#tennogen-creation-discussion

1 messages Β· Page 12 of 1

fossil sedge
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Yeah the skin would probably have to be tennogen

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Entrati could potentially be interesting

valid pine
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excited to see what you come up with πŸ™‚

fossil sedge
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yo hes in blender BombaPoint

valid pine
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hes also about 30 meters tall by the looks of it lol

fossil sedge
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but he has texture now

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i just want this so i can zoom in and use it as a reference for drawing

valid pine
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if you're making a skin you don't want his textures on there

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you draw your own over the first version you posted

fossil sedge
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no im gonna get close up angles and screenshot for drawing references

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i guess i could use captura but eh this is more fun

valid pine
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alr good luck haha

fossil sedge
valid pine
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yup. its all in the guides

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all those fine details, grooves and outlines on the shape, and emissive bits are what you would be changing - which is why i said you don't want those textures applied otherwise it'll just look like the original uriel but with different colours

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you can also change the textures so add metallics, cloth details etc

fossil sedge
valid pine
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height maps are technically flat

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so whatever looks good. You just can't change the 3d model itself

fossil sedge
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i see

valid pine
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if you look at the images of the signa i'm working on atm you can see what i mean with the cloth. I sculpted that onto a high poly model then baked it into the normal and height maps

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so it looks like there's cloth there, but its just smooth geometry

fossil sedge
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Or nah

valid pine
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you can try, but the cloth would be form fitted to his body. So it's possible but depends on your execution if it looks good or not

fossil sedge
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Well I wouldn’t be the modeling person if it ever gets to that point

valid pine
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it doesn't ever get modelled

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thats the point. you're only retexturing it

fossil sedge
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True

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Idk how to make textures either lol

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Rn I think I’ll just have some fun experimenting with ideas

valid pine
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i mean if you're just doing a concept you can do whatever you want as long as you aren't adding elements that would need to be modelled

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then if someone likes the design and is willing to collab to do it in 3D you can discuss changes or what they think is or isn't possible

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but the more difficult you make it to work on, the harder it'll be to convince someone to spend the time on it

fossil sedge
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Unless I do a concept for a deluxe skins in which case the chances of it being added are extremely low

Though I would have near unlimited freedom

valid pine
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you could always do the deluxe concept to get the idea on paper then do a paired down version that works for tennogen, but its a lot of work for something to maybe get accepted. It's up to you as the artist to decide what you do though

fossil sedge
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Wow I cannot thank you enough for the help 🫑

valid pine
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lol np. I'm currently just waiting for the artist i'm collabing with to get back to me on something so i've got time haha

rapid thicket
valid pine
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Ah beautiful, thank you!

hollow flare
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WIP sculpting time. i wonder if the size of the details are right or too small. trying to nail the Sentient style is hard lol

hollow flare
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question anybody knows how to do Scrolling emissive? any links to a guide?

raw mist
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Thanks a lot for your help. After tweaking some values in the shader editor (on the default Tennogen pbr material, with it texture nodes filled with my texture), I managed to have the scrolling emissive working.
However, if I understood you correctly, you said that I didn't even have to go to the shading workspace and that everything could be done from the Tennogen add-on tab. Here's what the Tennogen tab looks like for me and I can't find options to directly modify the scrolling emissive in it. Did I understand you correctly? Am I missing something?
Please find attached my texture, my model, the view in the shader editor and what my Tennogen tab looks like.

rapid thicket
valid pine
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I just took the same screen shots lol

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The material's nodes are all set up exactly the way the need to be, you don't need to mess with them. Once you get your head around the addon it's actually pretty good for what it needs to do.

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(it works best in blender 4.5 in my experience.)

fleet sonnet
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Hi guys, I do 3D stuff, so I was wondering how does tennogen work ?

valid pine
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You make something, then upload it to the steam workshop and hope they accept it

fleet sonnet
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Oooooooh, okay :3

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Thanks

valid pine
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np lol

raw mist
worthy crane
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4999 Triangles

valid pine
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looks great. love the one spare triangle

fossil sedge
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@valid pine Uriel azraeoth deluxe skin work

this is the base layer, I’m going to add more layers of armor n stuff later, but what do you think so far

fossil sedge
valid pine
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Looks cool

hollow flare
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Did DE just grab this Substance Painter Material presets and called it a day lol. it looks so much like the sentients out of box lol

hollow flare
celest nest
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Very impressive sculpting. On point for sentients

hollow flare
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i hope haha, im like paranoid that the details are too small to the correct size of Sentient decals.

slim wadi
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I wouldn't worry about "lore accurate sentient size scale" since they are very versatile creatures.

But you maaay want to size the whole thing up just a touch?
There are a lot of really neat details that might get lost in-game just cus the main model is so small

celest nest
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You also want to throw on some nice shading material too

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To accentuate the ridges and crevices.

hollow flare
hollow flare
slim wadi
celest nest
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We realistically don't know yet what size or position will be acceptable to DE because no signas are accepted yet.

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And sometimes they bend rules for items they like, or expand them if they're too restrictive.

valid pine
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Yeah tbh my submissions are kind of pushing it in terms of size. The space they gave us in that image wasn't particularly large if we want interesting shapes.

slim wadi
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Yeah I think it's going to be interesting to see how this round impacts the greater operation of tennogen... I vaguely recall the staff saying there are no plans to include signas in regular tennogen, but I could see a good reception of this round changing that.
I do agree it's very tricky to design stuff for this round, basically unseen.

hollow flare
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not sure if the front view size is correct but its as big as i can make it.

slim wadi
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oh that's barely outside of anything, I think you're good.

honestly, like half the signas I've seen so far submitted go way up to the cheek/mouth area, im guessing cus the citrine delux one did too idk

hollow flare
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nice topology

slim wadi
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is ur pc okay

hollow flare
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it takes 1 second to do anything

brisk swift
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May I ask if Tennogen does not allow overly sharp or complex appearances

slim wadi
brisk swift
slim wadi
wild swift
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I am working furiously to teach myself the Tennogen process in time for the Signa deadline-
Here's my WIP Infested Signa! :)

Still need to tidy up the base paints, figure out Emissives, and rework a bit of my Normals- but it's gonna be polishing up nicely I think!
Sculpting Highpoly, Decimating to low Poly + manual reworks (Retopology?), UV's, Textures and the whole lot!
I have never touched Blender or Substance painter in my life. It's been quite the learning curve, lol

I don't expect to have my submission accepted, but as a personal challenge, I must complete it! I'm very proud of what I've accomplished in a week! ExcalHeart
I wanna make some helmets and skins in the future, so starting small with a Signa sounded perfect.
It's been a fun challenge- mostly cause I wanna see more infestation fashion in the game!!

fossil sedge
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Uriel azraeoth skin concept

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Coloring next

raw mist
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Due to the small details of my baked normal and the 1024 resolution limitation, I end up having these ugly pixelated edges. Would you have recommendations on how to circumvent this issue? Should I blur these edges on my texture?

valid pine
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if you're using substance painter you can bake the mesh maps at a higher resolution than the document is being authored in. Also turn on anti aliasing. Both things will make this less noticeable

brisk swift
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I am still not sure how to operate these files. Is there any guide

valid pine
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you shouldn't need to do anything with those. install the addon as you would any addon. then when you click "switch to tennogen scene" it uses those to set it up

raw mist
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I'm scared of running out of time with my submission.
Should I submit it now with the TennoGen tool and then edit my submission if I find more time to fine-tune the textures and renders?
(Is it possible to replace the Zip File with a new one after submitting?)

valid pine
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Can't hurt to try, there's no tellin when they'll actually get to them

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The steam upload tool has an update option that requires the zip to be resubmitted, so yes you can update the entire thing

brisk swift
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May I ask where I can open the model interface of Excalibur? There are still many things I do not understand in the first production

valid pine
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what do you mean by model interface?

brisk swift
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That's the model

valid pine
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yes i know what a model is, are you asking like what software you use to edit a 3d model?

brisk swift
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Is it blender from the guide, I'm using blender and I don't know where to download this model and use it

valid pine
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the models are in the guides under "technical guides & content files"

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the are either fbx or obj and you import them into blender

raw mist
valid pine
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Well I mean you can try it, idk when DE will be reviewing them. But you won't be locked out of editing it

raw mist
left wolf
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doesn't feel crisp enough but as far as I can get

slim wadi
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oh dang you nailed the colours and mats~

fossil sedge
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Colors down

flat oriole
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Hello everyone, how do I enable opacity in blender so that the glow becomes transparent?

