Vulbjorn
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Posts
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Joined
Posts posted by Vulbjorn
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On 2020-06-02 at 4:45 AM, (PS4)Shadow_Of_Hunhow said:
Ok so I'm super new to this and I've got a high poly model sculpted in zbrush, what exactly would my next step be?
Your next step would be retopology and unwrapping your model, before texturing it.
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I personally use Blender for rendering/rigging/low poly fixes and unwrap, Substance Painter for texturing, Zbrush for sculpting and retopo. It's advisable to also get topogun for retopology.
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45 minutes ago, Goosmo said:
So i basically just have to make a 1 sided poly mesh, duplicate, flip the copy's normals, and then weld them together?
Pretty much. I don't even think you need to weld them, they'll be hooked up to the same bones and should bend normally. But you could weld perimeter vertices just in case.
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It's not double sided polygons, it's two one-sided identical polygon meshes, that have their normals flipped. Not sure about emissives, but judging by Revenant's emissives, they're fine as is due to transparency. Might be wrong here, never done floating emissives.
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You can only change textures on the body, and you can do both textures and meshes for the helmet.
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1 minute ago, MagPrime said:
Is the lump sum based on the expected popularity of the skin, or is it a flat fee regardless of how many players may want it?
It is always a concrete flat sum, which I'm not sure I can discuss.
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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.
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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.
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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)
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Hey, she should look fine in-game, it's just the market view that is busted.
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It's not that difficult, it's just sometimes untintables are part of the design itself, like machinery under plating. I was thinking about introducing untintable areas into my own skins at one point too, before being talked out of it.
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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.
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If you're going to be making a tenno themed blade, here's some brushes I often use. Very useful for robotic or sleek models (which is ironic, I guess, considering all I make is lumpy monsters). https://www.dropbox.com/s/t53byuccuc8654p/MAHMechBrushes.zip?dl=0
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8 hours ago, (NSW)SongOfTheSea said:
Any one working on this yet ?
Yes.
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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.
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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?
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Good job, it's more refined than first version. Don't forget to reupload it as a new model, so DE can easier notice the updated version.
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9 minutes ago, Zahnny said:
It appears DE take Tennogen factions as more of a whitelist, and we were limited to Tenno, Corpus and Grineer. This was opened up to Solaris, Ostron and Sentient. Correct me if I missed any.
My trashpile children, the infested.
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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
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1 hour ago, ryu-hayabusa1 said:
Thank you very very much.
one last question, the fabric holders and brooches, by seperating them, you mean, when retopologizing?
Sorry for the trouble.I meant, have them as separate models. Try to retopologize them separately, not as a single giant piece.
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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.
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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.
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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.
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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.
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TennoGen Round 21 - Accepted Items & Release Date
in TennoGen + Steam Workshop
Posted · Edited by Vulbjorn
There actually could've been more Wisps, and we even were at some point planning to release them all at once as a meme, but some weren't finished in time, so we only have four.
Very sad, but such is life.