#tennogen-creation-discussion
1 messages · Page 13 of 1
is it a good idea to use mirror effect in blender to adjust the model to fit the sketch evenly? or is there some other method? cause I'm struggling to make it even without messing up on one of the sides for the model
If your model is symmetrical, you should be using mirror modifier
but wouldnt that overlap mesh? I'm using nokko's helm
yeah I'm toying with the base helm cause it has the shape i need
You should use symmetry mode instead of mirror modifier then. Mirror modifier generates half a mesh that you don't need
ahh
finally got it going but trying to figure out how to add proper crevices to make it look like it has cracks
thus stuck with a cheeto puff mushroom lol
are you sculpting in blender?
Yea, I don’t have anything like zbrush of sort 😅 blender is pretty much all I got to use
Blender is very acceptable for sculpting with a few addons, but I'm entirely uneducated on it
(on sculpting side, I only know technical and hard surface parts of it)
Haha blender is what I use as well, just asking in case you're using software I don't know anything about
I would probably approach cracks with the sharp crease tool, set the stroke to line, and play with the falloff shape until it looks good
Don't forget that you have both subd and remesh modifiers that allow you to dynamically increase resolution on the go
Or lower. Up to you really.
Honestly Blender has so many modifiers that I don't even know like 40% of them
(And we're not even talking about official and unofficial but popular addons yet!)
You can't sculpt on a subd modifier, it has to be applied first or it'll just sculpt the low res base mesh.
I recently discovered the multires modifier though that DOES let you sculpt before applying. It does the subdivision the exact same way but you can change the level of division for the viewport/sculpting scene/render. And it's non-destructive so if you delete or hide the modifier, the base mesh is unchanged from before you sculpted on it. Been using it for all my models now instead of the subd.
ahh now im starting to wonder if im making a low res 🤣
well your low res would be the model within the triangle limit DE gave you
hires would be subdivided and sculpted on for baking down onto the low res
finish your sculpt then worry about it at this point
you'll want to duplicate then remesh it to fit in the poly count
ah gotcha
then you bake the sculpted details onto the low poly
if i wanna add new stuff to it do i need to make a new material to attach to it ?
might need to elaborate, I have no idea what you're asking lol
sorry lol okay so for instance I want to add a new mushroom onto it but the model won't let me stretch it out to make it so I was wondering do i need to make a new mesh model of a mushroom to connect to the current model i am working on ?
you can see the little ventilator right there on the side of the face which is the mushroom I want to be placing but the face is giving me a hard time to make it
my brain gets cooked sometimes when I try to translate what i'm trying to say 🤣 so im sorry in advanced
It doesn't all need to be one mesh, especially not for the high res sculpt
oh ?
just model the new part separately and clip it into the main mesh
then when you remesh you can either remesh it all as one including the clipped parts, or have a separate piece still clipped in remeshed seperately- although one mesh is probably better in this case
I need to remember how to do that 😅
but thank you! I'll do that then, I'll have to look up on how to make it as one later
No, you can add mushrooms to same material
Unless I',m misunderstanding what you're saying
I think his mesh just isn't subdivided enough to sculpt more stuff onto it, to which I said just sculpt it seperately and clip it in then remesh around it
I might be wrong though
No you’re right it’s not sub divided enough haha
Sculpt separately and just stick separate parts in then. It's just material specifically refers to textures.
I have some university experience with Blender, moreso on the technical than artistic side.
I had a fun idea for different mushroom themed skins for Nokko. I think Morels, Trumpets, Oyster, and Puffballs could all have really fun and interesting looks.
I also think a bridal veil stinkhorn kilt/battleskirt would be fun :)
I'll have to start researching how to use TennoGen, and dust off the blender and z brush skills
(However if you're just starting I'd recommend starting with a more simple frame to get your bearings on)
(there's a reason there's like seventy five excalibur skins on the workshop)
fair and valid. pulling off the organic vibe may prove difficult lol
I think i got the ventilator part down 😄
The ... ventillator?
yeah its gonna be a shroom for nokko
I see. Very cool and good.
by the way when you mentioned clipping, does that mean like merging the models together
It's not necessary for do for tennogen. You can literally just ram two models together and it will be fine.
oh really huh intersting
but would i have to worry about the materials to make sure they match ?