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or should I just add the opacity texture map to the zip archive for tennogen?

valid pine
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I'm not 100% sure, but those probably need to be FX cards. The emission on your actual mesh look fine but they're properly in the tint map

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The FX card should be black and white, and a separate material. In the drop down box where it says "PBR" you would need to switch it to FX and create a new material for the cards

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You can combine 3 maps in the FX material. One would be where the glowy lines should appear and the other is the scrolling texture - and a third if you want another scrolling texture or glowy bits that aren't affected by the scrolling

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all three should be black and white

flat oriole
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yes, I knew that, but what texture maps should I archive for tenogen, and how do I properly unload this set from Blender?

valid pine
flat oriole
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I'm sorry, I'm not a great blender master, and I have to ask such silly questions.

valid pine
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this part of the addon tab. Choose a file path, give the fbx file a name, append selection

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its all good, tennogen stuff is confusing

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when you append selection, it makes an empty and parents all your objects to it. If you tick "show export preview" it'll show you the objects and materials that will be exported

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everything parented to the empty, and listed in the outliner will be exported to the file path you chose. It will include all your maps, an fbx, a document that I assume tells DE what settings you used in the blender addon like scrolling speed and emissive strength, and a .zip. The .zip contains all of that stuff again and is what you upload with the tennogen uploader tool

flat oriole
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Thank you, I'll try to do it now.

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If I knew the blender as well as Marmoset, I wouldn't have any problems. lol)))

valid pine
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I have the benefit of prior blender experience, but still struggle with all the tennogen specific stuff haha

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looks awesome

mystic flint
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Uriel sentient skin WIP
Collab w/ lostepoch :)

flat oriole
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How to connect PBR and FX materials and send them to Tennogen ???

valid pine
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you don't need to connect them. You should have a pbr material AND an fx material if you're using fx cards.

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apply the fx material to the cards, and the pbr to the mesh. then export it together

flat oriole
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Are you suggesting to split the model into polygroups? and assign PBR and FX

valid pine
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Yeah separate the cards from the main mesh and assign the FX material to them

flat oriole
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but how do I add a second material to this menu?

valid pine
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where it says "material" change it to the name you want the material to have, press enter. Then click new

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then when it's highlighted, click the object you want it on and hit apply

valid pine
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beautiful

flat oriole
valid pine
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I can still see the individual polygons so probably lol. I feel like clicking shade smooth would take care of it for you. How that translates in DE's engine I have no idea though

flat oriole
valid pine
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na right click the mesh - shade smooth

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or shade auto smooth if you want more control over it, you can adjust the angle where it starts smoothing in the modifiers tab (blue wrench icon)

flat oriole
valid pine
flat oriole
valid pine
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haha yeah, blender is very good imo

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just have to figure out where everything is and you can do anything other software can do, but all in one place

valid pine
flat oriole
valid pine
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adjust the bloom and glare, I usually need to lower it. Add a camera (shift a -> camera) and render it using that

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0 on the numpad to switch to camera view, f12 to render a single frame

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also add a couple of area lights, the scene is randomly really dark and the tennogen scene light doesn't work for me

flat oriole
valid pine
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over budget by 12 triangles 🫣

hollow flare
valid pine
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mine is like that too DarvoDeals

valid pine
hollow flare
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what seven hells did i get myself into lol

hollow flare
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i have so many horns, deeps, and turns. any tips lol, do i just mesh over it

valid pine
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uh good luck

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I've never retopologized anything in my life because I took one look at the process and said "no thanks" then learned to do it the other way

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this is what my process looks like haha

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currently texturing this one now. The bake came out so crisp πŸ‘Œ

hollow flare
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dammm ill try that way next time

valid pine
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its not how anyone else in the tennogen scene does it as far as I'm aware so don't take my word for it, but this is way easier for me

flat oriole
flat oriole
valid pine
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you got me there

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I always hide that thing. I hate that I can't click anything when it's constantly behind everything lol

hollow flare
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anybody know how to turn 5 into 2 lol

valid pine
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probs do something like this

flat oriole
valid pine
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much tidier than mine haha

flat oriole
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this way it's even better

hollow flare
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hmm a part is 5 verts

valid pine
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poles aren't a huge problem as long as they don't throw off the shading after the bake

valid pine
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who needs a silhouette

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(but yes, you are correct, i'm just lazy and go for path of quickest clicking)

valid pine
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there's a dashed line in Neilboljeis' solution where you need to add more edges

hollow flare
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screw it ill just add another loop lol

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ill just recoup my poly count on the wings

novel blade
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Someone make a nokko skin fr

valid pine
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You are also someone. Jus sayin

novel blade
valid pine
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Best time to start learning a skill is the present

tranquil jasper
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I WILL SOON DRAW A TENNOGEN SAMURAI EXCALIBUR SKIN AND SEE IF IT DOES GOOD

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before i start is there any rules or conditions i must stick to in tennogen??

tranquil jasper
hollow flare
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almost there

icy wren
hollow flare
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wait for real?

icy wren
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yeah. plus think about how small it's gonna be on screen, view it from that distance and see how much geo you actually need

hollow flare
worthy crane
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I have everything set to start painting in substance painter. Now I just need to learn what to do in Substance Painter.

valid pine
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that is to say, lmk if you have any questions and I'll try to help. I've got it mostly figured out

worthy crane
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as an id mask

valid pine
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I was having trouble getting vertex colours to work at all in substance painter with the tennogen shader active for some reason. Ended up going by mesh ID groups

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and just hand painting anything that's a different colour/material on one object

rocky imp
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@valid pine That looks way better, great job! I love the signa

valid pine
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thanks! Vashka and I are quite proud of it now

hollow flare
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i did it LETS GOOOOOO

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Any tips on UV unwrapping. in the meanwhile ill just watch vids haha

valid pine
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like UV unwrapping that specific mesh or just in general?

hollow flare
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this one i guess. the in general ill get from tutorials

valid pine
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break it up into smaller pieces, and figure out where you can put a seam that won't be too visible in case it shows up in the textures. I usually don't have issues with that with the tennogen material though

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not exactly this but something like this

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you need the pieces to lay flat if you were to unfold them along the seams

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I also highly recommend the TexTools addon for UV unwrapping, makes it a pretty seamless process (pun intended. you still need seams)

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the textools addon has a checkermap button that you can use to see if your uv's are straight (you can do this with an image texture but the one click button is nice). It also has an "align world" button which will automatically align all of your islands into one direction so the flow is good. In the uv editor in blender under the uv tab there's also an "average island scale" button to make sure your texel density is even, and a "pack islands" button that will fit them all together into the square (untick rotate if you've aligned to world first)

flat oriole
hollow flare
rough saddle
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Just caught up on reading everything and I must say it was rather entertaining seeing someone experience the typical woes of first time retopology. For future reference, @hollow flare don't be afraid to include tris when you retopologize if you absolutely have to. The main reason quads are recommended is because it makes adding in additional edgeloops easier later down the line if you need to make the topology denser. But there will be times when including tris is unavoidable. You won't be penalized for heresy for it. Good luck with UVs πŸ‘

hollow flare
hollow flare
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is this good? have not rearanged the uvs on the uv editor but this seems clean

valid pine
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Yeah looks like you have minimal distortion on the squares and everything is the same size. Looks good πŸ‘

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you probably have a few more seams than you need, but if your texture bakes clean then it doesn't matter

hollow flare
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hell yeah. i just need to clean this up

valid pine
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thats easy

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UV tab -> average islands scale

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then in the same tab -> pack islands

flat oriole
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I'll also finish painting it soon and hope to have time to post it.

hollow flare
valid pine
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yup that's perfect. Just keep a critical eye on where your seams are when you are texturing to make sure they aren't visible

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if they are you'll have to try and move them somewhere less visible or get a bit creative with the texturing so its not noticeable

hollow flare
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gonna use Substance painter 2020 so i think it can handle clean seams

valid pine
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yeah thats easy. Can always change the layers projection method to tri planar and the seam won't even show up usually - if it came through at all in the first place

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your model is pretty dense with the detail though so I wouldn't stress. The only thing I would worry about is if you like painting onto the uv's, the small islands will make that difficult. I prefer to paint in the 3D space though so it doesn't ever matter for me

celest nest
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Have you seen the new baker in Painter 2025

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It's craaaaazy, the auto cage feature

rough saddle
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Just want to point out that if you ever find that the seams (or the UV map in general) aren't working as well as you'd like while you're working in Substance, you can always edit them later.

