(XBOX)ToonDude X99 Posted August 9, 2020 Share Posted August 9, 2020 Very new to tennogen, even newer to zbrush. Currently made a base helmet for Revenant that I'm happy with. I haven't dared try his FX part yet for the flames on it. Does anyone have any tips to go about handling that part? Can I just morph the default flames for the default helm onto what I have? Keep it dumb for me please. Any help is appreciated! Link to comment Share on other sites More sharing options...
MistakeNotMyCurrentState Posted August 9, 2020 Share Posted August 9, 2020 Explain what do you mean by morph. Link to comment Share on other sites More sharing options...
(XBOX)ToonDude X99 Posted August 9, 2020 Author Share Posted August 9, 2020 like using the move tool, and other tools as well, to alter the look of the flames that came with the standard figure (which was originally used as like a beard for revenant) to fit on to my design. Not meaning to hold its beard shape anymore of course. I know physically I can alter it but I'm guessing the logical FX of the flames will become very jutted and out of place? I'm sorry for my poor descriptions. My knowledge with this type of stuff isn't great. Link to comment Share on other sites More sharing options...
MistakeNotMyCurrentState Posted August 9, 2020 Share Posted August 9, 2020 If it's the helmet you can do whatever with the FX mesh as well as the helmet itself as long as the end result fits the theme of the body and the tri count of low poly is within the limits. Link to comment Share on other sites More sharing options...
(XBOX)ToonDude X99 Posted August 9, 2020 Author Share Posted August 9, 2020 Sweet. Thank you for the clarification. Seems like I was just over thinking it then. Link to comment Share on other sites More sharing options...
MistakeNotMyCurrentState Posted August 9, 2020 Share Posted August 9, 2020 Nah it's all good. Read the help manual if you are stuck it's pretty comprehensive by now. Also you can always ping De Taylor. Link to comment Share on other sites More sharing options...
LostEpoch Posted August 11, 2020 Share Posted August 11, 2020 For his energy material, you use the textures they provide in the file. I recommend looking at the default helmet and body to see how they have them set up. The uvs for energy portions should be flattened out and straightened so energy effects seemingly flow down the mesh Link to comment Share on other sites More sharing options...
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