As long as you assign all your sub-models to same material, their materials will match.
Also, you can request DE to provide you with an appropriate matching microdetailing texture if you want to match it to default Nokko body mesh.
wait I can request that from them? How ?
ahh I see
I finally uv wrapped the helmet but my only issue right now is to set up a texture for the helm.. I tried painting to see if itll do anything but i keep seeing a alert that it has a missing texture which im unsure what to do with this part.. Update: Fixed it -facepalms- just forgot to assign texture
Is there a way to make the UV island look more clean in Blender?
Would help you there but I’m still learning with the UV but curious about those blue textures on your UV.. are those roughness or metallics? How did you set them up?
Nah, it's for knowing if my UV map is distorted or not
Ohhhh
Get the topology board I use in my videos:
https://www.onmars3d.com/topology-board
This is the exact Miro board I reference when explaining clean edge flow, topology, and production-ready modeling decisions.
After watching this tutorial, you will learn how to master UV unwrap in Blender 4.0. We are using vanilla Blender with no Add Ons or plug...
Master 3D Modeling and Topology Today: https://www.onmars3d.com/
You will learn 5 tips on how to solve common texture baking issues. You will get perfect texture bakes every time using Blender and Substance Painter!
I and just finished the modeling, UV, texture baking wanted to make video as it was top of mind on how to create game-ready ass...
Still tricky wether my UV is good before exporting to SP
Tried to bake on SP, but there are some problems
Do I need to use substance painter or I don’t have to? Cause my subscription to SP is over so wondering if I could just the paint in the blender instead
(But Painter i s both easier and just better at doing textures)
true but unfortunately i dont got it TuT
but I figured out how to make textures in blender
uhh question is it normal to see the mesh or wires to pop up..??
I feel like i may have used smooth or grab too much hahaha
Substaince Painter is also available on Steam perpectual license
Adobe Substance 3D Painter is the reference texturing app for 3D professionals and enthusiasts. From AAA Game Developers to Indies, from Feature Animation to Visual Effects studios, the industry uses Painter to bring their creations to life thanks to its unparalleled speed, flexibility and visual quality.
Substance 3D Painter adapts to you, n…
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thought you meant a free version ahaha, im too broke rn TuT
but ty tho! i'll keep that saved
Can I ask is the base set up still the same? or is there a new one for SP?
also should I be aware that the size the same or different from Blender?
I follow the size ratio from Blender when baking
Nah, I bought the Steam version because people should know there's a permanent option than subscribing to their official website
thats a blessing
im now stressing over my mushroom for not letting me do it's texture properly lol apparently some how its stretching its texture when i paint it
have I set something wrong for this ?
its supposed to color the cap seperately but it wont let me do it properly
fixed it again turns out my uvs weren't made properly for this one
I think you have to retopo it after you finished sculpting, it needs a clean UV map island
I can only think is making low poly of the high poly
Also I think I might have stumble a texture error and the keris edge is blocky
The bottom is fine for now
Is there a way to fix the texture error in SP or do I have to fix the UV on Blender?
looks like there's a bunch of those issues. I'm not 100% but I would start with checking the cage and making sure there are no red bits poking out when you bake, and if not check your ambient occlusion map
sometimes the mesh can occlude itself and bake in weird shadows
Mine's a bit pink than red
I think pink is just where the cage itself overlaps, red is like RED red
You want to add a edge loop around the edge.
that looks ok. Delete the ambient occlusion map and see if it removes the shadowed bits
Actual delete or un-check the AO map?
in texture set settings just fully delete the ambient occlusion map - you can rebake it on its own so it won't take too long
if it clears up the shadowed bits, then its your mesh occluding itself. If it doesn't then idk lol
I usually try to bake my objects with an exploded mesh then texture it unexploded to prevent it
I made a new AO, the cage should be fine from the bake
how does this view look without the ambient occlusion map at all
like before you rebake the map, delete it and look at this view again
it looks like your mesh is casting shadows on itself in a few places and those get baked into the ambient occlusion map, but I can't tell if it's that unless we see it without the ambient occlusion map there
hmm doesn't look like its that sorry
thats just one of the more common problems I run into that leads to black marks like that
is it very common? My other solution is check the low poly and UV maps in Blender
it happens on almost every unexploded model I try to bake lol
so trial and error?