Just go back to Blender, rework the UV's however you like, and re-export the obj/fbx. Then in your substance project, go to edit>project configuration, select the mesh with the new UV's, make sure "preserve stroke positions on mesh" is checked, and select ok. Your project will be updated with the new UV's while making sure whatever brush strokes you put in are still intact.

valid pine
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yeah I update my UV's all the time. Sometimes there's something missing, or you're not happy with a bit of the sculpt, or it's aliasing and you need to make the islands bigger etc

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the only problem with that is if you paint directly onto the uv's substance painter will save them in the uv space, but not on the uv island

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if you painted in the 3D space it'll preserve it. And you get the opposite problem if you move the mesh in the 3D space - anything painted on the 2D uv's is fine but anything painted in 3D will be messed up

hollow flare
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wait what do i do with the floating sentient lights? should i add a flat plane now and give it UVs?

valid pine
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if they aren't on the model you'll want FX cards

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so yes, a flat plane. unwrap that separately though, it'll be it's own material

rough saddle
valid pine
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no i mean like if your mesh is at 0,0,0, and you paint on it in the 3D space in substance painter

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and you move any part of it in blender then reimport, the painting will not be aligned anymore

rough saddle
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Ah, I see. Yeah, freezing transformations is important.

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Thank you for clarifying that.

valid pine
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I only mention it because it depends if you paint on the 3d model or on the uv islands if you can update the uv editing after painting

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on the 3d model, fine. But paint on the uv islands and itll be messed up and you'll have to redo it.

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then the opposite - if you paint on the uv's you can move the 3d mesh at will and itll preserve the painting

rough saddle
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Of course! I was just confused because you made it sound like you could move the mesh in the 3D viewport of substance painter, which would be news to me if you could πŸ‘€

hollow flare
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ok its in substance painter 2020, baked it with the high res to generate a Normal map and the other maps.

hollow flare
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is this uv layout ok? i saw a symmetry thing where you do one side symmetrize it so the uvs that are mirrored overlap the other side

rough saddle
celest nest
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That's a pretty intense UV layout, but as long as it doesn't overlap, it's fine.

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Is it not symmetrized?

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If not, I'd recommend offsetting half the model UV by 1

hollow flare
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the left and right side UVs are not overlapping each other.

celest nest
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double resolution, no drawbacks. And considering how complex your signa is, you'd benefit from increased resolution.

hollow flare
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yah UVs are a thing i dont really have much knowledge of

celest nest
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Here's how I typically do it.

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I delete exactly half the mesh, then, then unwrap it, maximize UV space, and then add mirror modifier to it.

mystic flint
celest nest
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It's unmirrored

celest nest
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then you can either just keep both uvs stacked on top of each, or select half the mesh and move UV right by 1

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For specifically warframe, doesn't really matter that much, it will read it one way or another and it works with UDIMs only for I think level design?

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If you wanna be extra spicy with your texture quality - it is sometimes a good idea to leave an unmirrored middle strip between two mirrored UVs to facilitate stuff like asymmetric scratches for more natural looking models.

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(Not necessary in this case)

mystic flint
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I have also been adviced in the past to have all uv islands face the same direction, like parallel lines. Don't know if that's an actual thingie but I do it and it usually works fine!

celest nest
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It's necessary for when you want to have directional animted emissives. Say, flowing liquid in pipes.

hollow flare
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oooh i see will do. and yah im thinking the front plate uv will be a whole one

celest nest
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If you have them rotated at random angles, you might end up with water flowing perpendicular to pipe.

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Which is you know. Interesting, but physically impossible.

mystic flint
celest nest
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If it's swirling, you'd need to have an animated subtexture which Warframe doesn't support.

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It only allows for scrolling emissive, not scrolling material

hollow flare
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is the sentient floating lights plane separate? or should i add it now?

celest nest
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The holograms?

hollow flare
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yah

celest nest
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They should be in the UV.

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You might be able to make a separate material for them, but I'm not sure. If that's the case - separate material will have to draw resolution budget from overall provided texture budget.

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i.e. total budget is 2048x2048, emissive mat can be 512x512 and main UV can be something like 2048x1024

hollow flare
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im just testing this out. i made it 4k res texture, i can downscale that later correct?

celest nest
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Sure

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You can adjust final export resolution

hollow flare
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nice nice

celest nest
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You're in ... painter 20?

hollow flare
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yah 2020. bought ages ago

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let me guess i dont have some realy good features

celest nest
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You don't have several good ones, but it's very servicable. You're mostly missing out on the baking options

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Pretty much all of my works in game were made with painter 18-21

hollow flare
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btw how do you do the tint maps?

celest nest
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Usually I paint them in zbrush with contrast vertex paint without gradient, throw into painter, bake ID by vertex and link individual colors to tins

hollow flare
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Oh boy I don't have zbrush. Can you do it in substance?

celest nest
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yeah of course

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You just need to do it by hand

hollow flare
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I see. I'll figure it out. Thanks

rapid thicket
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I do all my stuff in Substance Painter 2019 for the same reason lol, was on sale on steam several years ago

hollow flare
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So this planes is where i put the floating sentient lights correct? they will also be UV unwrapped correct?

celest nest
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Yes, but make sure they're double sided

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I.e. double them up and invert normals on the opposite side. Warframe normally doesn't support double sided polygons

hollow flare
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wait they must be doubled? shoot that hits my 5K tris

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it can be just a single plane correct?

celest nest
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If I'm not mistaken, it must be two planes with opposing normals.

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Not a single plane.

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You can get rid of a few loops to get under budget.

hollow flare
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i mean a non segmented plane that is doubled and placed back to back

celest nest
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Yes

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You need that

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(Non segmented? It will be auto triangulated when plugged in engine)

hollow flare
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ok so its a simple plane then duplicated and flipped normals. (this is just for show the planes are on top of each other)

celest nest
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Yes

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This is how zero width cloth is made too

hollow flare
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its ok without the loop cuts? just a rectangle. the holograms are just a flat floating thing

celest nest
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It's ok. Loops cuts are only necessary in areas where you need to show curve

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Or, where you need to show a very acute angle that cannot be shown via normals

hollow flare
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ok cool no need for it on the stright and flat holograms

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half the model UV Unwraped and packed, then Symmetrizes to create the other side with the UVs stacking on the mirrors side.

celest nest
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yeah

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Don't forget to leave small gaps between islands and away from the edge, or it will compress badly during LOD crunch

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And on weaker systems

hollow flare
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oh ok. i made it a tiny bit smaller to move them away from the edge

ivory imp
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Alsoooo don’t have island right next to the edge of the texture. You will get weird seams

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Learned that in my Octavia feedback

hollow flare
flat oriole
hollow flare
flat oriole
#
  1. You need a channel for fear
  2. You need to create two materials in Blender FX, PBR
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You can read the messages above, I encountered this problem yesterday

#

you need to split the model into polygroups

signal ibex
#

could anyone here spare some time to help a newbie color/texture in substance 3d or at least point me in a good direction where i can understand what i'm doing with the smart material I've been struggling trying to get my signa done and i've spent too much time tring to finish before the deadline learning modeling. the current stuff they have on the site is a bit confusing

hollow flare
#

oh boy this is the part that im totally a noob lol. ill go research polygroup

hollow flare
#

god i have not slept and im gonna pass out. we still got 24 hours right? lol

flat oriole
flat oriole
signal ibex
signal ibex
hollow flare
signal ibex
#

honestly I'm a little worried im too simple at this point I've been super excited but I feel like my signa wouldnt make the cut at all even if i finished

flat oriole
#

I'm currently working in a hard processing mode, and just like you, I'm preparing the model for Tennogen.

signal ibex
hollow flare
flat oriole
valid pine
#

@hollow flare have you figured out how to do the FX cards yet? I can help if you still need it

flat oriole
flat oriole
signal ibex
flat oriole
flat oriole
# signal ibex I think.... 4?? the crest, the cradle, the gemstones, and the frames for the gem...

I think this will definitely help you.
https://www.youtube.com/watch?v=1FlEvFUp3Dk&t=591s

--READ FIRST--
This part is in substance painter, you can buy on steam!

Smart Material for starting off
https://drive.google.com/open?id=1ieFe66H1HBlAOHtqlu-B-YDNdDHFlgJ8

Put it here: C:\Users*YourNameHere*\Documents\Allegorithmic\Substance Painter\shelf\smart-materials

Exporter and Shader can be found here: https://www.warframe.com/steamwor...

β–Ά Play video
flat oriole
valid pine
#

@signal ibex feel free to @ or DM me if you have questions - I found that guide particularly frustrating as it skipped over all the parts I was stuck on

flat oriole
#

Does anyone have a nice noise for the Sentient glow?

worthy crane
#

I'm regretting not having enough symmetry. Stuff keeps coming out Pixelated. Back to Blender

valid pine
#

pixelated in substance painter?

worthy crane
#

Yes

valid pine
#

when you bake the mesh maps, did you turn on anti aliasing?

