Please use this thread to ask your questions regarding this contest. Digital Extremes is on hand to answer any questions you may have pertaining to the game, rules for the contest, Steam Workshop, and so on.
Polycount is here to answer any questions you may have about uploading your WIPs, starting threads, and so on.
Replies
Incorporating into the previous color scheme: Do you suggest that we retain the previous color scheme ratio's?
Any other tips and thoughts for what will really draws your attention?
Colour scheme ratio: By and large that is a good idea as it'll help ground it in the style. If you look at the example help files on creating a WF skin I've got one of Banshee's and the roll of the colours is more or less flipped: https://warframe.com/steamworkshop/help/index.php?page=creating-a-warframe-skin for a direct link.
Not really any other tips yet, but will try to come up with some as we go along
After I finish up the head I will probably work on a new sword, but would be cool to re-do the full suit also to pair with them both.
exactly -- I'd started a new highpoly fit to the original low before this contest was announced, so I prob shouldn't bring it in as a contest entry, but in the meantime being able to provide a new lowpoly mesh would make my helmet more interesting (at this point, basic retexturing [incl normals] is pretty goofy and uninspired compared to a whole new helmet model). bleh
I was curious though, for those who wanted to make alt helmets where could we acquire the character low poly models to make sure the helmet to neck connection is solid? I've been trying to look for the resources but my search powers are failing me...
Sorry if this question is silly and I just overlooked where it was
Edit: Oh! I was really silly and didn't know how to look haha. Sorry about that! For anyone else wondering, the original assets can be obtained here https://warframe.com/steamworkshop/help/index.php?page=content-files-and-examples
Edit Edit: I was checking out the LP for Mag in Max and noticed that her helm had 2 meshes for the cool animated galaxy effect thing. I'm assuming our alt helm would need to incorporate the double glass mesh as well? I'm mainly asking for tricount purposes xD
Also the tri budget listed under the Alt Helm tab of the Steam Workshop guide differs from the one in Technical Specifications (3,000 v 5,000)
Yup, the contest involves creating a new helmet from scratch. It does not need to match the low-poly. It can have a different silhouette indeed.
Here are some examples from our 'Loki' alt-helmets:
http://i.imgur.com/ZATyGj4.jpg
Thanks for the clarification!
is there any way to see where abouts the hands will be placed on the weapons? The Jat Kittag in particular. And are animations possible in TennoGen?
Thanks!
@brandoom
I will get a ref sheet together for that Thursday.
@Clyptic
Four tints for colour, 1 separate mask for Emis.
Red = tint 0, Green = tint 1, Blue = tint 2, Alpha = tint 3. There is a fair amount of coverage in the Tennogen help files, have you taken a look at those? Otherwise probably just experimenting w/ the Tennogen app on a flat plane until it makes sense is the way to go.
@Chase Absolutely
@Third_D4y Floating pieces are allowed, but don't tend to do a lot of them. Mag is an exception (as her powers all relate to magnetism it is a natural tie, so we almost emphasize that with her), but most of the time we don't do a lot of floating pieces.
@Skella
That is looking up pretty far. The player's camera would be at the floor at this point (editor freecam to get that SS) and you are mainly accommodating the view of other players when someone has their Warframe look up.
1. Tennogen tool won't open my .obj file. Why could it happen?
2. Can i delete Excalibur's default helmet in tennogen scene?
1) Directed the programmer to your thread.
2) You can use the scene explorer on the right and select the head and move it far out of the way. Or you can use your DCC app to make a copy of the Excalibur OBJ w/out a helmet in it.
I'm sorry this is an odd request, but I am new, and I'm not finding any good guides on this. If anyone wants to add me on Skype to see where I'm at and walk me through it. My skype is jakecassie. Thanks guys.
Thanks
Getting this error.. ''error 24: steamAPI CreateItem Failed!''
Everything else seems to be in order...
Any ideas how to fix?
Break the Excalibur obj into two pieces (split by group in Zbrush, or using your DCC application), then using the normal little eyeball icon in the subtool palette.
@Blob_monster
Not at this time. Might try to get something together before the end of the contest, but right now it would be using the move and rotate tools in the Tennogen app. I might be able to get a character posed, and then move the hand's position to be at world origin -- very busy at work right at the moment so will be a bit.
@Del
We haven't put out a set of game ready maps yet -- less the ones with the Excalibur example. I will touch base with Mynki and see if we have any characters that are done in PBR, Volt and Mag are still in Blinn-Phong, that he'd recommend as representative.
In order to investigate, could you PM me your Steam Community profile page?
Is it possible to use nothing but Zbrush to make the helmet in this contest?
If so, I'm curious as to what the poly limit would be, since I don't seem to know how to get a mesh that doesn't look like it ran into a window screen! Going from higher polygon counts (around 10k) to anything lower severely degrades my helmet mesh, and the polygons are so obvious at that point. I'm crazy stubborn and refuse to give up all together on the contest, but that's something that I've been left wondering since the instructions/guidelines say ABSOLUTELY nothing about it that I saw, yet clearly mentioning low poly.
Can I get some insight on this? Thanks!
EDIT: Nevermind! I found something in the guide I must have overlooked the first time. It'll be tricky to go from the higher count that I have to a lower count without messing up the details though. This is definitely a challenge! o:
In case anyone encounters this problem I managed to solve the issue.
All I needed to do was add funds to my steam account wallet, this link gives detailed description:
https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663
EDIT: Found my answer on the Steam workshop page.
Is it possible to extend the contest deadline? 1 month is enough to create a helmet, if you are working full time, but it's barely enough for people who do it on their spare time.
1 more week and so far only 3 finished entry, i believe we all can benefit from extended deadline, because DE's staffs will also be very busy because of the update 18Edit: I am playing with it, and I am wondering if I am over-thinking it. So with the TintColors, do we assign them to a Layer (Substance Painter) and put a mask there, or do we paint the tint color on (ie: just paint the place you want RED) and then it will recognize it? Any help in this would be greatly appreciated.
I feel bad leaving you guys floundering after I spent a day messing around trying to figure this out-- this isn't the best solution because you have to comp it together in Photoshop afterwards, but it gets it working in Painter at least. I made the extra channels user0 and a user1, user0 for RGB and user1 for alpha, then set up 3 fill layers, red, green and blue in user0, and a white one in user1 (in that layer order, bottom to top, underneath the diff layer), and black masked them off. I then used a white to paint in the mask where I want areas of that color to show. I just drew 4 different lines on the mesh and fiddled with the tint colors to make sure they all corresponded properly.
This was weird to composite in photoshop, and I'm sure there's a more export-friendly way to do it (maybe having these each in their own channel so you don't have to separate them out then put them back together all in PS?)-- but it works. In this screenshot, the "paint" layer under the Diff is just my emissive channel, to avoid confusion. Also, you don't have to set them as screen; I authored this as "normal" and only had them set to screen to see if it still worked (it does, but the export would be borked I think).
I hope this can give you guys a place to start, at least!
Thank you so much for posting this. I was able to get my tint masks to work. However my red tint channel is affecting a paint layer further up the stack.
Any ideas on how where to look to fix this? Its some fine detail on the side of my helmet and its picking up the red tint channel from my user0 custom channel? not sure. tried turning off a bunch of things. its definitely in the red tint channel.
Thanks again!
Actually I was able to resolve it. I made a new inverted stencil and used it to mask a fill layer and that seems to have resolved the problem. Thanks again!
Thank you very much, very helpful ^^