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[DE]Kary

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Posts posted by [DE]Kary

  1. Sorry about the delay, our department has been juggling a lot of tasks lately and this fell by the wayside much longer than it should.  

    We updated the files for Atlas, Hydroid, Inaros, Mesa and Nezha and hopefully have all the meshes needed. The textures will be a longer term thing as many of the characters in question do not yet have a PBR material.  It feels like it would generate a false positive to put those textures out.  People would naturally think they need to match the content in those, then chaos, etc.  It feels better to leave it matching the characters as you see them in game instead as the PBR conversion will be trying to stay as close to the original as possible, biggest difference will be in the metal areas.  

    Thanks for compiling the list!

     

     

  2. 26 minutes ago, TRSS said:

    Thanks, @[DE]Kary, that clears most things up. I could have realized earlier that EvolutionPBR.glsl was specifically made for Substance Painter.

    Another concern of mine: Unfortunately the axis for up vector differs from app to app what also changes the shading due to normal maps. Could you specify which colour channel is used for which relative direction? Nvidia provides a normal map filter plugin for photoshop but I am uncertain which settings to choose (you can invert X/Y/Z).

    We use the DirectX standard, so that'll be X+/Y-/Z+

  3. 5 hours ago, TRSS said:

    Thanks for joining the dicussion, @[DE]Taylor

    There are discrepancies between your internal and public nomenclature. This is due to different names for the same item (for example "Archer" instead of "TGenIvara") and different suffixes:

    Your "TEXTURING GUIDE" defines the following suffixes...

    • Albedo: filename_d
    • Normal: filename_n
    • Metalness: filename_s
    • Roughness: filename_r
    • Emissive: filename_e
    • Tint masks: filenameTintMask_d

    ...but you distribute textures with these suffixes:

    • AO (not defined by Texturing guide)
    • Curve (is that bump due to legacy shading?)
    • Normal
    • Tintmask
    • IDMask

    I cannot imagine how this simplifies putting our creations into the game if we want to start editing based on the default textures. Usually I load an .fbx into a 3d app of my choice in order to have materials assigned automatically (since .obj does not support that without .mtl) but then I have to correct each file path manually what is just tedious. I would also love to see all textures included since some examples (checked for Banshee) lack metalness, roughness, emissive maps.

    Edit 1: Wukong's/MonkeyKing's .fbx includes a material called "Tenno:Body1" that sets his diffuse map (MonkeyKing_d) to transparency. No biggie but may require fixing. In addition it seems like his helmet's diffuse map is missing.

    Edit 2: Your "EvolutionPBR.glsl" says

    so I wonder where to get those files from.

    Edit 3: Does evolution engine accept overlapping UV maps and can it build lighting from them?

    The files referred to in the texturing guide are what you need to create.

    AO, Curve, etc are the standard maps that people use to create those textures (source files).  It is beyond the scope of what we are doing to teach the use of those, but there are many great resources available for that (Polycount.com, etc).

    FBXs are provided 'as is' from the game directory.  The materials applied to them are largely immaterial. Max / Maya / Blender etc do not have a PBR relevant viewport (at the time of this writing).

    EvolutionPBR.glsl as noted in the docs that shader is for use with Substance painter.  Other relevant files are part of that program.

    Edit 3:  Yes it does.  None of the stuff for Tennogen will have lighting built, as they are all dynamically lit objects.

  4. On 6/18/2016 at 2:55 PM, Captain_Thickthighs said:

    Hi i just have some questions about tennogen. When uploading alt helmets do we need to include the body as well in the obj? Also would you guys except skins where its just the body or does it have to be both body and helmet?

    • You do not need to upload the body if it is unedited (prefer not to avoid confusion in fact).

    • Just body is fine.  Our Immortal skins work that way.

  5. 13 hours ago, LoopStricken said:

    While we're on the subject of Excalibur Prime (And I vote for separate lines and horn-stripe colouring), I'd like to ask: What causes this?