#

you can also bake them at a higher resolution than the document setup without changing the actual size, just makes them smoother. I do mine at 2k with 64x anti aliasing. It takes like 20 minutes though so make sure you're happy with the rest of the bake

worthy crane
#

That's what I have it on, takes my computer a few seconds. Currently trying to isolate asymmetrical areas as their own parts and mirroring the main body. Made the mistake of leaving the inside part nobody will see asymmetrical . It will open up a lot of room in my UVs.

valid pine
#

if your uv islands are quite small it will still be quite pixelated. I've had to increase the island size of some of my smaller/more intricate parts so the linework didn't alias super hard

worthy crane
#

They are small

hollow flare
hollow flare
#

Guys how do you install this into Substance painter 2020.

left wolf
#

does 2020 have File -> Import resources... menu?

hollow flare
#

so ill just select all 4 to import?

left wolf
#

yes, they should show up on respective panels

hollow flare
#

im absorbing all the knowledge from @valid pine thanks dude this is amazing

left wolf
#

Question regarding texture budget and FX cards:
To use 2 FX img the PBR texture should be exported 512x512 and FX texture should be also 512?

#

Forum post on texure size was a bit unclear

hollow flare
#

guys question this is my substance file

#

it looks fine and exports this

#

only accent tint changes any color

#

tint map is already here

left wolf
#

Accent tint is alpha, so the exported tintmaks should look like mostly transparent and some accent color area's tint is visible.
My guess is that user1 is not properly set (it should be single channel tex and only accent part is white)

hollow flare
icy wren
# hollow flare But

Tint mask suffix should be _t not Tintmask_d. You might be using an outdated export preset

hollow flare
#

OOOOOH ok

icy wren
#

Also it’s missing the alpha for some reason

hollow flare
#

ill test

icy wren
#

And the rgb channels aren’t screened over each other. The colors should be red, yellow, magenta not red green and blue

hollow flare
#

changed it to _t , redid it so its screened

#

no change

icy wren
#

Does your tint mask have an alpha channel? Check in the image editor

#

If the alpha is just pure white it’ll override all the other tints

celest nest
#

Is your tint0 set to user1 black?

left wolf
#

does your User1 view look like this?

hollow flare
#

wait wait i think i fixed it. 1 sec

celest nest
#

I think you still got entire today? So in theory you have some time

hollow flare
#

i think i fixed it... i think. moved something in the BaseSetup

#

ill just move my old texture to this fresh Basesetup lol

hollow flare
#

OK this is the BaseSetup, this is its default Base layer settings. is it correct?

#

oh its also outside of Tint0 folder, and Tint0 folder is emty

#

i swear DEs file is borked lol

hollow flare
#

OOOOOK OK i think i got it

#

if you guys can. download this thing and check. i think the tint0 file is missing layers

#

finally

celest nest
#

You want your emissives to be probably a bit thicker, and be more dithered

#

I'd also recommend looking at sentients holograms in game and copying them

#

Currently your silhouette is the strongest part, your sculpting is your second strongest, your tint distribution is third strongest, but your emissives are the weaklink

torpid finch
#

Hi everyone! It's my first time creating something for tennogen and using the Blender Tennogen Plugin - I just wanted to ask what files should go in the exported file? I have an !index.epkg file in there and all my textures - is this correct or should it have exported it as an fbx file + textures and I'm doing something wrong?

celest nest
#

All files necessary for upload are already i nthe export zip folder

#

You realistically just need to upload that. If DE has any issues, they'll notify you

torpid finch
#

Ok nice! Thank you so much CLEMLove

celest nest
#

... however, knowing DE's previous uploaders, they were often bugged and just didn't inclue the actual model

#

....and I think this one didn't include it either.

#

I swear.

#

Yeah, ok, I recommend also adding your signa model to the export zip and upploading that, apparently there's just no model inside

torpid finch
#

ah gotcha! that should be an fbx file, correct?

celest nest
#

fbx or an obj

#

i prefer fbx for no particular reason.

#

Now excuse me, I gotta go and update my files because APPARENTLY THIS PLUGIN IS ALSO BROKEN.

#

I have to thank you for drawing attention to this tho

torpid finch
#

oh nooo godspeed haha thank you for all the info! IvaraHeart

slim wadi
# hollow flare

might just be my monitor but this to me, shapes and colours all considered, looks more like temple than sentient faction.
still very-very cool shapes!

and yes absolutely seconding Vulbjorn about the holograms cus what you have here doesnt look very sentient

hollow flare
hollow flare
#

still refining it

hollow flare
#

how about that

hollow flare
#

that is cleeean

hollow flare
#

with ripple and fade. so cool

torpid finch
#

Hi me again, how can I double check that the ZIP file has uploaded correctly through the tennogen tool? Thonkzu

hollow flare
#

how long till deadline? lol

torpid finch
#

deadline is today I think, at leadst from what I read it was 'last day to submit is 10th January' so hopefully that includes today lol

#

timezone wasn't specified either so i just assumed its gonna be ET

hollow flare
#

so like we got 6 hours left

worthy crane
#

Finally done with UV nightmare, don't know if I have time for texturing, still need to learn it. I did put the user 0 and 1 stuff from the shader with the settings.

#

Also need to figure out scrolling emissives. intend to have sound wave like stuff in the back and energy stuff coming out of ruptured electrolytic capacitors in the front.

#

ID mask from vertex paint comes out pixelated, guess I have to do it by hand

flat oriole
flat oriole
#

I had problems exporting from Blender to Tennogen. I followed the instructions exactly, rechecked everything, reloaded the models over and over, reloaded the textures hundreds of times, adjusted the PBR and FBX, created nodes, renamed the files over and over again, and even reinstalled Blender and shaders.
I still couldn't directly load the files from Blender into Tennogen.
In the end, I created an FBX, created a folder with the textures, and archived everything before sending it to Tennogen.
It worked, I hope you can see my working files.

flat oriole
flat oriole
hollow flare
#

downloading what?

flat oriole
hollow flare
#

%99.99

fossil sedge
#

for wisp, how does an alt helm work? there's no seperate helmet and body obj

#

Never mind I figured it out

#

that is certainly very cursed

hollow flare
#

how do you "Render in game resolution"?

#

oh and how do you make scrolling emissives?

left wolf
#

Assuming you have both slotted fixed texture on 1 and animating textureon 2, set Tex2 Pan and see if animating direction is right by animating in blender

hollow flare
#

whats the naming convention for the FXs?

#

FX_1 and FX_2?

left wolf
#

This is from Revenant's file, so FXmatname_e is likely

#

not sure the case you need multiple FX I'd like to know too

celest nest
#

Usually scroll is baked into the _e map itself, as an alpha channel

#

While the dual emissive is baked as R+G, with B channel remaining empty

left wolf
#

PBR material with scrolling emissive does that way but texture for FX card mat seems B/W img

celest nest
#

Oh you know what, Revenant has those flames.

left wolf
#

Honestly I couldn't FX material's documentation so I did with trial and errors

celest nest
#

His _e map is for on-model glow, and fx is for flames

left wolf
#

SmokeFX_e is scrolling one AFAIK

celest nest
#

They both are animated

left wolf
#

Ah yes helmet_e is dual emissive workflow with R+G, G is scrolling channel. is it correct?

celest nest
#

It is correct

#

I personally never done sentients, but I'd paint the holographic emissives in R channel and kept G channel to very gentle gradient with no black spots for gentle pulsing. If you do it like Revenant's FX card is - your sentient holograms will physically move around the model

#

i.e. they will scroll instead of gently pulsing

left wolf
#

I'm not sure, but I think for energy style stuff it needs to be FX because PBR does not have channel for transparency

celest nest
#

Yeah, I'm not sure either, I'd ping cobalt when he wakes up

worthy crane
#

Thought scrolling emissives had to do with FX mesh

celest nest
#

Scrolling emissives are applicable to pbr mat too, fx is for v when you want an emissive only material for stuff like flames

flat oriole
#

Thanks DE, I'm mastering rendering in Blender.)))

hollow flare
#

so im getting this export error. any idea what this is?

hollow flare
#

what this?

flat oriole
icy wren
hollow flare
#

OOh ok

#

like this?

flat oriole
#

JOB?

flat oriole
flat oriole
hollow flare
#

i dont use a normal map anymore

flat oriole
flat oriole
hollow flare
#

like this?

flat oriole
flat oriole
hollow flare
#

wait wait. lets restart. 1st step on export is type the name then New FBXNode. right?

flat oriole
worthy crane
#

I think I'm getting it, but I only have 2.5 hours left

hollow flare
#

im also loosing it on the export end

valid pine
worthy crane
#

little over an hour left and this is what I have so far

worthy crane
#

I submitted something, I can edit it right?

valid pine
#

To edit the upload, image or title you will need to use the update option in the tennogen uploader. Images and description can be edited at will

hollow flare
#

Annnnnd Sent. thanks guys... time to pass out

flat oriole
valid pine
#

looks sick the way it lights his face

hollow flare
#

is it ok to update the screenshots? i was scrambling to make this an hour before deadline lol. and i cant seem to see a way to edit the main thumbnail pic

flat oriole
hollow flare
valid pine
worthy crane
#

Does it matter what direction FX texture moves in? Scrolling up, right, etc.

storm sigil
#

Hopefully there will be more Entrati stuff. Perhaps a better attachment or skins for weapons.

worthy crane
#

I think I got FX done

fossil sedge
worthy crane
#

Trying to make sense of User0 and User1. In each folder representing a tint am I putting a Fill with nothing but User0 with RGB and User1 for Alpha on tint 3; just them nothing else ? With Blue and Green folder being screened and maybe add a paint to the fill for the boarders.

worthy crane
valid pine
#

think of it in layers. to begin with just have user0 active on the base tint, and tints 1 and 2. User 1 is the accents on top

#

set the base tint to red, this tells the layers that anywhere that is red is the base tint

#

tint 1 to green and tint 2 to blue, then anywhere that you say is green with user0 will be tint 1 and anything that is blue with user0 will be tint 2.