As for the part that are square and not round, is it based on the low poly? do I have to add more tris to make it round?
Baking a rounded edge onto a sharp/flat edge will not make it round. The low poly needs to have the silhouette you want on the final model, and the high poly just bakes surface details
This for example
baking doesn't add any geometry, it just gives the illusion of height and texture through the height/normal maps and varying roughness and metalness values
you'll have errors if the high poly silhouette is too far from the low poly's. That looks like it should be ok, but the corners might give you some trouble
if you put them both in the exact same spot in blender so they overlap, what does it look like
if you compare that to the yellow version in substance painter after the bake, it looks like your errors along the edge of the blade are happening wherever the low poly blade is poking through
might need to match the low poly a little closer. Try other, less destructive troubleshooting first but I have a feeling it could be that
Both sides are different, I think I have to make a new one that has more tris then
This is the high poly
Your first model was too dense, but this one is too polygon light and cannot support bakes.
yeah that's what I was trying to articulate, ty. The high and low poly versions are too different to bake without errors
Excuse me while I drop on Cyberstan
are you using a custom cage file? 90% of my substance painter bake problems are solved by that
I made the frontal 0.0119
yeah thats not what i meant, try making a custom cage file from the low poly. just dupe the model and scale slightly
working on something unrelated but something like this
I think I wanna fix the top blade
Solaris Syandana almost done, just need to figure out what to do about the piston animation.
Almost looks like Dead Space Health RIG
Gonna try other versions, maybe stretch the FX along with it
Do y'all think DE would ever give us access to voidshell?
If they've sunsetted their own work with it, why not open the resources to the community?
Hell, I'd be willing to dedicate myself to setting that up and making voidshell varients
That'd be so nice. Voidshells have so much unrealized potential.
Does anyone know how to make smoke, fog, and or steam like from Baruuk Graxx skin and Zephphyr Migisi Helmet? Like are they particle effects or something?
For Blender user, is it okay to decimate retopo using Decimate Modifier or do it manually? I want to decrease the tris from 17,775
This is what it looks like without the decimate modifier
Wait, did you apply the triangulate modifier on your mesh?
yes, except the attachment that attach the blade
You wouldn't happen to have a backup file of this project before you did that, would you?
While tris are very much preferred for game models, triangulation is generally saved for the very end of the modeling process. As in, when you're are literally about to ship the asset out. For retopology, you generally want to keep everything in quads (with maybe a few tris if it's more beneficial for edgeflow). This is because quad topology is easier to manage as far as workflow goes than tris because you can more easily select and edit edgeloops and the like. I thought you were just keeping tris on so that you could keep track of your poly count better. Having everything be tris from the get-go will only make retopology more tedious in the long run.
You can quadriangulate the faces back up, but why would you use decimation for retopology
isn't your model already sub 5k? Where did 17k come from?
>looks this up
>tests this out
Welp, gonna make a note of that for future use.
Yeah triangulation is not a problem, I often do it before texturng in painter to make sure my textures lay out correctly, I just wonder where the tripple the polygon budget came from
Well my concern was if the user was modeling with triangles rather than just triangulating at all. I can't imagine trying to model with tris only.
It's you know, suboptimal
But not super huge problem
To answer the question - decimation is not an acceptable tool for game-ready topology, it's acceptable tool for mid poly topology to retopologize from.
It's good to crunch down the model to basic shapes that you retopologize later, but it should not be used as an output model
Yes, retopology is done to simplify your edgework to both a lower poly count and to have cleaner edgeflow. Decimating after retopologizing, while it will certainly lower the poly count, is going to destroy the edgeflow that you made. Which will make the work you already put into the retopo completely redundant.
If you're concerned about the number of tris you have, your best bet is to just re-examine the topology you already made and see if there's any edgeloops you can edit or remove without sacrificing model silhouette.
I made 2 back up just in case
what about some danger stripes for tint4
Good idea or back to drawing board?
(I designed skin with only three tints by accident (laziness) during concept phase and now struggling trying to find a place for tint4)
I like danger stripes, looks cool
If you mean the pattern, then hell yeah. The colour I think is a little too outside of the range for existing factions...? Like bright magenta would go better for infested. I think.
