supremeloser123 Posted April 25, 2017 Share Posted April 25, 2017 How do I do the effects on the pyra syandana? The fire/flowing stuff appears often in warframe. Link to comment Share on other sites More sharing options...
FrellingHazmot Posted April 28, 2017 Author Share Posted April 28, 2017 (edited) On 4/25/2017 at 0:28 PM, supremeloser123 said: How do I do the effects on the pyra syandana? The fire/flowing stuff appears often in warframe. Create a 2048x 2048 scrolling texture that tiles and an alpha mask, I use Photoshop to create both of mine. Import the emissive alpha map into a separate shader set when you import your model into Tennogen. It should have its own import map options in Tennogen. You can't preview scrolling animations in Tennogen, you'll need a third party program like Unity to preview out the tile animation which you can input values to make it "animate" or scroll. Think of a scrolling texture like a conveyor belt, one side should be facing all one direction, scrolling from Left to Right or Top to Down. DE does all the setup on their end, you just need to provide an emissive alpha map and the tileable texture for scrolling. Emissive Alpha: Scrolling Texture: Edited April 28, 2017 by -FrellingHazmot- Link to comment Share on other sites More sharing options...
FrellingHazmot Posted May 18, 2017 Author Share Posted May 18, 2017 Here's a great guide on baking down your maps with Marmoset go check it out! Link to comment Share on other sites More sharing options...
-Ringed-Umbra- Posted July 21, 2017 Share Posted July 21, 2017 (edited) So, I'm thinking on starting this, but I'm having some troubles with the model size. When importing an exemple model from warframe like a syandana or excalibur as exemple, the size is huge, and I'm pretty much used to work inside blender grid, I don't know if it can affect normal map baking but I had problems with it. The exemple models have the size of 1, while a new model created from blender with the size of 1 is tiny compared with the exemple model, any idea how to go around that ? Edited July 21, 2017 by Eminem37 Link to comment Share on other sites More sharing options...
FrellingHazmot Posted July 22, 2017 Author Share Posted July 22, 2017 On 7/20/2017 at 7:14 PM, Eminem37 said: So, I'm thinking on starting this, but I'm having some troubles with the model size. When importing an exemple model from warframe like a syandana or excalibur as exemple, the size is huge, and I'm pretty much used to work inside blender grid, I don't know if it can affect normal map baking but I had problems with it. The exemple models have the size of 1, while a new model created from blender with the size of 1 is tiny compared with the exemple model, any idea how to go around that ? I'm not a blender user but from my guess is that your units and size is off. Make sure your import/export and grid size is set to centimeters. I found this off a blender forum Default is None, which seems to be 1 unit = 1 meter (if you switch to metric, nothing happens, but imperial will scale the grid...) so try changing it to centimeters and see what happens and reimport a new .obj/fbx Hope this helps. Link to comment Share on other sites More sharing options...
-Ringed-Umbra- Posted July 22, 2017 Share Posted July 22, 2017 2 hours ago, FrellingHazmot said: I'm not a blender user but from my guess is that your units and size is off. Make sure your import/export and grid size is set to centimeters. I found this off a blender forum Default is None, which seems to be 1 unit = 1 meter (if you switch to metric, nothing happens, but imperial will scale the grid...) so try changing it to centimeters and see what happens and reimport a new .obj/fbx Hope this helps. Well yeah.. only thing changed it that now I just scale the grid to 0.050 while using the metric or imperial and its better to work as the way I'm used to, but the baking of normal maps from highpoly to lowpoly still causing me problems.. but I think I may have done something wrong. I''ll see if I can fix this, Thank you tho. Link to comment Share on other sites More sharing options...
FrellingHazmot Posted July 22, 2017 Author Share Posted July 22, 2017 39 minutes ago, Eminem37 said: Well yeah.. only thing changed it that now I just scale the grid to 0.050 while using the metric or imperial and its better to work as the way I'm used to, but the baking of normal maps from highpoly to lowpoly still causing me problems.. but I think I may have done something wrong. I''ll see if I can fix this, Thank you tho. Yeah, sorry I can't help you all that much since I don't use Blender. If you have any Maya or Zbrush questions though I'll be able to help! Make sure to bake your HP to LP with a cage. Try increasing your rays and distance. Check out xnormal if you're still having problems it's free to use. http://www.xnormal.net/ Link to comment Share on other sites More sharing options...
