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Arma 3 Modding tutorial: Zero to Hero! Full headgear creation and implementation process

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Hello friends, that's a live-stream of full asset creation with some guidelines for people looking forward to start Arma 3 Modding. Also some mistakes were made so by watching me fixing them you can learn how to avoid them! Before you start, you should already have: - Your P drive set up: - Have some basic understanding of Blender 3D Make sure to check out my Twitch channel, like, share, subscribe and sell your soul to me in your nearest ATM machine. 1:15 - What asset should you make 6:05 - Refrence pictures, why even bother? 7:34 - Base your model on Arma 3 sample head 14:20 - Creating low-poly model 34:34 - IMPORTANT: how to re-set the scale, rotation and location of the mesh 38:10 - (Very) Basic mesh optimisation 41:00 - UV-mapping (didn't explain what seams are so you probably wanna check it out on your own, that's quite basic Blender stuff) 45:40 - Creating high-poly model 54:40 - “What the hell is Substance Painter“ 1:05:15 - Why did I even bother making high-poly? Baking! 1:07:34 - What is a normal map? 1:16:30 - Exporting textures 1:18:30 - But why so many different textures? 1:25:50 - Converting textures to Arma 3 format 1:28:30 - “Creating“ RVmat 1:34:35 - applying texture to the model in Blender (feat. cottage cheese) 1:42:00 - applying weight (crimes against humanity) 1:45:20 - creating LODs (a little more about resolution LODs: 1:37:00) 1:48:30 - exporting the model to arma format 1:54:20 - adding necesary LODs in OB 1:58:55 - explaining 2:07:25 - explaining 2:19:32 - fixing the rvmat 2:31:30 - dancing on the skulls of your enemies and touching yourself scince you've just made your first A3 asset! Substance Painter export preset (re-uploaded!): Oi, thanks for watching!

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