Just needed a contrast color to see where I'm painting it
I like the idea. Do you think you it can be pushed to be a little more chaotic? Looking at the example you gave made me think of the lionfish for some reason. Maybe you can mimic the unevenness of the striping to add to your tint?
Ooohhh that would be nice- and with the right material, a player could match the colors to go without the stripes, or just make them more subtle, or use them to really pop and contrast
What a nice shrimp
the 17k came from the small ornament that got subdivide (Already fix)
I've fixed the shape to follow the sillhouette of the keris blade, Not using Triangulate and Subdivide modifiers
Already fix the high tris number to 3,500 because Adding more edge for the blade
SO I had a dream last night about Warframe content of all things, and it was strangely vivid.
I dreamt of a new frame named Knoll, his description saying something about "the power of the working class" and that he was friends with Nokko. The extremely rough sketch I included was all I was able to remember about his design.
I'll try to make a more detailed drawing if I'm able sometime soon
I wasn't sure where else to post this, so sorry if this is the wrong channel XP
Alright, I can move it there. Thanks
If my syandana gets accepted I'm thinking of doing armor pieces to go with it. If not I'll move on to trying a Solaris radiator skin for Qorvex.
So will tenno gen stuff ever be transfered to PC ?
you mean those that were bought on outside of PC? no
No and it never will; because of how TennoGen is set up + how royalties are distributed for each product, any TennoGen items bought on console will never transfer to PC and vice versa.
Is there a way to fix the visible line? I've fix the mesh and use exploder file to bake and use the combine version
What I would like to see is a paintbrush skin for any weapon.
Be the change you’d like to see
You always make goated sentient things 
Oh ty! I try lol
Lines like that appear when your mesh doesn't have enough geometry to support the curve you're baking onto it. Need to make your low poly smoother in those areas.
You can make a mid poly for the bake, then import the low poly and texture on it to see how it works first before adding more geo though.
Ok, I thought this would be enough to cover it. Made 2 version of it
I also wanna ask about ID map, can I just make them in SP or do I have to make them from our sculpting software (Nomad Sculpt) first then export them to SP?
I asked this on the general chat but was the volt grax skin removed from the game?
I don't seem to have it in my skins anymore
(Android)
tl;dr
Ohh ok
You can do both, but I prefer making them in my 3D modeling software since the meshes are separated already (I use Blender though)
You can make them in sp. I make mine in sp
how do you guys export and upload to Sketchfab so you can have that cool 3d viewer
Last time I did, I just exported all maps, fbx itself, packaged them into a zip and uploaded to Sketchfab, then assigned all the maps to appropriate slots and it just kinda works
ok i did that but now the base color is just black and white. is there a tint channel in sketchfab?
No, you'll have to make a colored diffuse yourself.
Wait wait i found a sketchfab output template in Substance painter! might work lets see
I personally just attach a color fill to each of my tints in SP and export a SF ready model, intended just for showcase, not customization
SF ready model ok ill look for that
It's just same exact model but diffuse is not game ready, aka it's not black and white but colored instead
And you don't have tints.
nice got it to show right in Sketchfab. hmm i guess we cant link that here.
@ivory imp Congrats on getting your Entrati Nova skin into the game. I’m obsessed with the Ebtrati aesthetic so keep em coming!! 👍
Oh thank you!
In fact I was inspired to start crafting nova prime in prep for the skin
@mystic flint just wanna say that I love how your Lavos Scaldra Skin is shaping up. Plz keep working on it. Would love to see it in game one day!
Oof I just looked over the overall requirements for the Operator Eyes, Face, and Ears cosmetics....
I wanted to create some neckwear/jewelry, which I guess isn't an option.
I suppose creating a chest piece would be a better alternative for that...
Thank you 
hello is there in anyway I can get the WFbrush for zbrush?
