Game assets production pipeline for Arma Reforger

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  • เผยแพร่เมื่อ 22 ก.ย. 2024

ความคิดเห็น • 55

  • @30Salt
    @30Salt ปีที่แล้ว +15

    Thanks for this talk, really great to see one of the devs of my favourite franchise talk about their workflow.

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +4

      Thanks for watching

    • @Navistar-cu2po
      @Navistar-cu2po 8 หลายเดือนก่อน

      Hell yeah. Revenant here from Arma 3

  • @2bit8bytes
    @2bit8bytes ปีที่แล้ว +20

    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
      @nazbol1141 ปีที่แล้ว

      Yeah they only cost thousands of dollars, modding for the "common" man lol

  • @gulldreki1814
    @gulldreki1814 ปีที่แล้ว +3

    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
    @Paruthi.618 ปีที่แล้ว +10

    good to see the old interface pic..

  • @DZoned_3D
    @DZoned_3D ปีที่แล้ว +2

    Really interesting talk and demonstration of workflow! Well done

  • @thej7362
    @thej7362 ปีที่แล้ว +2

    Blender is a blessing

  • @patek2385
    @patek2385 6 หลายเดือนก่อน +1

    What are they using for texturing? Substance painter or just Blender?

  • @plyczkowski
    @plyczkowski ปีที่แล้ว +8

    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
      @fingfufar9878 ปีที่แล้ว

      So is it just better to use obj?

    • @mirohorvath
      @mirohorvath ปีที่แล้ว

      @@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
      @mirohorvath ปีที่แล้ว

      Hi Pawel, would be nice to discuss the issues with you and make bug reports eventually 😉

    • @fingfufar9878
      @fingfufar9878 ปีที่แล้ว

      @@mirohorvath thank you for explaining it to me

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +2

      @@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)

  • @Telcharius
    @Telcharius ปีที่แล้ว +1

    @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
      @mirohorvath ปีที่แล้ว +2

      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.

  • @itellyouforfree7238
    @itellyouforfree7238 ปีที่แล้ว +1

    his presentation skills are just as good and smooth as the Arma 3 engine

  • @DxGamer6767
    @DxGamer6767 ปีที่แล้ว

    That character in the begining is extra wide

  • @Artseit
    @Artseit ปีที่แล้ว +6

    They really need fix the fbx issues, and improve uv mapping, unfortunately the updates of blender does not concern gamedev.

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +14

      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 😉

    • @marcusdeimos
      @marcusdeimos ปีที่แล้ว +1

      @@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
      @Dead_Last ปีที่แล้ว +4

      Fbx has to be reverse engineered. Not the easiest thing to do.

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +3

      @@Dead_Last That's indeed the root of all evil

    • @cole1714
      @cole1714 ปีที่แล้ว

      Blender is an open-source project! put yr money where your mouth is and Contribute some lines of code!

  • @sebbosebbo9794
    @sebbosebbo9794 ปีที่แล้ว +1

    Ach...glad holy Mod. ....

  • @remie07
    @remie07 ปีที่แล้ว +2

    I didn't know some game devs use blender

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +4

      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
      @egretfx ปีที่แล้ว

      Well for starters you don't make game assets in a game engine.

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +1

      @@egretfx you're wrong, for many years this is already possible 😉

    • @MiklosHajma
      @MiklosHajma ปีที่แล้ว +1

      @@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
      @mirohorvath ปีที่แล้ว

      @@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.

  • @infectioussneeze9099
    @infectioussneeze9099 ปีที่แล้ว +7

    count the amount of times he says "uhh"

    • @Itaythepro1234
      @Itaythepro1234 ปีที่แล้ว +4

      He is not the only one who does that in BCON2022

    • @infectioussneeze9099
      @infectioussneeze9099 ปีที่แล้ว +5

      @@Itaythepro1234 once you listen for it, it never stops

    • @Itaythepro1234
      @Itaythepro1234 ปีที่แล้ว +2

      @@infectioussneeze9099 true

    • @wishyourlife6861
      @wishyourlife6861 ปีที่แล้ว +23

      To be fair he's not a native english speaker

    • @mirohorvath
      @mirohorvath ปีที่แล้ว +43

      Uhhh... thanks mate for the feedback... uhhh I keep improving 😉