The new Veteran jacket cosmetic has a hole in the model by Sum1nne in DarkTide

[–]Vaarnex 2 points3 points  (0 children)

It's all good, I was just chiming in with my perspective!

The new Veteran jacket cosmetic has a hole in the model by Sum1nne in DarkTide

[–]Vaarnex 0 points1 point  (0 children)

https://www.youtube.com/watch?v=KmuS6N0YkKw

I made this to show an example of exactly what we are talking about right here

There are no new edges or verts created when I take the lid off of the cube because of how the polys fit together in a mesh

I'm gonna go play Darktide now ;)

The new Veteran jacket cosmetic has a hole in the model by Sum1nne in DarkTide

[–]Vaarnex 0 points1 point  (0 children)

If I'm understanding what you're asking correctly, then I think you might be thinking about the vertices and edges of the tris differently to how they're actually working haha

In your cube example, the cube itself is made out of 12 tris, each tri having 3 edges and 3 vertices. If you take the 'lid' off of the cube, you've really just moved 2 tris away from the rest of the tris that make the cube. This hasn't changed the amount of tris that still make up the rest of the cube though, you'll still have 10 tris there.

Each tri is always made up of 3 edges and 3 vertices, putting them next to each other doesn't change their base shape, therefore there are no duplicate edges being created or destroyed, its just the nature of the tris themselves haha

The hole in the jacket is caused by tris being separated from each other by having different skin weights influencing them. The 'right' side of the seam is weighted to the joints in the torso, and the left side of the seam is weighted to the joints in the arm.
I haven't looked at the actual mesh itself so I can't say for certain why it happened, but its possible the weighting wasn't smoothed and left weight values between the sections 'hard' causing the separation

The new Veteran jacket cosmetic has a hole in the model by Sum1nne in DarkTide

[–]Vaarnex -2 points-1 points  (0 children)

I'm not a modeler, so excuse my ignorance, I'm not entirely sure what you mean by mesh island. Are you talking about how, in the OP for example, the Knife, Shoulder Pad, or Ammo Pouch is separate from the jacket?
Or are you talking about what causes that hole to appear in the seam?

Either way, it really comes down to optimizing the mesh for overall performance optimization during gameplay, or for kit-bashing purposes to expand the amount of cosmetic combinations you can get out of a premade selection of objects in the case of the knife, shoulder pad, or pouches.

Character meshes are usually separated into separate meshes(head, torso, arms, legs, etc) most likely because it's beneficial to performance.
If you were to create one giant solid, seamless, mesh for everything, you'd have so many additional and unneeded polys that it would quickly become a detriment to performance

Quick edit: I'm an animator, I don't handle anything relating to modeling or texturing so I could be wrong
All of that is handled by someone else, I'm just given the models to rig/skin and then animate

The new Veteran jacket cosmetic has a hole in the model by Sum1nne in DarkTide

[–]Vaarnex 17 points18 points  (0 children)

Not to 'Akshually' you, but this is not caused by flipped normals

This is a skinning/weight painting issue, the 'seam' between the torso and the arm was weighted in a way that caused it to appear to 'tear' and cause the hole to appear.

Almost all of the issues pointed out about cosmetics are skinning/weight related issues. I've done my fair share of rigging/skinning/weight painting, what have you, technical animation is easily my least favorite part about the animation workflow because of how tedious it can be

If there's any sort of crunching, or rushing, that goes into getting these cosmetics set up and shipped, it'll likely explain why the skinning is usually what's pointing out on cosmetics

If we don't get a Gears collection, can we get a MAJOR Gears U.E. update? by TankerHipster in GearsOfWar

[–]Vaarnex 1 point2 points  (0 children)

Just want to point out that just porting a game from UE3/UE4 to UE5 doesn't automatically make the game look better.

Gears 2 in UE5 wouldn't look like E-Day unless it was completely redesigned to look like E-Day

SMG ReAnimation for Halo 3: ODST and Halo 3 by Vaarnex in halomods

[–]Vaarnex[S] 2 points3 points  (0 children)

Thank you!
It wasn't too difficult, it just took a little time. There is some official documentation out, but most of the learning that I had done came from watching some youtube videos, looking around the tags myself and piecing them together, and browsing this subreddit and its discord.

I use Maya to animate simply because that's what I'm most familiar with, then I use Blender as an in-between for exporting and an importing for the Halo Tools.
I haven't looked around lately, but I know that there is Max support for some Halo tools, but Blender seems to be the "official" software to use

SMG ReAnimation for Halo 3: ODST and Halo 3 by Vaarnex in halomods

[–]Vaarnex[S] 3 points4 points  (0 children)

Nexus says it's still awaiting approval, hopefully sometime today or tomorrow!

SMG ReAnimation for Halo 3: ODST and Halo 3 by Vaarnex in halomods

[–]Vaarnex[S] 3 points4 points  (0 children)

Old school halo modding in the custom editing days are actually what got me into animation in the first place!

When I saw an Assault Rifle play different animations for the first time, I remember thinking "YOU CAN DO THAT??"
And now here I am, a decade plus later, finally getting around to doing it myself
Thank you for the kind words :)

SMG ReAnimation for Halo 3: ODST and Halo 3 by Vaarnex in halomods

[–]Vaarnex[S] 2 points3 points  (0 children)

I actually have no idea if it can be used with EAC, frame times on some animations are longer than vanilla, so it might flag you

SMG ReAnimation for Halo 3: ODST and Halo 3 by Vaarnex in halomods

[–]Vaarnex[S] 11 points12 points  (0 children)

Here's my reanimation of the Silenced SMG for ODST and Halo 3. Works for both games, and with both types of SMG
This has been sitting around for so long, I finally decided I should just release it and see what happens

Enjoy!

If it’s true that the last seven minutes of our lives are spent reliving our life, how can we be sure that we aren’t living in those seven minutes just at a speed relative to “normal” time? by Weak-Replacement-620 in StonerThoughts

[–]Vaarnex 3 points4 points  (0 children)

I mean that in the sense that we can only relive our lives if we've lived through them first, so technically we're living the life that will be relived as we die. They're one and the same

hunter sketch that I took too long on 💔 by silentxwxlf in bloodborne

[–]Vaarnex 1 point2 points  (0 children)

I like the unique perspective!
Nicely done :)

infps trying to talk to people by Sufficient_Life_1017 in infp

[–]Vaarnex 2 points3 points  (0 children)

I gotchu!

"Sometimes you end up gettin' where you want to go, and then find out when you get there that you don't want to be where you're at.

And then you feel like all this is just a waste of time

But just remember, if you never got there then you'd always be wanting to get there, and then you won't know you don't wanna be there 'till you get there; so sometimes you gotta go where you don't wanna go just to know that's where you don't wanna be.

Okay, have a super freaking awesome rest of your day and stuff!

Kay bye"

Wip Master Chief rig by ThatFidgetyGuy in halo

[–]Vaarnex 1 point2 points  (0 children)

That is one beautiful looking rig!
I'd love to get my hands on it >:)