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 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
@@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)
@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? :)
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.
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 😉
@@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).
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 😉
@@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.
@@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.
Thanks for this talk, really great to see one of the devs of my favourite franchise talk about their workflow.
Thanks for watching
Hell yeah. Revenant here from Arma 3
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
Yeah they only cost thousands of dollars, modding for the "common" man lol
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.
good to see the old interface pic..
Really interesting talk and demonstration of workflow! Well done
Blender is a blessing
What are they using for texturing? Substance painter or just Blender?
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.
So is it just better to use obj?
@@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
Hi Pawel, would be nice to discuss the issues with you and make bug reports eventually 😉
@@mirohorvath thank you for explaining it to me
@@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)
@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? :)
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.
his presentation skills are just as good and smooth as the Arma 3 engine
That character in the begining is extra wide
They really need fix the fbx issues, and improve uv mapping, unfortunately the updates of blender does not concern gamedev.
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 😉
@@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).
Fbx has to be reverse engineered. Not the easiest thing to do.
@@Dead_Last That's indeed the root of all evil
Blender is an open-source project! put yr money where your mouth is and Contribute some lines of code!
Ach...glad holy Mod. ....
I didn't know some game devs use blender
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 😉
Well for starters you don't make game assets in a game engine.
@@egretfx you're wrong, for many years this is already possible 😉
@@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.
@@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.
count the amount of times he says "uhh"
He is not the only one who does that in BCON2022
@@Itaythepro1234 once you listen for it, it never stops
@@infectioussneeze9099 true
To be fair he's not a native english speaker
Uhhh... thanks mate for the feedback... uhhh I keep improving 😉