Max_AKC Posted August 20, 2018 Share Posted August 20, 2018 Learning 3D software without prior knowledge of it or experience with it is difficult enough. So i feel poised to ask, why are we required to start work from game-ready models? i.e. half the files you load into Zbrush have components lying on the floor, and it's up to the artists themselves to put these pieces where they belong. The files for Nidus are the worst case i've seen. I feel infuriated by this now that i've completed the sculpting phase of a skin for Wukong, have done retopology and UV unwrapping and am now trying to load the low poly model and high poly texture work into Substance Painter. Do i combine subtools in Zbrush? what do i combine? How can i load the alternate helmet i created for Wukong when Zbrush rejects that file and refuses to load the file even though i made it compatible to Zbrush within Topogun? It's difficult, i feel that DE could make it easier for us. Maybe i'm wrong, maybe it's about as difficult to make something for Warframe as it should be. /rant Link to comment Share on other sites More sharing options...
(PSN)Frozenfenrir Posted August 21, 2018 Share Posted August 21, 2018 you want to start to created the maps to proceed to texture right? you need to combine all the subtools that make the body, since the high res will be use to project all this detail using the low res as basis. also what extention are you using, maybe some screen grabs will help understand better, i have my share of difficulties too when i started so i understand but dont give up just be stubborn. Link to comment Share on other sites More sharing options...
HitsuSan Posted August 21, 2018 Share Posted August 21, 2018 On 2018-08-20 at 5:55 AM, SpiralViper said: It's difficult, it's about as difficult to make something for Warframe as it should be. It's about as difficult as any extremely specialized and highly paid career there is out there. You shouldn't blame others for your lack of knowledge especially when you perfectly understand what it is that you don't know yet. Study, learn, apply, be a badass artist... there's no skipping steps 😉 Link to comment Share on other sites More sharing options...
(PSN)Frozenfenrir Posted August 21, 2018 Share Posted August 21, 2018 this might sound counter intuitive but have you tried to open your low res in another app, blender is free you will only lose a bit of time, i have experience that the default obj that DE gives us breaks horrible in zbrush but once you re export using blender gets fix. Link to comment Share on other sites More sharing options...
Lancelot185 Posted August 22, 2018 Share Posted August 22, 2018 If you want to create professional-standard models, you need to learn. The onus isn't on DE to make the process easier for you. Link to comment Share on other sites More sharing options...
Max_AKC Posted August 22, 2018 Author Share Posted August 22, 2018 Thank you guys, i needed a reality check. It doesn't make sense for DE to modify their finished models to accustom for our use. Now i see this is mostly a problem with Zbrush, and with that i can understand how ridiculous my request is given that artists would use many different software packages. I have a lot more to learn about Zbrush and am currently in the process of learning Substance Designer, will move on to Substance Painter after that. I downloaded tutorials from Michael Pavlovich's Gumroad page. I haven't tried opening the file in Blender. I moved the separated parts to where they belong in game, hoping i got it right. It could be slightly off, which i presume would be a problem when it comes to texturing. The problem i've encountered is while trying to make a skin + alt helmet for Wukong. I have tried moving the separated parts to where they should be, combining the subtools and exporting as a .OBJ file. I don't know how to load the low poly body file + the low poly alt helmet file into Substance Painter. I have high poly versions of both. Should i work on the body and helmet separately in Substance Painter? Link to comment Share on other sites More sharing options...
Mal_The_Phoenix Posted September 1, 2018 Share Posted September 1, 2018 Could you tell me where I might be able to find these tutorials for substance designer??? Link to comment Share on other sites More sharing options...
Max_AKC Posted September 6, 2018 Author Share Posted September 6, 2018 Here, it's free: https://gumroad.com/pavlovich#_=_ Link to comment Share on other sites More sharing options...
Guest Posted September 10, 2018 Share Posted September 10, 2018 What i dont understand from the youtube tutorial is why does he make the low poly himself, isnt there like a generate button for that? I use Solidworks for my product design and before 3d printing i can pretty much setup the desired amount of polys in the output, in my case i export it as .stl. It makes low poly in seconds. Wheres the problem? Link to comment Share on other sites More sharing options...
Max_AKC Posted September 10, 2018 Author Share Posted September 10, 2018 It needs to be done by hand, I can't explain why that is. You'd have to experience it yourself I think. A machine can't do a good job of retopology. It's a matter of cutting the work down to basic forms or silhouette Link to comment Share on other sites More sharing options...
lukinu_u Posted September 11, 2018 Share Posted September 11, 2018 Le 10/09/2018 à 13:53, Crowtor a dit : What i dont understand from the youtube tutorial is why does he make the low poly himself, isnt there like a generate button for that? I use Solidworks for my product design and before 3d printing i can pretty much setup the desired amount of polys in the output, in my case i export it as .stl. It makes low poly in seconds. Wheres the problem? You can automatically generate a low poly mesh but it's always better to do it by hand to ensure no compexe details on small area are lost in the process because, especially for a static model that won't be animated (in this case, an helmet), you're not just looking looking for an equally dense lower poly mesh, but more for a mesh with different density on different area to puch as much details as possible with the low poly limit. This sword (not warframe related at all) is a great example of this : First, the final result of the sword (the sketchfab model if you want take a closer look : https://sketchfab.com/models/4b2578546b7b4ee883048b9a1e69ad51) Next, the current retopology in red, how you can see, part that have really low curve on just little hollow have really low polygon density while round shapes or shapes that actually affect the silouhette have high enough density to pop out. Now, how an automatic retopology would look like (done by hand in photoshop to explain), overall higher polygon density but area that need to have even higher density (in purple) are the same as the whole thing and there is an overall lower quality for an higher total polygon number. Link to comment Share on other sites More sharing options...
Pixolot Posted September 11, 2018 Share Posted September 11, 2018 Il y a 1 heure, lukinu_u a dit : Look like a gunblade with a fusion of Katana+Sniper that could be in Warframe. Link to comment Share on other sites More sharing options...
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