Jump to content

Nicococo

PC Member
  • Posts

    53
  • Joined

  • Last visited

Posts posted by Nicococo

  1. So I dont know much about the art direction in this game (im still learning it myself) but I do know quite a bit about all the technical aspects that go into making a 3D model. Try not to mirror the UVs of your model down the middle like that. Even though it might look good in SP, you might get some artifacts on the surface in the game engine, due to that mirroring. You can overlap UV islands that are not touching and I think you wont have any issues. Now the parts that are touching, like the area down middle, you can mirror over the UVs to the 0-1 space and you wont get any artifacts but sometimes it doesnt work in certain game engines. You might need to try all this out and see if it works for you.

    The square texture aspect ratio can be changed in SP by clicking on the padlock between the texture resolutions. Unless allegorithmic has changed this recently and im unaware of a new way to change this? Hope this helps you.

  2. 2 hours ago, Rekkou said:

    I think that might be the problem that works against you. Same case with your Excalibur helmet, what you made is basic helmet with different styling than the body, so it ended up looking out of place or miss matched with the body's styling. You'll have a better chance if you also made a matching body skin. But if you only want to make helmet, in my experience as long as the theme is relevant and you can nail the styling and details right, you can make a very different alt helmets.

    Exactly yeah thats why we want to create a whole character so we dont have inconsistencies in the style. Also playing it safe isnt working for me here so back to the drawing board!

  3. 1 hour ago, ShadowHvo said:

     

    To respond to both at the same time, "yes!" but with the exception that I'm not exclusively looking to own the skin from the creator. I'm simply looking to commission an artist to create the dream Alt Helmet of mine, and hope to get a shot at getting it into the game.

    What I'm trying to say is this: I do not have to own it, or even have me be the one to submit it. The creator, for all intents and purposes, can be the one to do both, and earn -all- of the monetary gains if it gets accepted.

    By commision, I truly believe it can go both ways, all depending on what the client and the artist agrees on. I for one however, would not mind either way. I simply wish to see a helmet design of mine get into the game.
     

    My sincerest apologies if it appears shady, for it is certainly not my intention. I am asking here only to be absolutely certain, that neither I myself, nor potential artist could get into trouble, in the case that I paid the artist beforehand to create something that would be submitted to the game.

     

    Hello! =D

    That sounds awesome, I definitely hope this is the case at least.

    Oh yeah like a collaboration. You have the original idea (and hopefully concept art) and you'd like an artist to create it and submit it to steam. You can then add 2 creators when you submit it to steam. I dont think DE cares as long as theres an official "owner" of the piece. I remember users asking the same question (somewhat) in SOE's playerstudio with planetside 2 and they didnt really care but they asked that you settle it before you submit it, so you leave SOE out of it. This is just my opinion but I dont think an artist would create a skin for someone else and let that person upload it and get paid a share for ingame purchases. I mean maybe some artists might if the price is right and the legal contract is done correctly. I guess it depends on the artist, but like I said before your explanation sounds more like a collaboration.

  4. 1 hour ago, InDueTime-EN- said:

    How do you import the mesh? And can I use that mesh to make skins for the warframes too?

    This a long read. I'll do it after work and try to copy your process with excalibur as well.

    Ah I forgot to add that in. Its file->import->wavefront OBJ . You can use it as a proxy reference to see where the in-game model is and you can build your model under that to therefore bake your own textures. 

  5. So heres a rough walk through on how to retopologize in blender and bake some maps using Xnormal.

    wsP1gUV.jpg

    Some of the retopology tools:

    PEBpIqk.jpg

    JyjdU38.jpg

    7I0QdZ8.jpg

    XSIeO85.jpg

    YtfM2QL.jpg

    a2PXTMl.jpg

    EPh064U.jpg

    Retopology through shrinkwrap modifier:

    GltofU4.jpg

    4vs9KgR.jpg

    UV unwrap set up:

    T0DchP4.jpg

    vXszvXa.jpg

    tquNdiz.jpg

    AuBtUlV.jpg

    UV unwrapping:

    krzLlOa.jpg

    Xnormal:

    oAyUJVZ.jpg

    Exporting from blender:

    katbOxk.jpg

    3Cxv7bo.jpg

    uUDgz5i.jpg

    mYIoJCB.jpg

    Importing into Xnormal and set up:

    6X43JYW.jpg

    bD1qp31.jpg

    wrb8zdv.jpg

    khChuxK.jpg

    fimrMws.jpg

    72J0gsr.jpg

    After you've clicked on "copy results" you can click "generate maps" on the right and your selected maps will be generated and saved to your output folder. Barring any outstanding issues that might arise, you should have your maps ready to start building the other necessary maps to submit your assets.