#

the shader itself is what colours the tints - and how the players colour it in game, user0 is essentially just a mask

#

once you've assigned the user0 colours to your mesh so the shader colours are going in the correct locations, you can go back to the tint's fill layer and add roughness, metallic etc. and tell the user0 layer what kind of material it should be. Like perfect clean metal will be 0.2 roughness and 0.8 metalness

worthy crane
#

Fixed it up and updated my submission, feel like I'm still not done and need to do more. Need sleep.

hybrid parcel
#

So last year I started doing some Tennogen doom inspired stuff, today I know a lot of things better...soooooooo we redoing it from scratch and better

solid pulsar
#

**UPDATE: Signa Submissions Are Closed! **While the Steam Workshop and TennoGen Tool may technically acceptΒ Signa submissions, we will not be reviewing Signas released after January 10th 2026. We will share plans for Signas in the near future. Thank you for submitting!

celest nest
#

I am going to eat a truck now.

rocky imp
#

54 submissions for Signa in this one round. That's absolutely insane numbers.

celest nest
#

I don't think I'm passing but who cares. Participation is more important

hollow flare
#

yah its amazing. must be that signas are small enough to be not so daunting and gives a tons of freedom to do whatever lol

worthy crane
#

Stuck on the FX stuff in the plugin

valid pine
#

FX map should be black and white, the emissive tints handle the colour

harsh root
#

Back to Dante

harsh root
#

Dante is a bit much for sculpt work right now so

lyric abyss
amber rose
lyric abyss
#

there are more restrictions than that.

zenith flax
#

I do like the idea- It may be elligible with more polish of course, and maybe more varied detail- Infestation poking out of cracks in the side of the monitor, perhaps, to balance the larger flat areas with small areas with denser detailing.

harsh root
#

I mean that is maybe an hour in, not anything close to completion

worthy crane
silk basin
#

that looks amazing, I think it would go great with my temple or nidus

#

lmk when if/when it gets released πŸ™

worthy crane
#

Ok

hollow flare
worthy crane
#

Spent hours trying to make FX work and all I had to do was turn up the brightness

worthy crane
#

Final fixed up everything (maybe). Getting ready to export

#

Maybe not, am I supposed to animate the speaker myself with normal map or something? Or does De handle that; vaguely remember someone saying that.

slim wadi
worthy crane
slim wadi
worthy crane
boreal bramble
#

I finished the mutated version and updated the color sceme

boreal bramble
#

any notes or tips?

#

forgot to say that before

worthy crane
# boreal bramble any notes or tips?

The tendrils look like they are changing the body's model; only the head can be changed. Try to stay up against the existing model’s body as much as you can so that your design's detail can be transferred onto it as fake detail.

idle hearth
#

I started this concept and decided to finish it

valid pine
#

looks sick, I like it

idle hearth
#

Id like to make tennogen but honestly I don't have the motivation to follow through. I've started learning a couple times, even worked on making a signa but either I loose my progress or I drop it because of something more important I have to do

valid pine
#

can always do a collab with a 3D artist to get it made

idle hearth
#

Yeah, though I'm not sure where to go

boreal bramble
#

but ill make do

valid pine
#

could always do a companion set of armour πŸ€·β€β™‚οΈ

worthy crane
#

I can't figure out what this error is does anyone know what's causing it?

valid pine
#

what version of blender are you using?

worthy crane
#

5.0.1

valid pine
#

switch to 4.5 and start a fresh document

#

it doesn't like 5.0

worthy crane
#

Thanks

valid pine
#
  • start fresh 4.5 document (may need to install the tennogen addon if it's not there)
  • Switch to tennogen scene
  • Delete the two materials that are there by default (dots stroke and backdrop or something like that)
  • Import your fbx
  • Create the material again and apply it to the mesh
  • make sure there are no spaces or symbols in the mesh names or material names
  • Tick export FBX
  • Choose a file path
  • Name your fbx for export (e.g. CernunnosSigna)
  • Click New FBX Node - this will parent everything to an empty
  • Select your signa and click append selection
  • Tick show export preview and show details and double check everything is correct
  • Click Export Package
  • Check the file it exported in. It should have the materials, the fbx, a .epkg file, and a zip folder (double check the zip folder has all the previous stuff in it, this is what you will upload)

If everything looks good in your export folder then you can switch to the tennogen uploader tool from steam. That one is pretty straight forwards

#

the steps I follow and work every time

worthy crane
hollow flare
flat oriole
hybrid parcel
#

Little update on the Doom inspired head for Rhino, did a bit of resizing and actually doing the bottom, my only problem now is how will i do the back...because i don't really have a design for it and i wanted more than just straight helmet like design

worthy crane
#

Now that I have Substance Painter I can just put my Solaris Syandana in.

dusty trail
#

i wish someone would make a warframe that based off a assassins creed look for a new assassin type warframe

dusty trail
#

@lyric abyss who could I talk to about something like that

valid pine
#

nobody lmao. DE if you have an email address but they don't hand that out except for support

lyric abyss
#

no one. we , the players, dont design whole frames

dusty trail
#

Hmmm

valid pine
#

also, we already have multiple assassin themed warframes. Ash for one is a ninja, loki is a stealth trickster, ivara is a huntress, cyte 09 is a sniper assassin

dusty trail
#

@valid pine yeah but they all dont look like assassins or have that assassin look I mean make a outfit that has a hood and a assassins style outfit thats all I would like dont have to have a new warframe

#

Assassins dont only use snipers

lyric abyss
#

that is too complex for tennogen. maybe a hood for ash would work,

valid pine
dusty trail
#

I play wokong bc to me he seems more assassins style

valid pine
#

hood ^

dusty trail
#

@valid pine nah thats not even close

valid pine
#

you can also just play assassins creed bro

lyric abyss
#

so you want to put copyrighted material in the game?

dusty trail
#

I have played all of them

#

That's not what am saying dont have to be assassins creed

valid pine
#

"not even close" "dont have to be assassins creed"

#

pick one

#

why don't you design the warframe you want and post it in the art channels.

dusty trail
#

But that isn't what a assassins would really look like even for a warframe thats what am saying and it needs more outfit styles anyways

valid pine
#

literally armour is customizable including capes

dusty trail
#

Bc I dont have the software to do so

lyric abyss
#

assassins in assassins creed dont look like assassins

valid pine
#

you don't need software for a warframe moveset and a sketch

#

we don't model the warframes bodies in tennogen. Why don't you have a read of what tennogen is then come back

worthy crane
worthy crane
#

But now it seems that I broke the sliders to adjust the FX

hollow flare
valid pine
#

You shouldn't have to touch the nodes at all

#

When I exported yours for you, I followed the instructions I wrote for you exactly in blender 4.5.0 without touching anything else and ran into no issues, exported first go

worthy crane
#

Maybe we have different versions of the plugin

valid pine
#

I have the latest one

worthy crane
#

Did you put something in ripple?

valid pine
#

nope

#

neither did vendrid though

worthy crane
#

I didn't notice Malaya answer. I guess what I did was similar.

hollow flare
#

Blender 4.5.5. all 3 FX slots. Ripple on.

#

no other addon. fresh install

hollow flare
valid pine
#

it might be because you're still using a different version

#

idk, but I had no issues at all

hollow flare
#

Ok maybe its the steps to export that i messed up.

#

Select objects. then New FBX Node names Test.

#

Export Path is set. select the objects(?). then Press Export

#

sigh ill go look at 4.5.0

#

ummmm 4.5.0 is not in blenders website

#

ill try 4.5.1

valid pine
#

blender org/download/releases/4-5/

#

add a . between blender and org, it wouldn't let me share a link

hollow flare
#

yes thats where im looking

valid pine
#

ah weird

#

i use BlenderLauncher and it has .0 available

worthy crane
#

What's this forth one, it's the one I'm disconnecting to export on Blender 5 (Edit: it's the add three option)

ivory radish
#

try the download(dot)blender(dot)org/release/ page

#

it should list every version, 4.5.0 included

hollow flare
#

ok i see

hollow flare
#

Should i remove Dots Stroke Material?

hollow flare
#

the thing must be added manually, the addon window for Ripple normal is broken

#

It exported!

