goblet
#

I'm part of the fully no sub and fully legal gang

#

Feels good man. Affinity Designer is my best friend.

sly bridge
solemn goblet
#

no subscriptions, all legal

#

otp (one time purchase)

tacit eagle
#

yep I hate subscription plans

solemn goblet
#

My tools are: Blender, Affinity, Substance Painter (steam) and uh... Davinci Resolve if I'm feeling funny

calm rune
tacit eagle
#

davinci why?

solemn goblet
#

The low low price of zero shillings

#

Or do you mean, in regards to 3D? There is no reason for it in terms of 3D but sometimes presenting you can color correct video.

tacit eagle
#

substance painter is free in the unreal tool kit right

bright raft
#

No

#

Quixel Mixer is

#

Or am I wrong?

solemn goblet
#

I got it back in 2018 and the 2018 version is perfectly fine even for Reforger

tacit eagle
#

whats so good about it, cant blender do the similar?

solemn goblet
#

As Substance Painter?

bright raft
solemn goblet
#

Technically. Managing layers in Substance is so much easier. Even if you have a major fundamental understanding of PBR, Substance will be easier.

bright raft
#

Its very similar to Photoshop in terms of UI, has pretty good integrated baker

solemn goblet
#

Oh, the bake by mesh name is excellent too since you won't need to explode your models

bright raft
#

And you get shit ton of brushes, generators and filters out of the box

solemn goblet
#

Yep. It's easy to fall into the trap of 'substance effect' though. The tools can be a little 'too easy'. Having a hobby like tabletop modeling might actually help you avoid it lmao

bright raft
#

If there is one tool I'd suggest to any 3d artist, its definitely that

tacit eagle
#

im making this for that guy who made the trailer concept in enfusion

solemn goblet
#

I have to make undersides like that too, hope it's not too much to ask you to share how you go about it.

#

You're doing basically the same method I do but maybe you interact with the mesh differently...

tacit eagle
#

undersides?

solemn goblet
#

Yeah, the frame or whatever of cars haha. I have never driven a car I do not know what they are called

tacit eagle
#

well im just doing a blockout now, you use a 2d plane and use solid modifier

solemn goblet
#

Yeah I mean, that works

calm rune
#

Any recommended websites for getting good reference photos or blueprint photos?

tacit eagle
#

yeah google, yandex, opera

#

yandex is probably the best tho

#

google and all the western garbage is too censoring

#

youtube is also a good place for reference photos

#

sometimes many people will not photo certain angles but will video them in a walk around

#

scale model sites like scalemates that have instructions are another good site

hazy shell
dim pier
#

Can you import an .fbx with textures imbedded in it to enfusion?

#

for example:

#

blender monkey with textures saved as a .fbx

#

when imported into enfusion it has a blank material

solemn goblet
#

I've only ever done this into Blender, I think for Enfusions sake you will have to import the materials separately.

surreal ore
#

You have to import the textures for the materials. Enfusion will make the materials for you. You have to assign textures to the materials

tacit eagle
#

do you guys think I should make custom wheels or use the ones from the Ural? the ones from the ural have tire inflation while the trailer does not

light eagle
#

Maybe this would be a better place to ask this. I have multiple skins for a vehicle I'm working on. That vehicle has multiple prefabs associated with it that also have multiple skins available. Is there a better way of handling vehicle variations with multiple skins OTHER than making a prefab (inherited from base) for every variation and skin combo? Just setting my textures in the prefab, my vehicle would have nearly 40 different prefabs.

prisma delta
tacit eagle
#

go to enfusion physics

prisma delta
#

thanks, that's awesome. I hope we'll be able to load vehicles and equipment up onto them in the future. I'd even like to do some forklifts and stuff to move loads

#

just full-on logistics simulation lol

tacit eagle
#

nah. loading ammo and stuff in to trucks is far better for gameplay making everything overly complex and pedantic is disrespectful to peoples time. I just think its cool to have trailers to transport tanks and Ifv since they use a lot of fuel and wheels are quicker than tracks. I just think this would help the community in longer missions.

prisma delta
calm rune
zinc wyvern
#

Hey guys, am interested in teaming up with a good-ish 3D guy for vehicles, mainly planes. If anyone's interested or has a better place to put this msg, don't be afraid to DM me.

zinc wyvern
#

Ahhhh, didn't even notice that how deep it was buried. Thank you

zenith quartz
#

Almost done.

