Thanks for this talk, really great to see one of the devs of my favourite franchise talk about their workflow.
@mirohorvath
Жыл бұрын
Thanks for watching
@Navistar-cu2po
6 ай бұрын
Hell yeah. Revenant here from Arma 3
@2bit8bytes
Жыл бұрын
Addons: Batch Operations 2 Smart Data-Management for Blender 3.1 Better fbx Importer and Exporter Bmesh Clean Add-On Hard Ops - Boxcutter Ultimate Bundle Machine3tools Meshmachine Pie Menu Editor Retopoflow 3 - Retopology Toolkit for Blender UVPackmaster 3 UVSquares ZenUV
@nazbol1141
11 ай бұрын
Yeah they only cost thousands of dollars, modding for the "common" man lol
@gulldreki1814
Жыл бұрын
Great Video, this is a nice help to understanding reforger tools and enfusion now. I'm excited to learn more so I can make mods for Arma 4.
@Paruthi.618
Жыл бұрын
good to see the old interface pic..
@DZoned_3D
Жыл бұрын
Really interesting talk and demonstration of workflow! Well done
@thej7362
Жыл бұрын
Blender is a blessing
@patek2385
5 ай бұрын
What are they using for texturing? Substance painter or just Blender?
@Telcharius
Жыл бұрын
@mirohorvath So, finally after almost 20 years of Oxygen tool nightmare it's life is already ended. :D Maybe it's time to comeback to BI. Have you fixed old issue with 45meters bounding box limitation for assets. Creating Castle Ruins or Staduim for Arma3 was really painful with that. :D Is there any Dev video about pipelines for creating assets. for example creating navmesh for buildings, command point for the AI position behind the windows etc? :)
@mirohorvath
Жыл бұрын
yeah 50m limit is gone of course as well as models origin calculated as its bounding box's center 😁 ... pipelines videos are planned, but don't know the schedule.
@plyczkowski
Жыл бұрын
The issues with fbx import export, uncompatible rigs etc is why everyone is complaining to Ton about pipelines not working with Blender, it's not just AAA.
@fingfufar9878
Жыл бұрын
So is it just better to use obj?
@mirohorvath
Жыл бұрын
@@fingfufar9878 It depends on what kind of data you need to transfer, some studio may have quite advanced needs and obj format may not support everything
@mirohorvath
Жыл бұрын
Hi Pawel, would be nice to discuss the issues with you and make bug reports eventually 😉
@fingfufar9878
Жыл бұрын
@@mirohorvath thank you for explaining it to me
@mirohorvath
Жыл бұрын
@@fingfufar9878 btw. from other possible formats we discussed USD and GLTF, The first has some support(import/export) in Autodesk products as well as in Blender, but not sure if it's the right one for game devs as it was made for VFX/Movie industry. On the other hand GLTF is made for realtime applications(games as well), but support in Autodesk products is close to none(at least was 1-2 years back)
@itellyouforfree7238
Жыл бұрын
his presentation skills are just as good and smooth as the Arma 3 engine
@DxGamer6767
Жыл бұрын
That character in the begining is extra wide
@sebbosebbo9794
Жыл бұрын
Ach...glad holy Mod. ....
@remie07
Жыл бұрын
I didn't know some game devs use blender
@mirohorvath
Жыл бұрын
You bet they are, I had a great chat at the conference with people over from Unity and Crytek how they incorporate Blender into their pipelines and engines 😉
@egretfx
Жыл бұрын
Well for starters you don't make game assets in a game engine.
@mirohorvath
Жыл бұрын
@@egretfx you're wrong, for many years this is already possible 😉
@MiklosHajma
Жыл бұрын
@@mirohorvath Just not that effective, only when your game's integral feature is some kind of modeling capability (for example some procedural stuff). Apart of that everyone's using Maya, Max, Blender, Modo, Houdini, Lightwave or something. There are modeling tools of some kind in Unity, Unreal, etc., but those are mostly for blocking out levels, not high poly detailed modeling and stuff.
@mirohorvath
Жыл бұрын
@@MiklosHajma Well you're somewhat right, but you'd be surprised how much game assets(even High poly) are being done inside game engine's editors via procedural generators these days.
@Artseit
Жыл бұрын
They really need fix the fbx issues, and improve uv mapping, unfortunately the updates of blender does not concern gamedev.
@mirohorvath
Жыл бұрын
To some extent I agree with you, but it's also important that us game devs reach out blender devs with how exactly things should be done(I'm not saying that it hasn't been discuss publicly already). I'd suggest that us game devs to group somewhere(maybe discord) to discuss these issues and come up with a solid document what we need, maybe we'll also find out that some of the issues just need a proper bug report 😉
@markkatsdesign
Жыл бұрын
@@mirohorvath Yes please do it. Would be nice to make Blender more fluent/capable with gameready assets. 3D print addon is good to fix some technical issues but the UVs and quad topo still a pain (I'm a rookie maybe that/s why).
@Dead_Last
Жыл бұрын
Fbx has to be reverse engineered. Not the easiest thing to do.
@mirohorvath
Жыл бұрын
@@Dead_Last That's indeed the root of all evil
@cole1714
Жыл бұрын
Blender is an open-source project! put yr money where your mouth is and Contribute some lines of code!
@infectioussneeze9099
Жыл бұрын
count the amount of times he says "uhh"
@Itaythepro1234
Жыл бұрын
He is not the only one who does that in BCON2022
@infectioussneeze9099
Жыл бұрын
@@Itaythepro1234 once you listen for it, it never stops
@Itaythepro1234
Жыл бұрын
@@infectioussneeze9099 true
@wishyourlife6861
Жыл бұрын
To be fair he's not a native english speaker
@mirohorvath
Жыл бұрын
Uhhh... thanks mate for the feedback... uhhh I keep improving 😉
Пікірлер: 55