#

@worthy crane holy cow you are godlike!

#

Boom exported on 5.1 and it worked

valid pine
#

I always remove dots stroke because the exporter shits itself if there's a space in the material name and as far as I can tell it's not applied to anything

#

glad you got it working, suprised it worked in 5 at all. So far everyone has had issues with 5

hollow flare
valid pine
#

ah that's annoying

hollow flare
#

as you can see here

valid pine
#

I couldn't get the export to work in 5 with the same settings, so there might be other issues that 4.5 wasn't experiencing. The bloody addon is so sensitive

hollow flare
#

i exported using only the nodes having an input and it worked lol

#

tested ripple on or off. as long as this yellow line it attached it errors

worthy crane
hollow flare
hollow flare
valid pine
#

that's strange. One of my submissions had 3 fx applied and exported fine

worthy crane
#

Think all i have left is my pending taxes, I'll continue on my sayndana now.

valid pine
#

rip taxes

native heart
#

Yo hi short question ^^ is it possible with tennogen to create skin's for guns? 'cause I wanted to create one for Tigris and pistols/akimbos but haven't found the option for it πŸ€”

celest nest
#

No

native heart
#

Damnit... But thanks for answering πŸ‘

worthy crane
#

Do syandanas get their location changed based on the frame their on?

golden cliff
#

#tennogen-resources message #warframe-general message ("#tennogen-resources message ("was wondering where to get the files; still need to do learning, ajd have noticed many blender tutorials... but isn't standard blender kinda illegal to publish/export things for commercial assets, with?")

Do you guys check, what goes into the authentication you take a creation under- blocked by certificates(?); does it override "owning" the asset?

#

Or maybe it's best practice to export it into some software it doesn't cost anything not to have official/community creating tools with, use some base features to enhance, or.. not at all?

amber rose
golden cliff
#

Huh.. that it is, cheers. Sick program.

amber rose
amber rose
golden cliff
hybrid parcel
#

Alright, base mesh is done, i can now start ensuring the low poly retains some sharp corners before i make it absolutely insane poly wise

#

Soft helmet won't harm you, i promise

hybrid parcel
#

Gonna stop here for today, still not sure if i add more stuff to the back or not, but for now i am liking it

hollow flare
#

im studying trying to figure out how you guys do your clean ass panel lines haha

celest nest
#

Looks good, but 1. don't overcomplicate your panelling, you should strive for 70% empty panels, 20% medim detailed parts and only 10% heavily detailed areas.
2. Try to make it look LESS like Praetor suit. Namely the visor needs to be changed.

hollow flare
#

true. but man im addicted to it. need to learn to stop that haha

#

oops i thought you're talking to me lol

celest nest
#

Yeah I am

#

Wait

#

No I'm not. I'm talking to Senshi

#

Ok, in this case, Senshi, completely disregard my first point.
Vendrid - completely disregard my second point, completely regard my first point
I'll go finish cooking my waffles.

hollow flare
#

hahahaha yah i was like. wait whats the Praetor suit ( oh its Doom guys armor i forgot ) oh so this was not for me, but the 1st comment makes sense for me... anyway lol

celest nest
#

I was wafflebrained

#

Muy importante.

hybrid parcel
#

Still a valid point to take into consideration

#

Do ill take it and remember it

#

I was thinking in changing the visor by adding more claw like marks since I'm basing it of the Dark Ages Helmet and this art work, might lean more into the art work's visor

celest nest
#

You want to HEAVILY stylize it so it doesn't directly resemble slayer's helmet

hybrid parcel
#

Once that's done, I'll do the high poly that'll bake into the low poly

#

That's where stylization comes in

idle hearth
idle hearth
#

It needs to be a bit organic as warframes flesh imitate armor and clothing rather than wearing actual armor and clothing

hybrid parcel
hybrid parcel
# thick root

I know, i read that, this is still very early stages, i got a base to work from and go weird from there

celest nest
#

Man I should've not eaten all those waffles yesterday

celest nest
#

Bit of progress today, time to go lay down and digest those waffles. Lord give me strength to look at bathroom scales tomorrow

idle hearth
celest nest
#

I made, and ate, 20

flat oriole
hollow flare
#

Concepting with Grease pencil is pretty fun

celest nest
#

I always was interested by grease pencil but never used it. Do you draw in 3D or does it produce a 2D canvas?

hollow flare
tacit barn
#

Hi everyone,
I'm back from vacation and I'm starting to look at the addon again,
A fix for AttributeError:'NoneType' object has no attribute 'name' occurring during export was submitted just now and it should be up on Web soon

Please let me know of any other bugs or issues you've encountered with the current version
Thanks

celest nest
#

Very cool and good and antibad.

celest nest
#

Need professional papinion. Skeletal Uriel

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Vs non-skeletal uriel

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I think mr skeltal looks more badass, but I might be having tunnel vision

rough saddle
# celest nest I think mr skeltal looks more badass, but I might be having tunnel vision

The skeletal version is pretty cool, but I think non-skeletal is better. The non-skeletal version has the yellow highlighting, which I think does a great job of creating a focal point for the helmet, tying the colors to the main body, and the inclusion of the face pustules helps bring out what I assume is infested theming for the skin.

I might change my mind if there was a bit more yellow in the skeletal version. I do like how more pronounced the center horns are in that one. But at the moment, my vote is for non-skeletal.

celest nest
#

Just so happened I changed the mr skullmetal a bit

#

He now got a little glowie pustule inside

#

I might change it more.

rough saddle
#

Oh, you swapped out the yellow on the horns for white. I do like where this is going.

celest nest
#

No no, that's just wip for a pipe that will be going through them

rough saddle
#

Ah

celest nest
#

I'm going to use that extract to carve out a trench to lay down the glowing pipe. Also, note, all yellow is representation ofglow

#

With skeleton version his entire inner skull with glow gently.

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With his massive monocular version his forehead will glow

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But I feel like skeletal head is better visually balanced. Monocular one is heavy up top and leans forward

rough saddle
#

Oh! If it's going to glow, then yeah, go with the skeletal version. The amount of yellow on that one will leave a tasteful amount of glow, I think.

celest nest
#

Yeah I usualy use yellow as a WiP emissive ID sketchup

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So I can understand where I will want to put it later and how I will want it to look.

#

I'll definitely work on hte inner eyes more and refine the sculpt so it's more prominent looking

rough saddle
#

Looking forward to it πŸ‘

hollow flare
#

im sorry if this is such a noob question but in "extruding by normals" or "solidify modifier" is there a way to not have this internal clipping when you extrude it farther on a concave plane? is there a better method on doing concave panels?

left wolf
#

On solidify stack remesh modifier chose sharp and tweak octree depth and sharpness if necessary, will produce this. It heavily depends on geo though

hollow flare
celest nest
#

Maybe I'm posting too much, but man do I love how this "liquid bone" design direction looks. Very fun to sculpt to

#

Can be applicable to literally any shape too, and makes it instantly good looking

#

Works on literally any shape too

#

Fun for the whole family and the cousins too.

hollow flare
celest nest
#

Yeha you gonna need a sharp pinching brush with like 0.01 stabilizer on

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And you essentialy want to alt+draw semi soft wobbly circles and then connect them via multipe straight but slightly wobbly lines

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I use Giger-Beksinski brush pack for most of my brushes ,but oyu can replicate them with default ones pretty easily

hollow flare
rough saddle
celest nest
#

it's a differnet thing in case of in-house designers, of course, they can do whatevever they want and twist anatomy as they see fit, but in case of specificically tennogen - often the most practical path is just to follow the already established forms

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Looks good too.

rough saddle
#

True that. Been learning that the hard way with my Jade skin. A lot of hard ridges are built into her body mesh (as what seems to be the case for more of the recent warframes) that can very much feel restrictive to a certain extent. But there is a certain value to it when you have the "line work" already worked out for you and it's a matter of how you want to connect point A to point B.

celest nest
#

I would not start with Jade. Too complex

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I'd start with something like Saryn

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Not necessarily Excalibur, because he has four hundred trillion skins.

rough saddle
celest nest
#

Insane.

rough saddle
#

Certainly feels that way, but I've been loving the challenge. Been trying to follow the guidelines to a T.

celest nest
#

Freedom's guidance, helldiver.

placid oxide
celest nest
#

I know, already unlocked it.

rough saddle
#

Still got a ways to go, but I think I'm at a good spot to share progress.