zinc wyvern
#

I admire you

zenith quartz
#

Thanks? Haha. 😄

solemn goblet
#

I also admire you Avery

tacit eagle
delicate condor
#

boomsticks 👍

tacit eagle
#

yes they are old I will have to do some rework on them tho

dim pier
#

When ever I import my model colliders aren't being recognized

shell hedge
# dim pier

same thing when you move the collider to root? also make sure the names match

light eagle
#

what are your export settings?

dim pier
#

Haven't tried moving collider to root

dim pier
#

Here are my collider settings in blender

light eagle
#

and your import settings in reforger tools?

dim pier
dim pier
light eagle
#

check export skinning, then reimport

dim pier
#

I'll give that a try

#

it might take a while as the model is rather large

light eagle
#

you using the reimport resource button correct? (dumb questions I know)

dim pier
#

um idk I checked that export skinning box then hit the reimport resource (pc) button

light eagle
#

Also, that geo looks like it really needs to be clean up. Have you gone over the wiki on geometry guidelines?

dim pier
#

No but this was more of a experiment. I've been able to get the model in game fine just can't get collisions

light eagle
#

Both have sections going over basic guidelines for geo. Simple as possible is best choice. Do as much with as little as possible. Keep overlaps to just one at most.

bright raft
light eagle
#

Beautiful work as always

tacit eagle
#

does anyone got any idea how this suspension works ?

#

does it just pivot? that seems like thats not right

dim pier
tight hollow
# dim pier

Is that the america class aircraft carrier?

dim pier
tight hollow
#

Nicee

#

Looking quite nice

tacit eagle
#

the one from arma 2 is not to scale

#

the deck is shorter and not wide enough

tacit eagle
fathom bolt
shell hedge
#

i vote baked displacement

fathom bolt
#

Cause I need to do the pretty same pattern on my wheel

#

But I think it’s 3D no ?

shell hedge
#

yes

#

you can also do something silly like bake your displacement on a rectangular plane and then wrap it onto a wheel

fathom bolt
shell hedge
stiff goblet
# fathom bolt Interesting I need to learn that

this is how i do something like this in blender

  1. take a plane and model the wheel so that it has the proper shape and such.
  2. use an array modifier to extend the wheel longer (you have to make sure that the modelling is "tiled" so that there are no gaps)
  3. use the simple deform modifier, set it to "Bend" change the axis so it's in the right orientation, then set the rotation to be 360 degrees.
#

base shape for step 1

#

array modifier

shell hedge
#

o yes that too

stiff goblet
#

simple deform modifier

shell hedge
#

probably easier too since you dont have to mess with a texture

stiff goblet
#

you'll have to play with the axis and such to get it to work properly.

stiff goblet
#

in 30 secs you can change the whole shape

shell hedge
#

I mean same with texture but yeah

stiff goblet
#

it requires more effort with a texture bc you have to

  1. modify the OG mesh
  2. bake
  3. reimport the texture

with this workflow you just go into edit mode and make the changes

shell hedge
#

all I need to do is click save in substance designer

#

but defo need to edit the mesh if I want the general curvature changed

stiff goblet
#

it's not much longer, but it is longer imo. this is also a good workflow for tires bc by disabling the deform modifier, you get a flat plane you can use to bake your texture, you can easily reduce the poly count to get some simple geometry for your low poly, etc.

fathom bolt
#

Thanks 👍

shell hedge
#

yea or just start off in low poly to begin with

stiff goblet
#

both works :P just use the one that lets you work as fast as possible. personal preference imo

shell hedge
#

probably saner to start in low poly than mess with poly reduction later

#

for games anyway

stiff goblet
#

sometimes. for a shape like this, you can get a high poly that has clean edge flow super easily since you are only modelling a single object, then reducing is just removing some of the edges. doesn't take too long and you have control over where the hard edges go. that's not really something you have when using a displacement texture since for the hard edges, you have to have a super duper high poly count.

shell hedge
#

just like your pictures

stiff goblet
#

in general, i think using modifiers in blender is a great way to model. you can make a high poly from that low poly mesh by putting on bevel modifiers and calling it a day. can also modify it by using displacements, poly reduction, other modifiers. it's a really non-destructive way to work and lets you go through iterations super quickly.

