HarmonicNodes Posted June 13, 2019 Share Posted June 13, 2019 (edited) So for a while now I have been learning and designing a syandana that has its main parts made of glass, and based on the notes in gara's file the color of glass is represented by the energy color. My model consists of two glass parts and I would like them to have separate colors for more customization. Now that duel energy is a thing, this idea seems possible but I am not sure how to set this up. The pyra syandana in the game already has 2 emissions and 2 energies. I'm not sure if my idea will be accepted but if I could have some help figuring this out then I would love to give it my best shot. Main Issue: How to set up two energies? What I use: Blender and Substance Painter. Here are some pictures of what I have so far: Edited June 13, 2019 by HarmonicNodes More specific 1 Link to comment Share on other sites More sharing options...
Cicasajt Posted June 13, 2019 Share Posted June 13, 2019 add a base it grows out of and make it somehow more warframe styled Link to comment Share on other sites More sharing options...
lukinu_u Posted June 14, 2019 Share Posted June 14, 2019 First, I would recommand having a solid base outside of the glass. I'm not sure full glass is something that would work, especially as they require the full usage of all 4 tints. About the 2 tones energy, it's only about gradients so you won't really have ways to make it work as a dual color customitation, espicially on glass that work in a way that don't give much control to tennogen creators. So, the alternative I would recommand is to replace on of the glass petals layer with solid material matching the tenno style (also valid for both the hologram and glass). And keep in mind both glass and hologram use the "energy" color instead of "emissive", so they will both be the same color. Link to comment Share on other sites More sharing options...
HarmonicNodes Posted June 15, 2019 Author Share Posted June 15, 2019 Thank you for the reply, I am always happy to learn more. Also I saw your Wisp Diva today on twitter and I was wondering how you created her braid? Link to comment Share on other sites More sharing options...
iLightning13 Posted June 16, 2019 Share Posted June 16, 2019 (edited) 15 hours ago, HarmonicNodes said: Thank you for the reply, I am always happy to learn more. Also I saw your Wisp Diva today on twitter and I was wondering how you created her braid? From the looks of it, simply a flat mesh with a gradient to fade out towards the edges, using the alpha channel of the diffuse map: Then a noise texture stretched along the braid to make it appear as if the energy has hair: This would be added to the alpha channel as well: Then the alpha channel of the emissive map is free for any scrolling textures to be added. (Just as an FYI, if you want to make sure someone sees your response, quote their message so they'll get a notification) Edited June 16, 2019 by iLightning13 Link to comment Share on other sites More sharing options...
HarmonicNodes Posted June 16, 2019 Author Share Posted June 16, 2019 1 hour ago, iLightning13 said: (Just as an FYI, if you want to make sure someone sees your response, quote their message so they'll get a notification) Thanks for the information, and if I made something like this then how would I go about baking it as an image texture(if that is the correct term to call it)? Would I need to use something like substance painter? Link to comment Share on other sites More sharing options...
iLightning13 Posted June 16, 2019 Share Posted June 16, 2019 3 minutes ago, HarmonicNodes said: Thanks for the information, and if I made something like this then how would I go about baking it as an image texture(if that is the correct term to call it)? Would I need to use something like substance painter? No, Blender has its own baking feature. 2.8 is very good, as it can bake both the displacement from materials and from geometry in a single bake. Simply choose "Selected to Active" to bake from the high-poly version of the mesh to the low-poly, or keep it unchecked if you want to produce an image texture from a node-based material: Link to comment Share on other sites More sharing options...
HarmonicNodes Posted June 16, 2019 Author Share Posted June 16, 2019 2 minutes ago, iLightning13 said: No, Blender has its own baking feature. 2.8 is very good, as it can bake both the displacement from materials and from geometry in a single bake. Simply choose "Selected to Thanks for the work you did to recreate the effect. I was looking around on the internet yesterday and had myself very confused. Link to comment Share on other sites More sharing options...
lukinu_u Posted June 16, 2019 Share Posted June 16, 2019 Yeah, what iLightning13 is accurate in the idea. The braid is made of curved panels (to keep it nice looking at any angle) all sharing the same UV with hair texture in which a scrolling flowing effect on the alpha channel. Here are the emissive and its alpha channel (scrolling from up to down). I made the 3 different parts (hair, hologram tip and head flowing effect) different size to achieve different scrolling speed with the same texture. Link to comment Share on other sites More sharing options...
HarmonicNodes Posted June 16, 2019 Author Share Posted June 16, 2019 12 minutes ago, lukinu_u said: Here are the emissive and its alpha channel (scrolling from up to down). I made the 3 different parts (hair, hologram tip and head flowing effect) different size to achieve different scrolling speed with the same texture. Wow! That seems quite amazing. What software do you use? And is there information about creating scrolling effects / what words should I use to find more information about them? Also, what are the maps that warframe wants for effects? I looked at revenant's files but I am not exactly sure what I was looking at. Link to comment Share on other sites More sharing options...
lukinu_u Posted June 16, 2019 Share Posted June 16, 2019 Il y a 1 heure, HarmonicNodes a dit : Wow! That seems quite amazing. What software do you use? And is there information about creating scrolling effects / what words should I use to find more information about them? Also, what are the maps that warframe wants for effects? I looked at revenant's files but I am not exactly sure what I was looking at. I used maya for the modeling part, substance painter and a bit of photoshop for the texture, did the render testing in Unreal Engine. If you want to learn more about, I would just recommand searching about material shaders in general. This is how I set it up for testing : As you can see, there is a lot of freedom here, but in the case of warframe, the only thing you have access to one material the basic maps (albedo, normal, roughness, metalness), tintmask and emissive with a scrolling pattern on its alpha, so it's quite restricting and is the reason I proceed this way. Link to comment Share on other sites More sharing options...
HarmonicNodes Posted June 16, 2019 Author Share Posted June 16, 2019 3 hours ago, lukinu_u said: I used maya for the modeling part, substance painter and a bit of photoshop for the texture, did the render testing in Unreal Engine. If you want to learn more about, I would just recommend searching about material shaders in general. That was some very helpful info. I'm teaching myself and it has been pretty difficult and I am happy to have some help. :) Link to comment Share on other sites More sharing options...
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