-Ringed-Umbra- Posted July 22, 2017 Share Posted July 22, 2017 I tried xnormal, found the UI too complicated, Another question related to tennogen I forgot to ask, dou you have any idea if I need to join the objects into a single mesh or I can have multiple objects (exemple: Excalibur body and Excalibur helmet) but for syandanas (Syandana cloth, Syandana fixed part) and so having multiple textures for each one, one for the cloth and one for the fixed parts. Link to comment Share on other sites More sharing options...
alexmach1 Posted July 22, 2017 Share Posted July 22, 2017 (edited) The Cryengine Documentation (of all things) has a decent tutorial on XNormal. http://docs.cryengine.com/display/SDKDOC2/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal Xnormal is just a straightforward and decent tool for baking, with a UI that looks like malware. Edited July 22, 2017 by alexmach1 Link to comment Share on other sites More sharing options...
badants1 Posted July 28, 2017 Share Posted July 28, 2017 does the tenogen skins have to be animated by the creator or do you guys at DE do the animations for them for example if there was like a flickering flame in the skin Link to comment Share on other sites More sharing options...
FrellingHazmot Posted July 30, 2017 Author Share Posted July 30, 2017 (edited) On 7/28/2017 at 2:31 AM, badants1 said: does the tenogen skins have to be animated by the creator or do you guys at DE do the animations for them for example if there was like a flickering flame in the skin No, you don't have to animate anything unless you want to preview it in an engine like Unity or Unreal. It's not animation in a sense where there are key frames involved. It's derived from a shader node input that offsets the scrolling texture you provide like shown above. DE can provide stock effects for your stuff as long as it's within reason and not too complicated (I recommend you make one yourself). I was kind of making the scrolling texture blindly not really knowing the final outcome until I saw it in-game, as long as it tiles properly you should be ok. I suggest you get familiar with programs like Unreal or Unity that does scrolling textures before you submit to the workshop, it's not mandatory though but will help you a lot. You can check these videos out to get a general idea of what you're dealing with when you want to make scrolling textures: lava and chevron Hope this helps. Edited July 30, 2017 by FrellingHazmot broken links Link to comment Share on other sites More sharing options...
-QUILL_PETER- Posted July 31, 2017 Share Posted July 31, 2017 Could I put a scrolling texture on a warframe skin or would that be too complicated somehow? @FrellingHazmot Link to comment Share on other sites More sharing options...
FrellingHazmot Posted July 31, 2017 Author Share Posted July 31, 2017 16 hours ago, Bravely_Casual said: Could I put a scrolling texture on a warframe skin or would that be too complicated somehow? @FrellingHazmot You could since it's the same process but I don't recommend it. I suggest using emissives and animations sparingly. Are you trying to make Human Torch? Link to comment Share on other sites More sharing options...
Fluff-E-Kitty Posted August 4, 2017 Share Posted August 4, 2017 (edited) @FrellingHazmotDo you think I would be able to modle things in Solid works and port it over? the only thing is I would need working dimensions to go form otherwise I might be out of scale so im guessing no... Edited August 4, 2017 by Fluff-E-Kitty Link to comment Share on other sites More sharing options...
FrellingHazmot Posted August 4, 2017 Author Share Posted August 4, 2017 (edited) 6 hours ago, Fluff-E-Kitty said: @FrellingHazmotDo you think I would be able to modle things in Solid works and port it over? the only thing is I would need working dimensions to go form otherwise I might be out of scale so im guessing no... I haven't the foggiest. Simple answer would be No. Unless you can find a format to convert files to .obj or .fbx within maya/max/blender. Edited August 4, 2017 by FrellingHazmot Link to comment Share on other sites More sharing options...
Fluff-E-Kitty Posted August 5, 2017 Share Posted August 5, 2017 17 hours ago, FrellingHazmot said: I haven't the foggiest. Simple answer would be No. Unless you can find a format to convert files to .obj or .fbx within maya/max/blender. Ahh. hmm. any Idea if any of these would convert over then. I kind of assume its a lst cause. that and I am use to doing medical devices so it might not be "artsy" enough anyhow Link to comment Share on other sites More sharing options...