#

same way it works in 3ds max (though i kinda hate 3ds max tbh)

shell hedge
#

yes the modern way to do things is to use these functions as often as possible

#

they make u do things faster

#

not to mention they are more precise than a human anyway

whole briar
#

hey there, anyone got an idea how i can get my hands on the arma standard uniforms to retexture them in substance? samples have no standard uniform fbx

shell hedge
#

there's no way to export the models

#

but there is a character template that might help you make your own

whole briar
delicate condor
#

You will likely do retexture the old fashioned way of painting textures by hand in image editor

shell hedge
#

noooooooooooooooo

delicate condor
#

Models get released for retexturing very rarely. Though character base has been exception in the past too

dapper oar
#

you could put in a feature request on the feedback tracker for retexturing samples/texture templates for the characters.

delicate condor
#

Should be easier to preview a texture in the workbench though

whole briar
tacit eagle
#

I use neither

sand pagoda
#

wheeled version of spg-9

bright raft
tacit eagle
#

I have a spg 9 too

tacit eagle
sand pagoda
#

pgok-9

#

not started it yet

tacit eagle
#

you want it?

sand pagoda
#

hmmm, probably no

#

will make my own

#

but, nice work

thorny rivet
#

Can someone help me with turret component for cars, please?

thorny rivet
tacit eagle
#

Anyone knows how much polygon limit ARMA Reforger have?

#

Including interiors

#

I mean, Vehicles of course.

shell hedge
#

at least 7

tacit eagle
#

is there no maximum limit then?

bright raft
#

And number of polys depend on model you are making. If it is a weapon, 30k ish should be enough for example

shell hedge
#

for lod0***

bright raft
#

Rather big oopsie

shell hedge
#

lod1 can be like 3

#

plane with an image of the gun LMFAOO

bright raft
#

XD

stiff goblet
#

per model, i would imagine the limit is something like the bit depth of the engine. certainly not something that should ever be reached by a single mesh :P

shell hedge
#

challenge accepted

tacit eagle
stiff goblet
stiff goblet
# tacit eagle Sounds like can be add more polygons than A3

a good way to understand what your targets should be for certain objects is to look at the official meshes. You can open them in the engine and see how many vertices they have.
a house for example (just the base mesh) has around 60k tris, interior is similiar, then all the detail meshes on top.
so at the highest level of detail, you'd probably be around 150-200k for a house. with LODs that will drop as you get further away obv

bright raft
shell hedge
#

will wait a few mins

bright raft
#

It does freeze it, but it can import after a while I think

shell hedge
#

the mesh is only 90 mb

stiff goblet
#

i know unity has a limit of 65535 vertices per mesh, which i think comes from the FBX importer? i'm not totally sure.
So there has to be a limit here as well, it's not 16 bit. maybe 32bit? if so, you could have 4.1B vertices per mesh if it's unsigned. super reasonable :D

shell hedge
#

if this takes more than 10 minutes i dont know if i want to try my 8 mil poly mesh

#

will just leave it overnight I guess

#

use the pc as a heater for more comfy sleep

delicate condor
#

What's possible is not what you should be aiming for

#

Unless you want people to ask why your mod runs at 5fps

#

You can see used polycount when you open vanilla vehicles in workbench if I remember right

shell hedge
#

yup all meshes have the counters in workbench

short bear
tacit eagle
#

big wheels

bright raft
#

Redoing MK18 frontguard for my mod

eager hill
whole briar
#

anyone made some progress regarding creating uniforms? when i scale my jacket to the skeleton, got memory points, skeleton and a cube colider, enfusion crashes when loading it into workbench. some got any idea?

plucky rover
tacit eagle
#

ja-190

plucky rover
#

oh, are they contemporary? i've never seen treads like that, was curious what type they were

tacit eagle
#

they are big 1.3m

plucky rover
#

that is pretty big

#

i like the design

tacit eagle
#

I think this is the same but smoler

mossy pond
#

All in all how hard is porting a model in to reforger just basic shit

little kayak
mossy pond
#

fbx

surreal ore
#

Its easy dude.. Just gotta use the right export settings. In some cases you may end up having to triangulate before export, sometimes something weird happens when you import causing you to lose some verts. Other than that its pretty straight forward

#

What you really need to look into though is how colliders are handled and the naming conventions of objects within your model.