     

     

      Hide contents

    9z5iyPd.png



    ... and why is it so prevalent on the old Immortal skins? Ember's skin has it in spades, and it's only been very recently that Nova's Immortal skin was fixed.

    There are several different reasons.

    1) Thin lines are the worst offender:

    KijPQDH.png

    You can see the stray bits of green in the top issue that can make for lots of compression problems.

    2)  Not screening colours on top of each other correctly:

    sCHTt9g.png

    So that wobbly looking of Red + Blue in the upper left is actually better than the image on the right.  Some of this older content is handled a bit differently and I got a bit lost in the different techniques + volume of things I was touching.  

    3)  Straight ahead compression settings.  Most bitmaps are saved "perceptually" (1 more bit for green then blue) which makes sense for most content (as the human eye is better at seeing green than blue), but not for tintmasks which are just a function of 4 black and white masks in the different channels in an image.

     

    15 hours ago, Ebohcalyps3 said:

     

    Wait after all that are we losing the ability to color the horn again? I have had it colored for the last 3 years.

     

    Well given the tons of the thread can give it a shot in the blue channel and see how that goes.

  6. 17 hours ago, EmptyDevil said:

    As said in the title, i noticed a significant drop in the quality of her textures. It's very pixelated and looks pretty bad in a lot areas. The channeling effect also appears on her metal/gold parts instead of her markings like before.

    Shoulder

    GB7eA8I.jpg

    Thigh

    J3RBhUz.jpg

    Arm

    wqZTuJI.jpg

    Butt

    JlU7iSA.jpg

     

     

    Those compression artifacts are terrible.  There were some present when I looked at it first thing this morning, but not that bad.  That did get me looking at the original sources though and there were a lot of things that I could do to improve them, so I did and it looks like this on my end now:  

    QBUuv0v.png

    Please follow up if it doesn't look clearer like this soon.

  7. 15 minutes ago, DE_Kary said:

    I don't think so -- the helmet didn't have anything in the alpha previously, just the body.  I remember having the blue selection saved out, but in one of a dozen edits IIRC they lined up so that the blue would be maintained, and i was just adding a bit more to it.  Though I might have got the channel order switched when I reordered the white to the base as you suggested... will double check.

    And you were right.  It will go out today with a compromise -- can take another look when the dust settles from that.

  8. I don't think so -- the helmet didn't have anything in the alpha previously, just the body.  I remember having the blue selection saved out, but in one of a dozen edits IIRC they lined up so that the blue would be maintained, and i was just adding a bit more to it.  Though I might have got the channel order switched when I reordered the white to the base as you suggested... will double check.

  9. On 4/29/2016 at 7:44 PM, MDRLOz said:

    TLDR: Excalibur prime has been PBR'ed on short notice and majorly changed his look.

    BULLET POINTS - Why this change is bad and should be reconsiderd/fixed:

      Reveal hidden contents

    - This poll was a SNAP desicsion that lasted less than 24 hours... not a fair choice.
    - This poll was done in design council. Any Tier 2 founders who have excalibur prime will not have design council access and so have this deicded for them
    - This poll was done in design council. Loads of people have gained access to design council in the 2.5 years since founders closing. These people are non-founders yet they get to decide how a founder item will permanently look.
    - Option B is closer to the oringal and conserves as much of the option available in the original. However it is the second option. Anyone who know anything about polls/questionaires will know the first option will always have a bias towards it. The more orignal image SHOULD have been the first option, NOT THE SECOND!
    - Option A loses options that orignal frame had in its pattern just to keep the additional arm and leg tints stripes


    ---------------------------------------------------------------------------------------------------------------
    I will apolgise immediatly as this post is a massive knee jerk pain expresion. However I personally feel violated right now. 
    Also I am sure some people will say that this is "founder privelage", I should be happy just having Excalibur prime.
    However I cannot willingly lose my face for almost 3 years without saying anything about it.

     

    Basically My problem is that they have stolen my face

    sPQXYyT.gif

    So Excalibur prime has been PBR'ed which is something I have been waiting for a long time.

    In the redesing of excalibur prime two options were made available for the council to vote on.