Kuva Jade

amber rose
#

the eyes on the wings are really cool

urban robin
#

A crow themed warframe would be really cool if the devs make it

rough saddle
rough saddle
celest nest
#

Yeah but it's not a channel for community suggestions

#

no offense

swift crow
zenith flax
steady wasp
#

Can I ask for feedback? I wanna do a pole arm tennogen referencing keris blade, also I sculpted the model in Nomad Sculpt cuz my computer is in repair

rough saddle
steady wasp
rough saddle
# steady wasp I wanna do a Tenno faction, because I'm referencing Indonesia keris blade and ma...

In that case, I think you have a good foundation going here. The biggest thing that comes to my attention is the sockets where the blade goes into the handle. The faction guide says that tenno weapons are sleek and elegant, with an organic flow. Currently, your polearm sockets are a bit on the blocky side. I think that's a great area to try and exaggerate the silhouette. Really lean into the curves the blade is making and have it flow into the handle a bit. Something like this (as a suggestion):

rough saddle
# steady wasp How's this?

Better. I would say to try and fuse the brown parts more with the blade. The goal is to make it have an organic feel. Almost as if it's all one solid piece. Have you checked out any prior accepted tennogen entries? I think that would help provide a better idea of what to shoot for. Stuff like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1685841629&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1961891445&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1973979416&searchtext=

hollow flare
rough saddle
steady wasp
#

Is there a fusion of a faction or do we pick only one faction for tennogen?

#

Can I also put the reference here to help?

hollow flare
rough saddle
#

Given how specific each faction style is, I don't think a fusion of them is possible.

steady wasp
hollow flare
#

very close to the ostron

steady wasp
#

Ohhh, I think I might got it wrong then

#

I just read the description

hollow flare
#

WIP, watcha guys think?

celest nest
#

I would make the blades much longer and smaller

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RE - the polearm

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It feels imbalanced right now with handle being same length as bladesw

rough saddle
celest nest
#

yeah kinda

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You can't be five universes ahead without a properly long blade.

steady wasp
celest nest
#

Definitely make the handle long, slightly thicker, and the blade both thinner and longer.

#

The upper wavy blade looks too large and heavy for the handle

steady wasp
#

I can think of following the length of the orthos

celest nest
#

Mind if I show one of my works?

steady wasp
#

Sure

celest nest
steady wasp
#

Or any pointers

celest nest
#

Wait, that's wrong picture.

steady wasp
#

That is a weird fish

celest nest
#

That's an eel. A mildly disappointed eel. One second I'll find the picture.

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Here's how I proportioned my polearm.

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(it's a little smaller in game)

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Here's a really well proportioned polearm, by Muy

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(Malayu)

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Basically I would recommend making the handle longer and thicker

hollow flare
celest nest
#

I didn't copypaste properly

hollow flare
#

no no its very inspirational for my infested syandana

steady wasp
#

The face of the eel looking us at the back

celest nest
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It is one of the eel of all time, that is true.

steady wasp
#

I don't know if I want that for tennogen syandana, the animator gonna animate the eye following us

celest nest
#

You can fake eyes folllowing the camera if you just recess the sculpt a bit and make the pupil inverted.

steady wasp
#

That would be creepy or funny

rough saddle
#

Honestly, it wouldn't be too out of place. An infested syandana that is consciously aware enough to express its disappointment with the player while keeping direct eye contact with you. It knows what skins you bought...

steady wasp
steady wasp
#

I change the size of the top blade and the handle should be longer and thicker, added Excalibur for comparison

celest nest
#

Better

steady wasp
#

It's a bit tricky knowing the size on a tablet

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I don't know for the top blade to be more thinner, cuz from where I'm looking at the tablet that should be the limit on my eyes

viral urchin
#

So, in new to the whole tenogen thing. Just got into both professional free hand paper drawing and a bit of blender.

How do I submit my work for a chance at being a tennogen item?

foggy pagoda
#

TennoGen submissions require a game-ready, 3D model
However, if you only do 2D concepts or whatevs, collabing with other artists is also an option
So one person does the design and the other translates it into 3D

viral urchin
foggy pagoda
#

I'm not super sure how earnings work, maybe details are in the guide somewhere

viral urchin
#

My poor Englisch might have mucked up what I meant to say der πŸ˜…

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I’ll take a look at it in the morning

steady wasp
#

Can I ask something, does polearm triangle budget 7,500?

rapid thicket
#

they're two-handed, so yes

steady wasp
#

ok, making sure because I'm retopo the polearm right now

hollow flare
celest nest
#

This looks pretty good, but be careful with all those ridges, you'll have to retopologize it later. It's also an atypical element for infested

hollow flare
#

interesting what do you mean by ridges and how does the infested do it?

celest nest
#

These ones. Infested usually tend to flow their shapes without too many overlapping repeating shapes

#

One sec

hollow flare
#

i get what you mean, bigger longer plates.

celest nest
#

Something like this. Infested tend to have bones protruding from larger bodies. Not have parts composed of vertebrae or staggered teeth

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Also, you will rip out all your hair trying to retopologize those little ridges.

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Bonus points if you make all parts of the syandana look like they split from one central element, think - how Pangea split into continents. Infested tend to infect something, then gestate, and when they gestated, they start rippng this something apart from the inside, but still utilize previously existing shapes.

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Also, the most important shape for infested is this

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Use this type of line everywhere you can. It's their signature linework

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One sec, I'll draw down example

hollow flare
# celest nest

thats crazy you didnt have to concept it. but thanks this is awesome

celest nest
celest nest
#

I know I might be a bit overbearing.

hollow flare
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no no no i like it!

celest nest
#

Alright. I just specialize in infested and thouught I'd share some stuff

hollow flare
#

getting tips from a master is perfect. im at a kinda early stage so i can adjust the design easily

celest nest
#

A good way to describe infested surface detailing is like feeathers on a very ill bird. They tend to stick together and look like semi-liquid parts with skin showing through

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Bonus points if you make the shape look uncanny and give the observer a sense of uneasiness.

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So things like teeth in unexpecte places, eyeballs (preferrable blind) where they shouldn't be, hairs growing inside pustules and multiple boils are perfect.

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Bonus points if you have eyes surroundded by teeth

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But in the wrong places

hollow flare
#

yap i do like the teeth idea

hollow flare
celest nest
#

may i critique

hollow flare
#

go ahead

celest nest
#

Lacks large, more relaxing on the eyes shapes. Your concept is mostly medium equal in size shapes.

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You want roughly 70% of your model to be lightly detailed flatter areas where eye rests, 20% more detailed ares supporting large shapes, and 10% heavily detailed ares that are centerpieces of the composition.

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In short, I'd slap on some large sinewy growths on some parts.

hollow flare
#

hmmmm

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hmmm im referencing a bit from the tenticles of the Synapse

steady wasp
#

Is there a feedback for retopo?

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I use the triangulate modifier to make the part have a quick triangles

celest nest
#

Well it looks a little dense

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Lower blade looks ... reasonable, hard to say withot viewing all angles, but the handle and upper blade seems to be overly complex.

#

Generally speaking if you have a simple round handle, a cross section of 8 polies is more than enough in most cases.

steady wasp
#

I'm looking back and forth at the handle of the Orthos, also I remade the upper attachment and the blade

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I was using shrinkwrap modifier to fit the retopo with the highpoly model

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This is without the Orthos

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This is the right side

celest nest
#

You seem to be way overbudget for the mesh

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Definitely too dense.

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You want to put polies only in areas that need silhouette support and 2. when you need to reinforce a very acute edge. You have way too many polies supporting continuous flat shapes

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For example, what curve do these tris support

steady wasp
#

Does it have to be almost 7,500 or can it be lower? because when I read it has to be almost 7,500 so I added more poly's to make it almost 7,500 tris

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If we can go lower, I can make a new retopo handle and blade with less poly's

celest nest
#

I can be lower, but it's your total budget.

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I.e. your ENTIRE model MUST be under 7500

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The less is usually the better.

steady wasp
#

ok, I was thinking making the detail parts using flat surface Retopo if that's the case

celest nest
#

Those details should be done via normals

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One sec, Ill paint something.

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You have a lot of straight edges on your blade and realistically your retopo can be as simple as this

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Probably a bit more complex, but less than what you have.

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I would also implore you to occasionally zoom out and consider from what distance players will look at your model. People extremely rarely force the camera near the wall to zoom into the model and look into minute details and tiny curves. Overall silhouette is more important.