whole briar
#

Anyone got his hands on uniform rigging? Managed to get a uniform into the game now basically but still got some offset (floating) and the uniform is stiff so does not follow the character movements (ie arms movement and crouching). Anyone got ideas or willing to answer some questions on that topic? I worked through a couple of rigging tutorials but there are some differences an reforger or I am a bit confused. What I did was rescale the uniform to the bodyexample on the rig, deleted the body, connected the jacket to the rig with empty groups , assigned the armature (whole rig) to the jacket, got memory points and a collider. Weight painted the jacket to red. Got it into game, basically it works ingame instead of Offsets and stuff on the character so not moving with the arms properly or the body when crouching

last hill
whole briar
last hill
whole briar
#

Do I understand that right? The skeleton is patented to the jacket and after that I need to weight paint the different parts and that fixes my problem? So ie I paint the arms blue, upper torso red and lower torso blue again ?

last hill
#

No. blue means it is NOT affected. You need to paint it, the more red, the more it is affected. Take your time and if you're not copying the paint weights from the sample clothing you will need to be careful of how you paint it.

whole briar
#

there is an sample clothing .fbx ? havent seen that if there is one please tell me where i can find it so i could try to modify transfer it

#

but basically do you think that is why the uniform does not move with the arms and stuff or did i miss steps regarding rigging? i thought that just using the sample skelly and parenting it to the clothing would be enough

#

ok well i found a bodymodel and a full equiped model in the samples but when i look at them on weight paint everything is blue

last hill
whole briar
#

If I select a chest bone alone I can just do that in edit or pose mode but if I do that I cannot select weight paint.

calm rune
#

@whole briar This blender file and this video will tell you everything you need to weight your clothing properly for reforger. If you do not figure it out then I have absolutely no idea how I to help you lol

whole briar
calm rune
#

Works fine. I just downloaded it and opened it.

#

You should see this when you open the blend file. Minus the color over the body. Had to do that bcz discord thinks it is a nude body lmao @whole briar

whole briar
calm rune
#

Do you use blender? @whole briar

whole briar
#

yes i do

#

watched the tutorial, did everything mentioned. when goint to posemode and moving the bones neither body nor clothes move with it i do not eben see colours like in the video

calm rune
whole briar
#

thats actually what im asking myself what went wrong. i do not see weight colors except of blue in like every model i try 😄

calm rune
#

You are gonna have to stream one day and let someone follow along.

whole briar
calm rune
whole briar
whole briar
calm rune
whole briar
whole briar
#

so ... got it done in blender. everything is rigged, weight paint transfered and working. deleted the bodyobject, exportet it as fbx with unchecked custom properties and unchecked add leaf bones, imported it to the game, reimported texture hirachy -> bones are there. edited the new asset into worn model of the prefab, saved game, closed workbench, started again, loaded game up, set prefab in world, equiped it -> same issue. Uniform is floating (offset) and still stiff and not following the body

chilly dragon
whole briar
chilly dragon
#

How many bones does it say that your mesh has?

whole briar
#

sadly not able to check that in actual project, tried to use another rig from the sample and now the workbench instantly crashes when loading into project

#

ill try to do a new one and tell you

#

i tried to different models. will tell you how much bones my first model has. Basically i have done my own, and secondly for better understanding i opend the blend file from the sample, deleted everything except of the jacket, collider, memory points and bones. loading into the workbech goes quickly, but when reimporting for the skinning and hirachy the workbench always crashes and can't load into project again without crashing

#

when i use my first own model, it takes like 10 minutes to load into workbench and same time for reimport for the skinning and hirachy

#

totaly strange

chilly dragon
whole briar
#

its 0+161 bones

chilly dragon
surreal ore
#

@whole briar

#

are you around?

whole briar
whole briar
tacit eagle
chilly dragon
#

I’m thinking it’s crashing and or taking so long is because your model is too large of a file

whole briar
# chilly dragon I’m thinking it’s crashing and or taking so long is because your model is too la...

Hm … the crash thing should not happen because of size, cause the import process goes quick as it should just when reimporting it crashes quite quickly. Might have something to do with not being able to load bones correctly or sth like that. When I do not let workbench rotate the model when reimporting it’s loads up to 96% then crashes. If I let workbench rotate the model by 190 degrees when reimporting it crashes at 18%.

For the own model that might be the case even if I can’t imagine that this is the case cause it ist quiet just a jacket. But I have seen in blender the jacket uses a full texture. Can I delete this in some way to prove your point? Maybe that is the problem.

For the weight paint stuff I completely transferred the weights of the bones to the jacket and checked it by clicking vertex groups should be fine.

