InDueTime-EN- Posted September 17, 2017 Share Posted September 17, 2017 42 minutes ago, Nicococo said: 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. 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. Link to comment Share on other sites More sharing options...
Nicococo Posted September 17, 2017 Share Posted September 17, 2017 (edited) double post* Edited September 17, 2017 by Nicococo Link to comment Share on other sites More sharing options...
Nicococo Posted September 17, 2017 Share Posted September 17, 2017 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. Link to comment Share on other sites More sharing options...
Nicococo Posted September 18, 2017 Share Posted September 18, 2017 So heres a rough walk through on how to retopologize in blender and bake some maps using Xnormal. Some of the retopology tools: Retopology through shrinkwrap modifier: UV unwrap set up: UV unwrapping: Xnormal: Exporting from blender: Importing into Xnormal and set up: 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. Link to comment Share on other sites More sharing options...
InDueTime-EN- Posted September 18, 2017 Share Posted September 18, 2017 48 minutes ago, Nicococo said: So heres a rough walk through on how to retopologize in blender and bake some maps using Xnormal. 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. Link to comment Share on other sites More sharing options...
Nicococo Posted September 18, 2017 Share Posted September 18, 2017 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. Link to comment Share on other sites More sharing options...
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