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i.e. don't get stuck adding topology to a tiny crevice, if that crevice won't be visible from 10m away.

rough saddle
#

One of the main goals of retopology is to retain as much of the high poly's silhouette as possible with fewer polygons. Imagine your mesh is completely in shadow, what would the outline of it look like? That outline is essentially what you're trying to preserve. If you have any edgeloops that don't contribute to the silhouette or the edgeflow, chances are you don't need it.

celest nest
#

Yeah, edge loops serve two purposes, to retain the silhouette, and to prevent render errors from very thin or acute pieces (i.e. blades)

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or to help with deformation/animation

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But polearms are unbendable sticks so that doesn't apply to them

rough saddle
#

Yeh, the only reason you'd want extra loops on a straight mesh like this is if you intend to do any reprojections to sculpt out even finer details and you need better 'resolution' for it.

steady wasp
#

Ok then, I think I wanna remake it from the start, now that I know I don't need to be 7,500 tris and the detail ornament on the blade & attachment I can via normal them with plane surface and later bake it with SP

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I think I wanna ask later once I finish making the new one

hollow flare
zenith flax
#

@stiff apex That would be sick- Do any of the supported factions have any brick-like textures, to implement? πŸ€”

stiff apex
#

I'm unsure, I'd have to check

#

But I'm currently not home

zenith flax
#

hmmm Mayyyybe Entrati-
Or maybe more abstracted through a paneled texture with grineer or corpus styling?
Initially I was thinking Ostron, but I don't think they have anything that would really work
Qorvex is hard to envision skins for

celest nest
#

Cement....

amber oyster
# stiff apex But I'm currently not home

All I’m saying is that there’s a reason no one’s done a full Qorvex skin. He’s made out of a ton of separate parts. I did xaku a while back and that was a similar situation, an insane amount of effort without a guaranteed reward.

#

I did a helmet for him tho

celest nest
#

It's also kinda impossible to make Qorvex not look like Qorvex

zenith flax
#

He has so much indented detail, I imagine it's really hard to use normal maps as effectively as with most other frames
And then, making it look good on top of making it not look messy-

idle hearth
#

Qorvex would look great with either a corpus reactor design skin or a grineer tech design skin

zenith flax
#

For grineer, scaldra, or tenno it MIGHT look really good if normal mapping could be used to make the angles on his plating look slightly rounded

storm sigil
#

Hopefully there's more entrati style weapons in the making. Perhaps a machete skin?

lyric skiff
#

Need more simple and sleek Warframe Helmets I dig hydroid tennogen

hollow jackal
#

Hi I feel silly for asking but when you're starting your first model for a helm are we allowed to manipulate the default helm to make sure the facial area remains as it is or are we able to change it ?

idle hearth
hollow jackal
#

Cause I noticed some people were able to change how it looks but still look strongly similar so was wondering about that

foggy pagoda
#

Those are just texture and material stuff
Like normal maps and sculpting
There's a lot you can pull off with that

#

Though you have to use the unedited mesh
You can't change the model, only the textures on top

hollow jackal
#

How do I know which one them are the unedited mesh?

foggy pagoda
gray lion
#

Hey folks, got a couple questions on the TennoGen process that the guides don't cover clearly. Hoping someone with experience can clarify!

Weights/Vertex Groups: Do we need to set up and include vertex weights in our FBX for moving parts (cloth, tentacles, etc.), or does DE handle that later?

Movement & Polish: For the cool swing, wave, or spin effects on accepted items (not just texture scrolls), what happens after acceptance? Does DE's team implement all the motion, or do they guide us on how to set it up in our files?

Testing: What's the best way to ensure our "moving parts" will work in-game before submitting? Is painting good weights and doing a simple rig test in Blender enough?

Just trying to figure out where our job ends and where DE's magic begins. Any insights from your experience would be awesome!

#

(I am a CN user, and the above text was generated by AI.οΌ‰

valid pine
#

I'm not 100% but from what I've heard you just need to make sure any cloth has even geometry so cloth sims can be applied - DE does this for you.

Anything custom animated you will probably need to do yourself and I assume DE will make it work in game. As long as it works in blender it should export in a useable format for them to see/test.

If you are doing a warframe skin, you don't need to weight paint or rig it - don't change the base mesh at all (except for the helmet, that's customizable but you still don't need to rig it or anything).

If it is a custom animated part on like armour or something you would need to weight paint it for the animations to work in the first place

gray lion
#

Hey, following up on my last questions. I've been looking at some of Aven's work as examples, and it's really making me wonder about the specifics.

Take the Atlas Graxx skin: In-game, the mouth has a jet exhaust effect that's not on the Sketchfab model. Was that added by DE, or did Aven update his submission for it?

And for the two syandanas:

The Grineer-style one has spinning fan blades in-game. Is that spin effect something Aven set up (like with a texture mask), or was it added by DE's team?

The Sentient-style one has that wavy, distortion effect on the glowing trails. Since I see this same type of effect on many accepted Sentient items, does that mean DE applies a standard "Sentient energy" shader or animation to accepted pieces that fit the faction?

I guess I'm just trying to figure out what's our job vs. what's the "engine magic" that gets applied later. The guides don't talk about this stage, and I don't want to miss something important. Sorry if I'm overthinking it, but I'm really curious how this final polish phase works!

Thanks for any insight you can share!
And I really, really like Mr. Aven's designs.

valid pine
#

You would have to ask the artist, but those all look like FX cards to me

#

this is FX done by me for a signa submission for example. You have to do those yourself

#

only thing I've been told by other artists that DE does for you is physics like cloth and dangly bits, and liquid for effervon type stuff. You have to do everything else

sharp kindle
#

I know the Tennogen guidelines state

  1. Human anatomy should be infered, not actively shown
    And
  2. No skulls
    But if I were to almost allude to the shape of a skull, would that be possible? And what else counts as out-of-bounds? (E.g. The "Auricle" and "Vitreum" in Entrati mirror defense are both "human" parts, would something along those lines be allowed?)
valid pine
#

πŸ€·β€β™‚οΈ

#

just have to push the boundaries where you think you can and hope they like it and give feedback

sharp kindle
#

Sucks to be unsure, but thanks anyway

lyric skiff
#

I have ideas for Vauban and Kullervo helms tho I'm not good at 3d mendling

hollow jackal
#

I wanna get into nightcap’s theme for some of his mushrooms for Nokko but I’m uncertain if he counts as a part of a faction theme? Does anyone have some ideas on this ?

mossy sonnet
#

Any tips on drawing necromechs easier,I’ve been struggling to nail the look

hollow flare
valid pine
hollow jackal
hollow flare
#

Hmmm i think im happy with the placement of parts/skin/bone/florescent blobs on the cape part.

hollow jackal
#

That looks amazinggg

gray lion
#

If I use this green toxic gas bag as a design element for Tennogen, is it possible to achieve this Fresnel-like effect?Thonkzu

valid pine
#

That might be one of the things DE does for you but I couldn't tell ya. No idea who to ask either. Can always try, I bet you could achieve it with substance painter and fx materials if you're a substance genious but idk

lyric skiff
#

Scaldra rhino

#

That could work as a tennogen

steady wasp
#

I've fix the Retopo of the polearm

celest nest
#

Topology is better now, but int might be a little... too low poly on some more curvy areas

#

Also, why is left and right side of the blade different? Do they have asymmetric details on them?

steady wasp
#

they have different sculpt for left and right

lyric skiff
#

I like it

steady wasp
celest nest
steady wasp
celest nest
#

This could use more polies

steady wasp
#

Like this? doing the top now

celest nest
#

That's up to you to decide when the topology is optimal. I would recommend zooming out a bit and looking at the model as a whole.

#

However, considering how wavy your upper blade is, I would add more polies to the bends here

hollow jackal
#

Question when doing your tennogen work, do you tend to start with sketches to model or just come up with the ideas in your head and just do them out in blender? I’m having a bit hard time on how I want to work on mine ^^;

#

Even if I’m not good at drawing em I struggle SadOrdis

steady wasp
#

Blender is more of making the sculpt into low poly

#

I forgot to change the faction to cetus

hollow jackal
#

Ohhh I see but what if I’m bad with sketching ? ^^; do I need to find someone to do that for me or something?

celest nest
rough saddle
steady wasp
steady wasp
hollow jackal
#

thank you all for bearing with my questions! I really appreciate them πŸ’š

steady wasp
#

Can I ask, do we have to use UDIMS to UV map or can we do it normally without UDIMS?

celest nest
#

We do not have to use UDIMs

#

You can stack all your textures on one UV if you wish.

#

However, game does support them, so if you have symmetric parts, you can move them one over to ensure a nice bake and proper textures.

valid pine
#

stacking them also works perfectly fine imo

celest nest
#

Oh yeah it does

#

But moving them over by 1 is generally a good practice.

#

Time to go back to retopology hell.

celest nest
#

God I love retopologizing complex models with organic geometry.

steady wasp
celest nest
#

Admittedly your sculpt on left and right side is so similar that you could unwrap it symmetrically and double resolution

steady wasp
#

the handle I need to bit resize

celest nest
#

It's fine.