What I noticed is that on the crashing model when I move bones in pose mode the model follows, when I do that with my own model it does not follow the bones in pose mode. The bones just leave the body without bodyparts following. I can’t see the difference to the other model on rigging

whole briar
#

So this is how it looks like no matter how i make the blender file, no matter how i import it and so on. when i replace the worn object in the prefab file with the rigged cloth object, this is the result

#

As you can see everything should be correctly rigged and imported. exported file with checked custom properties and unchecked add leaf bones as an .fbx file

tidal latch
#

what did you used as template?

#

are you also exporting empty objects in Blender?

#

Character_Template has 162 elements in in Bones tab, where your character has 156

whole briar
#

I used the character animationrig example for the jacket and the rig

#

i now noticed that the crashes occur when there is more then one armature in the object

#

i opened up the character template in the samples and saw that the collider is a fully rigged person. my collider was just a cube, what could explain the stiffnes of the object on character. so i tried to copy the rigged collider into my project, when sorting it was recognized as collider.

#

problem is, when i delete the armature from the collider all the collider objects get deformed. when i leave it in there and load it into workbench it crashes again because of 2 rigs in the object

tidal latch
#

use Character_Template for rigging, animation rig, as name suggest, can be used to create animations. It's completely not designed for rigging of characters and equipment

whole briar
#

ok if i now look into the template, do i see that right that i need to split up my jacket into many different parts or can i just delete the body and parent it to the rig?

tidal latch
#

you can first transfer weights from base body to your jacket and then you can delete base body and just export the jacket

whole briar
#

For the BDU it is working now! Thank you very much!

whole briar
#

For my own jacket model it still loads very long time and when i reimport it workbench crashes again

tidal latch
#

Can you show some pic from Blender maybe?

#

I hope that you didn't copy pasted armature from the previous blend file. The FBX file which you want to import should contain ideally one armature

whole briar
#

no, i made the opposite of that. i saved the working thing as a kind of template for me. i copied the own jacket (without vertex groups or modificators) into the "template", weight transformed from the working jacket, deleted the jacket and sorted all objects. when moving bones in pose mode the new jacket moves with it.

#

will make a blend screenshot

tidal latch
#

and do you have some errors in the Console Log maybe?

#

btw: your jacket is missing _LOD suffix

#

object should be called Jacket_LOD0

#

also equipment like jacket should have only fire geo for the jacket - not the whole character

whole briar
#

is there a way to open the log from workbench or do i need to look it up somewhere on the PC?

bright raft
tacit eagle
delicate condor
#

which brightness level works best for your screen? (trying to gauge what to use in the future)

tacit eagle
#

tracks are going to be hard ; ~ ;

#

have you see how war thunder does theirs

#

its very strange it has a bunch of single sided meshes that are layed inside of the large track

delicate condor
#

its pretty much how older Arma games have done it too

#

maybe bit more layers

#

its preformance cost efficient

tacit eagle
#

its nothing like what ive seen from arma

delicate condor
#

the tech of scrolling texture on plane is similar

#

remains to be seen what Arma will have in the future

tacit eagle
#

I hope the devs make the view ports work like in il-2 ; ~ ;

#

this is how tracks are done notlikemeow

bright raft
sly bridge
#

slooowly adding more geometry to my A3 models. T1 re-uved and re-baked

shell hedge
#

how can I control draw distance of my entity?

little kayak
#

Check the biki page about LOD's, which explains when and how a specific LOD is shown and how to manually set the LOD factor (which still takes user settings in account)

shell hedge
#

I want the entity to DISAPPEAR after a certain distance

#

not switch lods

delicate condor
bright raft
#

I bet, I think it was just a mockup so there isnt much info on it. Nevertheless, model looks goood

bright raft
sly bridge
#

openSubD

eager hill
bright raft
fierce shard
#

maybe is a dumb question but why cant my fbx model be imported with textures?

bright raft
delicate condor
#

yes
Also your model needs to be uvmapped and texturred accordingly.

sly bridge
#

it seem there is some issue with the AO bake, but will bake it for hp directly and transfer it

sly bridge
bright raft
#

Yeah, that is also the option. And sometimes required because even if By mesh name is enabled, shadow is still present on AO on parts that are hidden by different meshes

bright raft
#

And what issues you mean specifically?

eager hill
eager hill
sly bridge
#

black lines on beveled edges is also a sign of bad UVs

#

a hard edge should always have an uv island split

bright raft
#

Sometimes issue can be with bevel itself in HP, like overlapping edges

leaden trench
tacit eagle
#

did you normal smooth your low poly? I know that non smooth low poly will have horrible artifacts

thorn topaz
# tacit eagle

That particular sidewall does not lend itself well at all, its not so bad with the T26E1-1
Though it seems strange to me that they have several tanks with 3D tracks on some tanks but not others.

