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