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[DE]Artarrwen

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Posts posted by [DE]Artarrwen

  1. 26 minutes ago, RazorTip said:

    Yeah, thank you, concepts are easy to make on paper, the hard part is transitioning into a 3d model... even with Sculptris' easy to use interface, there's a lot of thing I don't know and don't understand fully. I recently downloaded the Tennogen tool, along with Excalibur's model and textures, but something's bothering me, do I really need Photoshop to help finalize my concepts?

    this thread lists all the tools you might need as well as some tutorials and places to find tutorials.

  2. On 24.10.2016 at 5:48 AM, Jamescell said:

    I like the Inaros helmet. Could you post the updated side view though? That was its main weakness before. 

    I would call the helmet Sutekh, the longer version of the name Set which is an Egyptian god. Set's head looks like this helmet.

    sorry I've kind of not touched him in a long time, busy with a personal project right now. I still don't really know where to take him.

     

  3. 47 minutes ago, General_Durandal said:

    It's not that hard. I mean, skyrim does it, so it can't be that hard.

    All you need to do is make a slightly different version for each warframe.

    The only thing changed is the shape of the neck wrap part.

    Yes because Skyrim's slight variety of a handful of body types is absolutely comparable to the variety you see in Warframe. How hard can it be indeed.
    And that's besides comparing Skyrim and Warframe in the first place because they are definitely comparable to each other. What could possibly separate them.

    Believe it or not, the extra amount of work your suggested syandana would require (which is a definite complexity increase, how large depends on the details) may simply not be worth it.

    1 hour ago, Vlada91 said:

     

    5IhHNj6.jpg

    In fact, it wasn't worth it, as the Teplo has already proven.

     

    1 hour ago, ryu-hayabusa1 said:

    Well, your best bet is to wait for Excal Umbra. i think his scarf is a good example of what you want.

    Yup. Things like deluxe skins, auxiliaries (if they ever become available for Tennogen), Prime and Umbra variants. Not syandanas.

  4. 37 minutes ago, General_Durandal said:

    I'd really like it if someone would make a scarf syandana.

    The kind that wrap around your neck.

    Like,

     

    But the dangly arms are hanging off the back instead of the front.

    Can't be done.

    Early design of the Teplo Syandana was exactly that.  Unsurprisignly, it didn't make it until it was revised to be a more simplistic back attachment that just looks like a scarf.

    Even the Nsaru was meant to attach to the shoulders but DE put it on the back anyway. You're just going to have to accept the fact that Syandanas are purely backside attachments (Uru clips horribly with some frames, making it both an exception and an example), anything more complex than that could only work as an Auxiliary slot item that is limited to particular Warframes (e.g. Mortos Binds).

  5. 23 minutes ago, fredaven said:

    yeah im trying to figure out why there are seams. shouldnt be.Theres  no seams in substance painter.

     

    That's just a quirk of Sketchfab and UV seams. A good example is Nova's model, look at her in Sketchfab or Toolbag and you'll see lots of seams around her hips
    vrL17ji.jpg
    This happens in-game as well (though not as apparent). There's really nothing you can do, and Saryn's UV seams are far better laid out so I doubt anyone will notice.

  6. That... can be interesting. Though I'm kind of uncertain if it'll be accepted into the game.

    Just now, -----LegioN----- said:

    What if the artist manages to do the scarf as part of the helmet instead of adding it to the body? (Similar to loki and ash deluxe skins back head, but with the model wrappung around the warframe's neck instead)

    I'm not sure if that's possible, I guess some of the artists might have have that info, otherwise we should ask to the dev team to see how it goes.

    Neck area should be fair game, plenty of existing helmets already do that (Ivara Loxley, Nezha Circa, Valkyr Bastet, literally every Atlas helmet, etc).

  7. 36 minutes ago, Rolunde said:

    OMG does this really somehow remove his "meat flaps/bacon strips"?

    Because I'm not a fan of them and seeing him here without them looks pretty nice!

    **Atlas Intensifies**

    oh no sorry that's just the model we're provided, it lacks his waist cloth but the helmet itself does not affect that in any way.

    edit: removed that particular image to avoid any confusion, once I get a hold of the full model I'll update the screenshots

  8. 5 hours ago, Omni_Omega said:

    The shoulder spikes are fantastic, especially how they fit so nice into the grooves of his shoulders.

    Hopefully it ends up rigged so that they don't flex with the rest of the helmet.

    The Tartarus helmet seems to have a fairly rigid collar piece, I even added the small band that connects the bigger pieces on the back to hide the bending of his back "muscles" in-between the rigid pieces to follow the general shape of that collar.