Though jittery behavior is also observable on the 3D tracks so that may be one of the cons

tacit eagle
#

let me check in asset viewer

thorn topaz
#

seems to me that it comes down to performance and stability but only being able to have faces in two axis vs looking much better and getting some jittery motion in multiplayer. personally I'd take the 3D tracks if given the option, but they also work completely differently too

tacit eagle
#

yeah apparently in the asset view the tracks are 2d plans but in game they use the 3d meshes

thorn topaz
#

for all of them? even the M4 series?

tacit eagle
#

I checked the russian vehicles so BMD 4, 2s3, ww2 T80 and they are in fact 3d tracks not 2d

#

So I guess in arma we could make lod 0 use real tracks and for further lod switch to arma 2/3 style of track

delicate condor
#

pepeGiggle Im coming prepared

thorn topaz
#

lookin good!

tacit eagle
#

how do you make your models goat, they look super sharp

#

softer edges tend too look better than super sharp ones

delicate condor
#

have not added beveling and stuff yet

#

it looks sharp because it is sharp

tacit eagle
#

you gonna bevel them with vertex selection

#

I hate using that method, complex geometry does not play well with bevel modifiers

thorn topaz
#

bevel modifier with the limit set to Weight and using the Bevel Weight in the Item-Transform tab works pretty well, plus you never having to re-assign the weights compared to verts, much easier to adjust.

tacit eagle
#

is the scaling off?

thorn topaz
#

nope, that be the poor sacrificial starting cube

tacit eagle
#

; ~ ;

thorn topaz
#

there are just two different weights between the two sides, one has .87 and the other .20

tacit eagle
#

I should move over to the newest blender

thorn topaz
#

yes you should, 3.1.2 is amazing, cycles performance is also SO much better

unreal reef
tacit eagle
#

does it really matter who is first? I think is smart to wait for bi to release everything to see how its done.

delicate condor
#

No

#

and Id rather wait for proper simulation types 😅

solemn goblet
#

I hope they use some sort of modular skeleton array for tracks so you only need to make one 'link' and it just works. That's incredibly wishful thinking but it would be awesome and implicate a lot of systems within it.

thorny rivet
#

can someone please help me with bones for turrets?

shell hedge
#

considering they already use bones for things like flag animation it doesn't seem too far fetched

burnt surge
#

Is it still the same to make all the Geometries manual by hand (and being convex) and engine doesnt calculate it itself?

Or are there now some improvements?

tidal latch
whole briar
#

I got a now full working model of a jacket igame, but when sun moves and shadow with it the model turns from its original colour more and more to black till one side is literally the darkest black i have ever seen. i think there must be an issue with AO. Someone got an idea what is causing this?

tidal latch
#

collision geometries have to be quite simple otherwise you are going to suffer from performance penalty

whole briar
#

ah and there is a light (AO) falling at kind of a spot on the right shoulder seems that only this spot is impacted and the rest of the jacket is not

tacit eagle
#

just need to add the brake lines, and make the whole frame one giant mesh.

fluid fern
#

Hi, I'd like to come back to you to know if there was someone who was doing 3D modelling of railway tracks (like the A3 CUP mod)?

tacit eagle
#

railway tracks would not be so hard to model

#

just have to have consistent dimensions (track gauges size ) and create bare tracks / above ground tracks that have ties and stone and in sections such as 0,5, 10, 15, 22.5, 30

#

and also switches sections

bright raft
dire estuary
#

I got custom animations for weapons figured out. Still working on character animations at the moment

bright raft
#

Yeah same here. Got my Carl Gustav on hold because of that.

dire estuary
#

What CG version?

bright raft
#

M3 Export (I think)

dire estuary
#

Nice one!

fluid fern
thorny rivet
#

can someone help me with making bones for turrets, please?

dire estuary
calm rune
dire estuary
#

But isn’t that just converting it to trimesh? That is the worst regarding performance? I mean I could do an _UTM from the beginning

#

It doesn’t solve the issue in the end?

tacit eagle
#

@fluid fern dont know never worked with splines in the terrain editor, but other things work with splines why not

whole briar
thorny rivet
calm rune
whole briar
tidal latch
plain galleon
#

not sure for model or configuration, but in order to make a use magazine well, like we used to in a3, there needs to be the proxy (a3) or pivot/snap point..