FrellingHazmot Posted August 5, 2017 Author Share Posted August 5, 2017 (edited) 5 hours ago, Fluff-E-Kitty said: Ahh. hmm. any Idea if any of these would convert over then. I kind of assume its a lst cause. that and I am use to doing medical devices so it might not be "artsy" enough anyhow None of those files will work with Tennogen. It has to be .obj or .fbx. You could try this to convert your hard surface stuff out as .obj. Edited August 5, 2017 by FrellingHazmot Link to comment Share on other sites More sharing options...
Fluff-E-Kitty Posted August 6, 2017 Share Posted August 6, 2017 (edited) On 8/5/2017 at 4:22 PM, FrellingHazmot said: None of those files will work with Tennogen. It has to be .obj or .fbx. You could try this to convert your hard surface stuff out as .obj. Ahh alright. I think iv had to do a conversion at some point over to obj for some thrid party printer we where messing with. Will see if that link works and if not will try to dig up the protocals form work for it. Thanks by the way! Edited August 6, 2017 by Fluff-E-Kitty Link to comment Share on other sites More sharing options...
supremeloser123 Posted September 29, 2017 Share Posted September 29, 2017 (edited) what should i do to indicate what should have cloth physics for DE? Edited October 9, 2017 by supremeloser123 Link to comment Share on other sites More sharing options...
Max_AKC Posted February 12, 2018 Share Posted February 12, 2018 (edited) Why was this thread unpinned? This is such a helpful resource for newcomers, and responding to every thread that a new artists post to ask questions is an endless task. Not on the level of answering questions in region chat, but a lot of it could be taken care of if this thread was re-pinned to the top. And many would scroll right past this and post a thread, but still. Can a moderator or admin please re-pin! Edited February 12, 2018 by SpiralViper Link to comment Share on other sites More sharing options...
RoronoaAngleo Posted April 2, 2018 Share Posted April 2, 2018 On 9/11/2016 at 1:20 AM, FrellingHazmot said: "How do I get started?" I've been seeing this question being asked a lot on the forum. So instead of going crazy and replying to you guys individually with the same answer over and over. I thought this would be beneficial for anyone who needs some relief. I'm listing programs that I use or ones that are easily and readily available (there are a ton of other programs that I didn't list). I am by no means a professional but just genuinely interested in all things 3D, so without further a do: Best for beginners is Blender: Blender is free and the most versatile program out there to date ( and it's free) and it's good for transitioning to more advance programs like Maya or Max (which aren't free). You can download Blender for free here Did I forget to mention it's free? Zbrush Core Preferred method of sculpting over Blender. Excellent for beginners. ZClassroom Lesson - Chapter 3 - Navigating in ZBrushCore A cheap and condensed version of Zbrush still gives you all the necessary tools to create items for Tennogen. A must have for sculpting and texture painting ($150). Fundamentals: Polycount (The go to place for anything hardsurface and game related information) FZDSchool ( for concepting and design) Gnomon Workshop ( has awesome paid tutorials and classes available online by professionals) Youtube has a huge amount of tutorials for all these programs listed so go check em out! 3DModeling: Maya Maya Fundamentals: https://knowledge.autodesk.com/support/maya/getting-started/caas/simplecontent/content/maya-documentation.html 3ds Max 3ds Max Fundamentals:https://knowledge.autodesk.com/support/3ds-max (I don't know too much about Max since I've been pretty happy with Maya, so hopefully some other tennogen artists can provide some info and answer any questions regarding it.) Zbrush Zbrush Fundamentals:http://pixologic.com/zclassroom/ Modo 3D Coat Blender ** A good estimate for learning the basics is 6 months to 1 year. The more time you put in the better ( If you don't get stressed out it means you aren't doing it enough). Texture UV-unwrapping: 3D Coat Topogun headus UVLayout Blender Maya/Max Zbrush *not recommended Texture Baking: Knald (is extremely useful in my pipeline for baking out maps) Xnormal (is free and still pretty viable): Substance Painter (a must have) Marmoset (Recently added in Toolbag 3 not available in older versions!) Quixel Suite (you need Photoshop for this) Essentials: Superpng (a photoshop plug in to import/export out your alpha tintmask map) I highly recommend using this! Rendering: Marmoset (is King) Substance Painter Blender Maya/Max ( I don't recommend it unless you know what you're doing). Tech 101: I'm providing you with direct links from Polycount - A Practical Guide On Normal Mapping For Games - Article: Game Art Art - Become more efficient: Free or nearly free app's & websites to help us do our jobs... - Blender Mega Thread - FAQ: How u make dem mats? Hands-on mini-tuts for making materials and texturing - How The F*#% Do I Model This? - Reply for help with specific shapes - Of Bit Depths, Banding