    As you can see, this is pretty rough but I'll still be around if you have any questions.

  6. 4 minutes ago, InDueTime-EN- said:

    I see. Well, I don't really have a concept right now, pretty busy and I have no idea what I want to do yet but this information helps. I am no good with making textures though. So I'll have to get started with an idea and see how far I could get. 

    Thanks for the help. I'll keep track of this thread and do some updates if I make any progress.

    Sure! Its just all about practice and sticking with it. All of this isnt particularly hard, it just takes some time to get right.

  7. 3 minutes ago, InDueTime-EN- said:

    I see, so it would be better to leave the smaller details out of it because it might be removed anyway?

    Not removed but blurred down and hard to distinguish in the ingame textures. You just need to learn to balance out smaller details all over the mesh, dont add in too much small detail and dont make them too small given that this is a 3rd person game and you wont even see all of that.

  8. 1 minute ago, InDueTime-EN- said:

    I understand some of it. You talked about retopology and I think I get the idea. But I want to ask if it is good to start with a high poly detailed version and then just move some of the details into the normal maps like the screws and vents or would it be better to just skip some of those details in the high poly version?

    Yeah you can do that. You could make the more important, larger areas in the high polygon mesh through actual geometry and then add all the smaller details in the texture creation portion of the process. You can also put in all those details in the high poly mesh if you want but all of it might be lost in the baking process, due to UV distortion, UV texel density and texture resolution.

  9. 55 minutes ago, InDueTime-EN- said:

    When I do this, should I make the model as close as I can to the concept? Including all the details that can be done with texture maps?

    If you're working with a concept its good to stick with it but dont cherish it like its your son. Be prepared to make changes here and there to make it better or to fall in line with the art direction. This may even mean starting all over to meet some of the devs demands. 

    Dont use texture maps on the high polygon mesh. Use geometric detail so that detail can be baked onto the low polygon mesh. You can always add in some small details to the in game textures, like screws and vents and stuff like that through normal maps. I hope you understand.

  10. 1 hour ago, Rekkou said:

    A bit warning that normals generated by xnormal isn't very compatible with evolution engine used by warframe. If you make mirrored mesh and UV, you will ended up with visible normal seam especially on the front of your helmet. If you have no other option, then make sure to wrap the front of your helmet as single non-mirrored UV

    Yeah it is. You just need to swap out the +Y to -Y in the tangent normal map swizzle. This is so the normal map works within the directX api. Also, the basic art guide says it uses mikktspace, which is essentially xnormal. In order to remove that seam you need to move the mirrored island over to the 0-1 UV space.

  11. I started preparing a slide show of sorts of how to do certain things in blender and it might not be too specific but hopefully itll help you out. Ive got to the part about baking out textures and blender is just not good at it. Im going to do this using xnormal. Just to let you know, Its also a free program and it works great.

  12. If you started with the low polygon model first, you're doing this wrong. You need to start with the high polygon model first, then build the low polygon model on top of that through retopology. You'll then need to UV unwrap the low polygon model to be able to bake the normal and AO maps. You'll be able to build the diffuse, specular and tint maps using the normal and AO maps as a base. Hope that helps you.

  13. Hey so I'll try to explain this quickly but its up to you to look all this up to get some more in depth information.

    To be able to create all those maps you'll need a low polygon mesh(the model that will go in the game engine) with UVs unwrapped. So the most logical workflow here is to create a high polygon or high definition mesh first and then create a low polygon mesh on top of that through retopology. You need to UV unwrap your low polygon mesh (like I said before), so you can "bake" all the detail from the high polygon mesh down to the low polygon mesh. The diffuse, specular and tint mask maps are the ones that youll need to make with programs like photoshop or substance painter. You could even use blender for the whole process but you might be a bit limited here and there with certain things.

    I know that this explanation is way too simplified but theres so much to learn in just that paragraph. I think youll need to go step by step.

×
×
  • Create New...