#

now here is my problem, how have any of you solved it? (if you have)

#

guess perhaps best to follow bis lead.. but it seems our (that is Megadeth's model) is a better solution

delicate condor
#

oof the mag snap is not at the top?

plain galleon
#

not unless I am missing something

tidal latch
#

What you have shown is just model center

#

Snap point is a separate empty object/bone

last parcel
#

granQ what i found out when i made my model is that the pivot and zeroing needs to be on point

#

same with the pivot point

plain galleon
#

yeah but for the mag? there is nothing beside the zeroing right?

last parcel
#

i think so yea if i remember correctly when i did it atleast

tacit eagle
#

do you think this will bake nicely? also do I have to just make a single wheel and copy the rest of the wheels in enfusion?

stiff goblet
#

looks fine to me. you will probably have issues with this part of the wheel though since there is intersecting geometry. if the geometry is also like that on the high poly, it would be better to seperate the treads and the main part of the wheel and use bake by mesh name.

tacit eagle
#

ok the treads and tire are seperate

#

guess ill try some test baking

stiff goblet
#

yeah, that's usually the best way to handle it. just do it and see what problems arise.

tacit eagle
#

because I made the hi poly treads to blend with the tire

#

so it looks like one single piece

stiff goblet
#

it might bake alright in that case, but i can't be 100% sure. just have to try it

light eagle
#

Is there a built in water occluder yet for vehicles?

tacit eagle
#

wut dat? is that what prevents water from being displayed inside the vehicle?

sly bridge
bright raft
#

How do you guys add panel lines to models? For example some helicopter model. Would you add every panel in highpoly version?
I am considering doing them in Substance painter by hand, and using them as anchor points for generators

tacit eagle
#

I use the solid modifier, and shrink wrap :3

bright raft
#

Hmm, didn't think about it. Must try it out

tacit eagle
#

I can even generate rivets that follow lines and each vertx has a rivet

#

and space those evenly

#

using space in loop tools

bright raft
#

Rivets are pain to place by hand in substance so I might try that as well

tacit eagle
#

you have to convert the instance rivets into real geometry and then you snap it to the plane with individual pivot point and align

stiff goblet
# bright raft How do you guys add panel lines to models? For example some helicopter model. Wo...

I would create a tileable texture that has the shapes and colors you want for the panel lines then use mesh decals to add them to the mesh if you are trying to be super performant and you're planning on using tilable textures.

if you aren't doing that, then you can paint them in substance painter. Here's a quick tutorial i found on how to make them using painting and masks
https://www.youtube.com/watch?v=JfDNyP0nDjI

3d store:
https://www.cgtrader.com/lucasbenicio

Twitter: @funkychavescat1
Artstation: https://www.artstation.com/lucas570

Create Sci-Fi panel lines, rivets and bolts in substance painter using anchor points and custom brushes.

▶ Play video
#

https://www.artstation.com/artwork/Kagoyr
here's an artstation post and you can see how the guy used mesh decals to add detail without painting it directly into the texture.

ArtStation

After seeing some interesting Star Citizen articles, I thought I would experiment with what was a new workflow to me. The main premise of the workflow is depending more on geometry to negate the need for large baked normal maps, and the detailing comes from mesh decals, which act as stickers and are independent of the texture resolution of the s...

bright raft
#

That looks interesting. I'll check both ways. Thanks

stiff goblet
#

i usually use the mesh decal approach as you can also add high quality text, logos, etc with them. and don't have to worry about a low resolution since you aren't trying to fit small details into a texture that is made for a giant object. it also gives you the flexibility to use tiling textures, which is what most of the props in the game seem to be using.

tacit eagle
#

I like doing things with meshes because I can make changes, say making the AV-8 and TAV-8 with little effort

stiff goblet
#

in terms of workflows, i believe it's the industry standard for adding small details to large objects.

#

i had a tutorial somewhere on how to use mesh decals, but i can't find it :(

bright raft
#

Hmmm, but using decals for panel lines and rivets for example, I will not be able to use those later in Substance procedural textures and generators, right?