    8 hours ago, BlaineKodos said:

    I'm loving that Atlas helmet. Since it looks much more primal and unrefined compared to his normal helmets, I have a few suggestions for a name based on the origin of Atlas the mythological figure:

    • Titan (Atlas was a Titan tasked with holding up the world. Appropriate as the Tartarus helmet Atlas already has is named for the prison of the Titans)
    • Iapetus (father of Atlas)
    • Gaia (mother of Atlas*, commonly associated with the Earth much like Atlas)
    • Durus ("hard, enduring" adjective that potentially contributed to Atlas's name)
    • Telamon (second portion of Atlas's name used to describe him after his punishment, Atlas Telamon means Enduring Atlas)
    • Ladon (Dragon that guarded the golden apples of Hera's garden, which Atlas retrieved on Heracles' behalf)

    *Gaia is not considered Iapetus' wife, however. Those come from two different interpretations of Atlas's parentage. Iapetus is paired with Asia, while the author Hyginus states he comes from Aether and Gaia. Neither Asia nor Aether sound like good names for helmets for Atlas.

    Nice, thank you. Durus and Telamon in particular seem fitting. Titan is kind of an obvious one, kind of like calling a Chroma helmet "Dragon"... actually wait, that's a thing isn't it.

  9. 7 hours ago, Omni_Omega said:

    Is there any inspiration behind this? It has a very unique shape

    no not at all why do you ask

    12 hours ago, Shad0wWatcher said:

    Why a i getting the worst kind of flashbacks from star wars when i aw that helmet? It looks nice but...when i look at it it makes me think of Jar Jar Binks...and thats never a good thing lol.

    1 hour ago, Kuestenjung said:

    Yeah, was thinking the same like "Is that you Jar Jar?". Except the fact, I liked Jar Jar.

    I can't help you.

  10. 10 minutes ago, fredaven said:

    really liking the front view. but the moment it goes to a sideview you lost me...feels..droopy and a bit to phallic

    A lot of things look phallic if you look hard enough but I think I see your point, the slight downward curve it has is mostly just sloppy sculpting on my part.
     

    1 hour ago, Imaru said:

    The profile reminds me of Zephyr. Not a bad thing perse, but it seems more akin to her helmets than Inaros's. 

    Noted, I'm gonna try out some different shapes for the nose/mouth, wouldn't want it to look too similar to the Anubis helmet though.

    1 hour ago, SenorClipClop said:

    Good start, I think it'll start to really shine once you get some detailing in there. If you're going for an animal-headed god thing, I would recommend making it look a little more Thoth-y.

    Like a straight up ibis beak? Not too sure if it fits Inaros that well but we'll see.

  11. 2 hours ago, NinjaKitsune56 said:

    I would assume so, given the disparity of the other user-made skins and helmets,

    None of the user-made skins alter body geometry in any way.

     

    3 hours ago, arch111 said:

    I have been trying to understand this. The body have to remain untouched - for UV-MAP reasons and so on I am guessing.

    So say I want to remove Nekros leghooks, I cant to that because they are part of the model.

    BUT can I create a piece of armor and attach that OVER the hooks, and in so doing,  hide them and change Nekros default look?

    I am taking as small model as possible to circumvent the no-touch rule.

     

    So. Enlighten me. Can we, or can't we?

     

    No altering of existing low poly is currently allowed. It could be probably approached as an auxiliary piece but that's not currently allowed either, though last I heard it could be a possiblity in the future, much sooner than entire model swaps anyway.

  12. oh wow I was just going to post this same exact info in a new thread, okay. Have DE responded to you in any way about this? @Syncrasis


    Also I'd like to add that besides some archives lacking entire texture sets, some of them (from the ones you've flagged as OK) are only missing several maps such as specular, roughness and emissive, in particular:

     

    • Atlas: Roughness and emissive maps
    • Inaros: Specular and roughness
    • Loki: Roughness
    • Wukong: Roughness

    Also also the Excalibur archive is outdated last I checked, if you want to grab the PBR version it's only found in the "Default Example" (UploaderDefaultExample.zip) for some reason. Also, are vanilla Mag and Volt PBR'd? Their archives are outdated if so.
     

  13. It's up on the Workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=764959221
     

    21 hours ago, fredaven said:

    looks good, how near the tri-limit are you? if you got tris to spare I woud push the low poly more. it gets  a bit flat on the sides.

    Good point. I upped the tri count a little bit and refined some parts of the mesh, though the difference is neglible. It's at 2.7k, I could push it some more if I have the time and if I stop being lazy D:
     

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