    ( I WANT to show you the two versions but this is a design council item so will ask for approval first)

    While waiting on aproval to show link - There was two options:

    -Option A (392 Votes): The version that suceeded. The one we have in game. No face or shoulder colouring
    -Option B (359 Votes): The failed vote. Very similar to the oringal colour patterning. Had shoulder colouring and face stripe. 

    You might be asking "It cant be that different? Whats changed so much?"

    Basically the biggest change is in the face. The face has lost the main strip down the middle. This causes the whole head to be 95% one block colour with no accenting.

    Evidence:

    ChPvZziW0AAfv-K.jpg:large

    Now long ranty posts aside my main sticking point is that I am not happy with such a major change in the way something looks being decided by desgin council on a relativly quick whim.
    I have worn that face for almost three years. It was me. Now it looks plain and dead.
    It doesnt feel fair that it has to change so drastically on the votes of a small portion of the people who may not even have the frame (about 800 votes but some will be non-founders).

    The main thing missing is the main face strip. The other option for the new excalibur prime had this but it was voted out by a narrow majority

    Sorry about that.  Entirely my fault.  I was adding a tiny bit in the blue channel on the back of the head / small echo on one of the lines and lost the original blue selection :facepalm:.  Should be sorted out in a HF soon.

  10. On 4/29/2016 at 6:50 PM, JinxedWolf said:

    Her PBR feels the most rushed out of all the frames we got in this update.

    Details missing on her legs and chest plate, that ruin the whole theme of the frame IMO and give it a cheap look. As someone who always uses her original prime theme, the lack of these details, really frustrates me.

    oCSZ0Ga.jpg?1



    c6UA5JY.jpg?1


    Original design: ( sorry fow low quality but you get the point)
    2yxIdNi.jpg


    7a9bAMA.jpg



    EDIT: Also noticed that, parts of her spine are miscolored white instead of black as it was before. Someone call Minky and have him school the guy who colored this PBR. Bring back the detail in Nyx that we love.

     

    Thanks for the post.  I was able to track down the layers for those and they will have untintable darks in that area again in a build soon.

    I'm finding that there is a bit of compression blocking on the tintmasks that I can't quite get rid of, but broke it out of the packmap and have it at max res.  Will try to take a look again later, but this should be a bit better as well.

  11. That was an odd one.  Shader was set to emissive map + mask, and the emis didn't have a mask.  I would not have guess that could bork anything like that, but seems to have hamstrung the colour picking code.  Should be sorted out on the next mainline integrate.  Sorry about that.

  12. 1 hour ago, Stratego89 said:

    As said here- wasn't fixed despite notes saying so. I will note that the actual muzzle flash at the end of the barrel now properly uses your energy color, but the flash on the environment does not. It seems like the lotus uses both it's innate purple AND the energy color. One way or another- still needs fixing.

    Will send that on.  Thanks.

  13. 22 hours ago, Insizer said:

    It's upside-down?

    It isn't, the way it is in game is how it's intended (mandible bit echoing the rib cage).  Some of the early screenshots were taken w/ it flipped by accident.  That should be corrected by now.

  14. 9 minutes ago, NightmareT12 said:

    Could it be the particle animation pattern? I've noticed it consists off emitting at the sides and meeting at the center, which I guess would look a bit weird if the visor worked like the other 2 and it stood out more.

    That might well have been it -- but if that panel is on a tint that situation could happen anyway.  Just took a look over his shoulder and generally it does look better / more in keeping with the others, so that will be shipping with 18.5

  15. On 2/28/2016 at 4:15 AM, egregiousRac said:

    PM me if you see something crazy and I can take a look at anything. The rare few items I don't have you could always show me via dojo.

    Lots of relevant things earlier, but we don't have an automatic unwrapper.  We do use an automatic UV packer, which is fairly industry standard these days.  The cloth section should have been the longest axis piece in retrosepct and the UVs being unnormalized surprised me.  Easy to have happen when there are a lot of details in other areas.  Throwing more pixels at it / compression change should sort it out though.

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