#

(I do intend to use them for markings etc)

stiff goblet
#

no. the decals for the panel lines only makes sense if you want to use tiling textures/the PBRMulti workflow that BI uses. If your entire mesh fits into the 0-1 UV space, then you can just paint them in substance painter.

#

how big is the mesh?

bright raft
#

Well its an Apache, and currently have 4 texture sets for it (exterrior)

wary eagle
#

Hey this is probably not a good channel for this question, but is it possible to make an entirely custom playable entity with it's own animations? Like if you wanted to make a wolf or some kind of monster or something.

#

Like it would be playable, but it would operate differently from the normal human biped

shell hedge
#

I'm 90% positive it's possible

wary eagle
shell hedge
#

not in reforger

fossil crater
wary eagle
#

Maybe more weapons slots than 2

fossil crater
#

and the mesh/skeleton for your new entity and reuse the graph

wary eagle
#

The graph?

fossil crater
#

be careful though, some stuff there, in the script and in the c++ side would require certain bones to be present

fossil crater
wary eagle
#

@fossil crater So what's the simplest way to make a new biped? Is it as easy as literally copy and pasting the normal human and replacing the meshes and animations? Or is it very involved? Apologies for being lay.

fossil crater
#

If you are misssing some bones that are needed by the logic in the animation graph or the scripting or the c++ side then you will have a hard time

#

If you want to reuse the player stuff that is

#

You could also do it from scratch but that is not possible right now as scripted commands do not work yet

wary eagle
#

I'm going to commission one of my sculptor friends to make a Predator for me. The idea is to have a mod that just adds a Predator.

#

If that informs your logic about this at all

fossil crater
#

Scripted commands are basically where you control the simulation of specific modules/states of the simulation of your character and in the Command Handler you would handle each one of these individual modules, when to end them for example (although the scirpted command itself can ask for itself to be ended), when to trigger another one, etc

wary eagle
#

Could you give me an example of one that would be relevant to a Predator?

#

A Predator for example ^

fossil crater
wary eagle
#

I'm gonna pretend I didn't say that because it was dumb

#

Yeah that's smart

#

I'll ask my friend if he can make it with the normal Arma rig in mind

#

@fossil crater But like having the character operate differently from the normal human biped isn't currently supported? Like say him being based around melee combat for example, or having something like a more than two max weapon wheel/different inventory system layout.

fossil crater
#

Like for instance, making a player being able to duck inside a vehicle

wary eagle
#

Oh I see

wary eagle
#

But turning invisible with a hotkey could be done, just with no animation accompanying it

fossil crater
#

and then just replace the animation tied to that with your custom one

wary eagle
#

Oh, very interesting. That's a really smart idea.

fossil crater
#

Preferably it would be better to just be able to do your own but given the last dev report, what we are talking about is currently being worked on

#

so WICKED

wary eagle
fossil crater
wary eagle
#

Very interesting.

#

Apologies for the spam but is it possible to make a custom hud for a custom character? @fossil crater

#

AVP 2 Predator hud for example

fossil crater
wary eagle
#

Alright.

fluid fern
#

Hi, I'm using arma2 assets for everything related to railways and I had a question.
In blender, are all the game-materials in the geometry all functional? I think I tested with Wood but I had no shine on my object, moreover I was going through it while with the metal base it's ok

tacit eagle
wary eagle
tidal latch
fluid fern
tidal latch
#

for sure, game materials are not affecting shine - this is purely controlled by emat assigned to visual mesh

#

in any case, if you were going through some object then most likely issue was with layer preset instead

fluid fern
#

Ok thanks

fluid fern
#

Hi, can you help me, on my picture i have my color on wagon but not in toolbar (extension .ent)

light eagle
#

right click thumbnail and click the refresh Icon option

fluid fern
#

Thanks 🙂

tacit eagle
#

Are pee gee something something

dense thunder
#

can we add terrain surfces to mesh? if so can i get a point in the right direction

delicate condor
#

no guides on that at the moment I think. basically should be just assigning terrain surface material on mesh

dense thunder
#

i'll keep trying, i get it assigned it just turns black

zenith quartz
#

Maaan I really hate making low poly meshes.

#

It just feels wrong. Simultaneously too high poly and too low detail. D:

tacit eagle
chilly temple
#

Me over here having 0 idea on how to make 3D models