and Normal Maps - Skew you buddy! Making sense of skewed normal map details. - Tech Artist - What are you working on: FOREVER Edition! - Understanding averaged normals and ray projection/Who put waviness in my normal map? - xNormal - MASTER THREAD - You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts Guides and Tutorials: The Beginner's Guide to Physically Based Rendering DONTNOD Ent. PBR Guide You can get all you need for Tennogen including the ingame assets here If you're sitting on a giant wad of cash, you can look into going to an art school like Vancover Film School , Art Center , Gnomon Workshop or Academy of Art (while I don't recommend it since you can basically learn everything online now for free and you'd be paying off loans the rest of your life). Although, it's a good environment to be surrounded and engage with other people that have the same interests. There's also seminars you can do for a couple hundred buckaroos and not have to worry about taking out loans for schooling. My best advice to you since you're just starting out is to drown yourself in it as much as possible. Learning traditional fundamentals is extremely important in this field (Color Theory and Design, Concept Art, Anatomy, Head and Figures) and it will make you a better artist overall. A lot of the learning comes from trial and error, A LOT of coffee, and no porn! :P Please feel free to leave your technical questions or share other information that might be useful to people here. Hope this helps! Good luck and don't give up! <3 FrellingHazmot Actually if you are not satisfied with blender you can try unreal engine.. it has better rendering right now they also give free access to unreal studio stuff. And then there is unity if ya wanted to make a fan movie lel Link to comment Share on other sites More sharing options...
FrellingHazmot Posted April 3, 2018 Author Share Posted April 3, 2018 Sorry! I haven't really been updating this a whole lot. I created this thread to be the "Alexandria of Tennogen". If there's anything that could help people make Tennogen content and improve as an artist, post it here! Any requests you make for Tennogen whether it be physics or animations, attach a text document when you submit your work outlining what you want to have done. I usually take a screenshot and draw over it if I need to --the more thorough you are the better. You can create whatever you want (within the confines of the Warframe Universe of course) for helmets, weapons, or syandanas but you CANNOT add anything extra to the body! DE will get back to you if it's doable or not so you may need to make adjustments to make it work. @RoronoaAngleo Blender 2.8 is getting a real time PBR view port which you can check out here. Unreal is a great program to render out images and animation if you know how to use it. I usually go with Marmoset Toolbag or Substance Painter since the learning curve isn't as deep but it comes down to whatever you feel comfortable with. Link to comment Share on other sites More sharing options...
RoronoaAngleo Posted April 13, 2018 Share Posted April 13, 2018 On 4/3/2018 at 6:01 AM, FrellingHazmot said: Sorry! I haven't really been updating this a whole lot. I created this thread to be the "Alexandria of Tennogen". If there's anything that could help people make Tennogen content and improve as an artist, post it here! Any requests you make for Tennogen whether it be physics or animations, attach a text document when you submit your work outlining what you want to have done. I usually take a screenshot and draw over it if I need to --the more thorough you are the better. You can create whatever you want (within the confines of the Warframe Universe of course) for helmets, weapons, or syandanas but you CANNOT add anything extra to the body! DE will get back to you if it's doable or not so you may need to make adjustments to make it work. @RoronoaAngleo Blender 2.8 is getting a real time PBR view port which you can check out here. Unreal is a great program to render out images and animation if you know how to use it. I usually go with Marmoset Toolbag or Substance Painter since the learning curve isn't as deep but it comes down to whatever you feel comfortable with. Thanks a lot. I also heard AMD is releasing a rendering software which supports blender but it's only for mac I guess Link to comment Share on other sites More sharing options...
EvEr_Yg_OdS Posted February 16, 2021 Share Posted February 16, 2021 Hello, I want to ask some questions, because I can’t find relevant information... Is the second page function of Warframe TennoGen able to upload all "completed" files, or just upload schematics? I tried the helmet with blender as instructed, but after uploading the first page of Warframe TennoGen, I found that the texture could not be applied according to the content uploaded by other videos. I tried to figure out these things. I hope you can help me when you have time. I use google to translate my language, I am not sure whether the sentence is fluent, but I try to use English grammar Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now