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Vulbjorn

PC Member
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Posts posted by Vulbjorn

  1. 1 minute ago, MagPrime said:

    Ah, ok, so lump sum and PC sales on top of that.  I heard that you guys would get kick backs based on the performance of the skins sales but that was...awhile ago and unconfirmed.

    Thank you!  ^_^

    I'm afraid that's just a rumor, we don't get any kickbacks. And console contract is also not a guarantee.

  2. Just now, MagPrime said:

    So do you get the lump sum and the PC sales on top of that, or do they just out right buy the skin for the lump sum and you never see another payment after that?

    We only get lump sum on console, DE flat out buys it out and no more money is exchanged. On PC we only get revenue from sales, no contract money is given. 

  3. 12 minutes ago, (XB1)TyeGoo said:

     

    Uhhh.. and who's in the right now? I'd like to know that considering future purchases..

    On console, DE buys out our skins for one time lump sum of money, we do not receive royalties when skins are bought for plat. On PC, we get royalties from each purchased skin. 

    (P.s. I will be a weird one out, but I wouldn't mind making my oldest skins sell for platinum)

    • Like 3
  4. 6 hours ago, SPEKTRE76 said:

    How come when I sculpt everything is low poly? Is there a toggle like in 3DSMax to make everything be viewed in High poly? AND THANK YOU!!!!!

    Two ways of doing it. Either you work with dynamic subdiv (toggle like 3DSMax/Maya, where you do classical modelling, it's under Geometry shelf), or if you sculpt, you should subdivide model a couple of times with Ctl+D. Shift+d will go down a subdiv level, D - up. 

     

  5. Theoretically yes, it's possible, but you will lack a whole array of super important functions like polygroups, zremesher, layers, custom brushes, ability to import/export fbx and others. But you can make something in it of perfectly acceptable quality if you know what you're doing. In terms of sculpting capabilities it's better than Blender (which is a really good alternative, free too).

     

    P.S. Adobe can go sit on a thermonuclear cactus with their subscription plans. 

  6. Good luck to you too, the more infested roll around in a big mushy ball, the better. They are a deceptively chaotic faction to model, with a lot of not obvious design directions. I really hope you did submit it before the deadline, though, I saw it go up on 20th?

  7. 3 minutes ago, iLightning13 said:

    The issue with that is that the weapon blade trails will appear on both sides in the same place regardless of the blade's model.

    If you have a large blade, the trail won't line up with the edge.

    If you have no blade on the other side, there'll be a floating trail of energy.

    In both of these cases the submission will likely be rejected. The only way to get round it would be to curve the weapon's 'front' end to fit a bigger blade and then keep a normal sized blade at the bottom.

    Nah, DE doesn't really have any restrictions regarding weapon trail, because it's something that happens on their side, not tennogen artist. It should be fine, as long as model itself is looking good. Speaking of which, an infested bardiche sounds mighty interesting

    • Like 1
  8. I feel like it's fine. DE mostly have issues with protrusions blocking camera view, or overlapping the shoulders so much, they become the shoulderguard itself. Might interfere with Garuda's arm tassets, though. I'd say, retopologize it, but separate the fabric holders from the shoulder brooches, and if DE has issues with it - just rotate the holders inwards a bit. 

  9. 2 hours ago, (XB1)razberryX said:

     Personally, I'd love to see some ignis Tennogen skins, but there's not a lot of people who put their time into weapon skins.

    I'd love to make some shooty irons too, but there's just not much point in making one right now, considering it would be either simple retexture for very specific guns, or it flat out just wouldn't be accepted. It's like making skins for lisets - theoretically, spaceships are awesome, but ours are just loading screens, and who'd even buy them.

  10. 47 minutes ago, (PS4)IIFrost_GhostII said:

    ILY🖤💙🖤  And what tennogen that gets added to the game depends on votes right? If so ill be sure to try and get my warframe alliance to check it out and vote for yours lol

    Thanks, but voting doesn't really affect chances of getting in game. Overall quality and how fitting it is in the game affects it the most. Please don't worry about it, getting it into the game is up to me, I'll just have to make it work.

    • Like 1
  11. 2 minutes ago, (PS4)IIFrost_GhostII said:

    Yea yea! Thats looking good but i was thinking it should have more big spikes or horns than 2 like atleast 4 i feel should appear past the shoulder to the point where if youre looking at the warframe from the front, you can see the spikes

    Almost looking like its giving the warframe a lion's mane! 

    To keep it from blocking players line of sight, maybe the spikes could act simular to the "iliac" shoulder plates (in game) that hug the players warframe when youre aiming so that the shouldets plates. This could be done by making the spikes shrink when the player aims, and when they stop aiming it all grows back to full length instantly!

     

    And of course not every spike would have to shrink, like the 2 you have in your picture those could stay full length when the player aims

    Alright, gotcha. More spikes, bigger spikes, being able to see from the front, think about animation on a trigger. 

    • Like 1
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