Clifford Erskine
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Everything posted by Clifford Erskine
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Hello fellow modders, My trade is as a 3D artist and I would like to develop mods for Arma Regorger and eventually Arma 4. Currently, I am midway through importing my first weapon (https://steamcommunity.com/sharedfiles/filedetails/?id=2824578800). However, I am having trouble following the documentation since it is written for Blender users, and I use Maya. I am reaching out today and asking for help. Could someone please send me the fbx file of a gun they have successfully imported into the Enfusion Workbench? This will enable me to see how the scene is laid out and how the bones are constructed. -Edit : I have got my hands on the sample weapon and will no longer need access to anyone's weapons
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Just Finished Modelling my first weapon to mod into Arma Reforger
Clifford Erskine posted a topic in Arma Reforger - Model Editing
Hello all! By trade, I am a 3D artist, and I hope to create many mods for Arma Reforger and Arma 4. My 3D skills are still in their early stages, but I hope to improve to AAA quality and continue to work on my passion project in my spare time. I intend to create a Ghost Recon conversion mod heavily influenced by the GRAW and GRAW2 games, but in a modern setting. My work will be referred to as RGAW for copyright reasons. RGAW (Recon Ghosts Advanced Warfighter). The 3D aspect of the first gun for the project (MR-C) is complete. Now I have to make sure I export it correctly and get it working in the engine. Wish me luck Anyone who wishes to reach out to me is welcome, I would love to join a mod community if there is one for the Infusion Engine (Discords etc.).- 1 reply
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- 4
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- weapons
- assault rifle
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Just Finished Modelling my first weapon to mod into Arma Reforger
Clifford Erskine replied to Clifford Erskine's topic in Arma Reforger - Model Editing
I am currently preparing my mesh to be imported into engine. I am comfortable with the texture process and am aware of exactly what needs to be done. However, I am confused about what I need to do on the mesh and rigging side. After reading the wiki page multiple times, I am getting confused by a couple of parts since I am using Maya. (https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation) I have some questions 1. slots/snap points : It says to use empty objects in Blender, is this a locator if I am using Maya? And if so is the process rigging an animated part of the mesh with a start(slot) and end(snap) point? 2. If the slot/snap points are for animation, what is the point of using bones? If there are any Maya users out there, I would greatly appreciate it if you could clarify a few things for me . EDIT: Looks like snap points are for animation purposes like hands? And slot points are for magazines, scopes, and attachments- 1 reply
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- weapons
- assault rifle
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(and 5 more)
Tagged with:
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Texture recoloring issue
Clifford Erskine replied to stburr91's topic in Arma Reforger - Model Editing
Awesome dude! Great to see some variety mods already taking place!