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A1stLight

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Posts posted by A1stLight

  1. 2 hours ago, lukinu_u said:

    Since the rig and skinning are already done one the model used ingame but not the one we get for Tennogen, I don't think transfering the custom UV to their model (because they can't simply use the one we made) is simple task, and it could be too much work on DE side.
    That would indeed improve the possibilities if used well (and I already know what to do with it !), but the need for completely custom UV vs the work required by DE is probably too much.

    yea there will some work to be done but not that much , cause it is possible to transfer new UVs from a same model to the original already rigged model with just few clicks ( provided the basemesh is not changed other than just UVs ), it can easily be done with options like Transfer Attributes in Maya or any-related options in other software. 

    The only problem will be that it will create a new body model for the game content rather than only textures

  2. This is pretty great idea! and If DE accept it then this will add a bit more work to be done on their technical side because it will be just like adding a new model to the game as the UVs are changed, the basemesh has to be updated or if their game engine support multiple UV sets for the 3d models. As I guess some engines support multiple UV sets , like I know World of Tanks game engine make use of second uv sets to add dirts and other such details to break up tiling textures but I don't know if Warframe does it.

    but what if they just allow the alteration of UVs then we can make whole new UVs allowing us to decide which parts to make asymmetrical and which to symmetrical.

  3. 23 hours ago, DragonBreath75 said:

    I guess there is a new question I could ask here. What other options are there to make good preview pics for Tennogen items like I see all over the workshop? I'm still looking for a definitive node setup for a colorable Warframe model in Blender, but Blender seems to have a few snags when it comes to properly displaying a colorable Warframe model.

    Well Blender is good for rendering and also you can texture in it but can be difficult for tint masks related stuffs. 

    there are other options as well like

    For rendering preview images:

    • Unreal Engine 4 (free) - a game engine, it does rendering in real-time and quality is great but will requires quite a bit of learning process.
    • Marmoset toolbag (paid) - its sort of same as unreal engine but only for rendering, also can do baking. its quality is very good and it is quite simple software.
    • Unity (free) - its a game engine same as unreal engine and so requires a bit of learning process.
    • Sketchfab (online website) - it is simple and quality is decent.
    • Substance Painter (paid) (Iray mode) - yeah painter have a rendering mode, it is simple and very good but not enough controls.
    • Warframe TennoGen Tool - lastly its the tennogen tool

    For texturing and making tint mask stuffs:

    • Substance Painter (paid) - its a great texturing software and can make tint masks easily, you can change colors accordingly with tint mask , and also DE provide a shader for tint mask.
    • Photoshop (paid) - you know it.
    • Gimp (free) - same as photoshop.
    • Krita (free) - same as photoshop.
    • Quixel Mixer 2020 (free) - coming soon, its going to be same as Substance painter!
    • Like 1
  4. 19 hours ago, DragonBreath75 said:

    Thank you for this! This setup is great, but how would this be set up to work with the tint mask in order to change the model's colors?

    I tried to find the ways to deal with tint mask in Blender, but its not working . To work with tint mask, there needs to be a way to select a specific color from the map and then use it as a mask to change color and blend it with diffuse. Tint mask are better with texture creations software like substance painter, photoshop ,etc which allows to pick colors as a mask.

    • Like 1
  5. I have made a simple material/shading and light setup in Blender v2.80 using Saryn and her default textures. everything is simply connected to their correct nodes except the normal map as Blender uses openGL to render normal map(I dont know if we can change to DirectX mode in Blender so just used the nodes to do it) and Warframe engines uses DirectX so only thing is I have done is invert the green channel of the normal map in the node setup to be seen properly in the Blender. here is the link to the file: https://drive.google.com/open?id=10Z61b9Uw2drC4Vc5YM4jAt0IE8Ii_T0l

    • Like 1
  6. Hey there !

    Mirage Kitsune skin in collaboration with @Skyeraikes is now on Steam workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1959181297

    Spoiler

    3bi707W.jpg

    Sakhura Garuda Helmet updated. Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=1974004508&searchtext=

    Spoiler

    1GXtcU7.jpg

    The Aropana Syandana has been updated to v2.2. whole new design while keeping the original concept same.

    Aropana Syandana Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=1801138575

    Spoiler

    3919WKX.jpg?1

     

    • Like 2
  7. I really liked your concepts for all three frames , especially Garuda one. But as you have seen that Garuda have symmetrical body , you might have to redesign the concept for the body only i guess.

    I am also currently working on a Gaurda helmet , working on the feedback from DE now a days ( item link: https://steamcommunity.com/sharedfiles/filedetails/?id=1839260376 )

    I would say that i am not that good at concept making , but i can model and texture stuff quite better , that`s why i have concept my stuff in 3d and mostly in mind 😀.

    i was thinking that if you would like to work with me in collaboration then DM me , can help you with the 3d part , ( you can see my other 3d works here https://www.artstation.com/kakarrott ), can also check my steam workshop here :https://steamcommunity.com/profiles/76561198312558129/myworkshopfiles/?appid=230410 , 

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