Does anyone know how much the gauss and Grendel skins will cost when they drop or is it not public yet
1st not really a tennogen thing second should be around the same price as your usual deluxe individually
Sort that I asked in the Tennogen chat
Is there a base Tenno/Operator body sculpt we can import to Blender to create Transferance Suits with?
just heads, but not like we can even make operator/drifter suits for tennogen, unless you want it for a personal project
I guess it'll be for a personal project, I just have this idea I want to manifest. I am also a Blender newbie, so it'll take me some time to create what I am imagining. If anything it won't be posted into Tennogen, but into Steam Workshop
warframe's steam workshop is essentially tennogen, though it'd probably be ignored or hidden by DE if it doesn't fit the submission guidelines
fair
It's the vision and drive I care about for this idea. So, I'll see what I can do without said model. If anything, it'll be a frustrating fun project.
but also, as a blender newbie I highly suggest starting rather small first, like head accessories
get acquainted with the process, even if your end goal is a full body suit
noted
In the mean time, I'll see what I can do with MakeHuman and see if I start with creating a body for later use. And then return to Blender to mess around with making smaller head accessories like your suggestion.
seems good for an idea
hmmm i dont know why when i press play the fx dont pan/animate? is the addon glitched?
and is it possible to add the animation on the siketchfab viewer?
nevermind, i just made a fresh blender file and its all good
so question on the panning emissions. is this correct?
its giving me splotches all over. it does have panning texture working though
AGAIN i cant seem to fix this!
cant export the FBX for some godang reason.
made a FBX node, appened the 2 parts in it. it should work
hmmmm
it exports the textures but wont export the FBX
Ngl, while i don't have the tech to do Tennogen. I've been coming up with idea's for Tennogen Stuff myself. and sketching them down every second i get. I'll share some idea's that's been boggling in my head for a bit
- Nezha Helmet that inspired by Some Chinese crowns. flaming earings and A Single long tassel on the back to mimic a Large bird feather
- Caliban Narmer Skin (cus why hasn't someone made it yet???)
- A Jötun (a Viking Giant) inspired Grendel Skin
- A Mosquito Inspired Nidus Helmet. that when transformed Has a Large Stinger and Attena's form
- Edilon inspired Xaku Skin
- Squid/Cthulhu inspired Hydroid Helmet
- Infested Ocrina Skin
- A techrot inspired Xaku skin with a TV for a helmet (Boken version has the TV shatter)
- Chainsaw Man inspired Valkyr Skin
- Infested Titania Skin
lmk your thoughts on these dumb little idea's i've had lol
(idk where else to post them so i'll dumb them here)
Have you tried exporting obj instead
Also, if will sound stupid, but try scaling it to 0.01 on all axis
Is it possible to make tennogen operator and drifter outfits?
nope
not at present, no.
and as far as we know there's no plan on adding that feautre ((slowtyper yeaah)
🥀
Mind sending the .blend file over so I can check what's triggering this
Mesh too big
No more obj pls
but
GG LETS GOOOOO
bruh you are right on the money. made the size tiny
thank for offering to help
OH i see now what happened. in the excalibur file we have a OBJ and a FBX file. and the OBJ file is giant! so i based it on that guy
ok i placed my signa correctly on the big guy. then resized them both down. so i made the size and placement correct
Are they still taking signa submissions?
nah im just making mine HD... just incase lol
Finished my HD remake!!! thanks everybody for the help. learned every step of tennogen making and troubleshooting so my future works wont be a hustle anymore lol
Yeah either obj or fbx files are always 100x the size of normal models in Blender for ???? reasons and is often so gigantic, viewport sometimes can't even render it
In which can you have to scale it down to 1%
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Anyone know where I can go to report tennogen-specific issues? I just noticed the UVs on one of Jade's wings is sitting slightly out of bounds. It's giving me some baking troubles.
A Quick Sketch of a Nezha Tenogen Helm
Flaming Crown for the Flaming Prince
I'd suggest the forums probably
sadly I Know...But the plan was to catch the attention of people who are skilled at 3D modeling and making Tennogen!
I would learn to myself but I lack the Tools to do such things
I suppose I can drop this in the "TennoGen + Steam Workshop" category. Kind of wish there was one specifically for reporting potential issues with the tennogen resources.
Yeah no, just learn how to do it yourself
Collabs exist, but drawing a pencil drawing is basically doing nothing
you know, he's already done a lot more than most "ideas people" or "people with wishes" in here have, thus on the right path to make something worthwhile
A drawing is far from enough
Actually learn 3D modeling
I have some Tennogen stuff I want made too but I know my crayon drawings are far from enough
Well, at least I had the Guts to post my idea (not trying to sound rude). Anything is possible these days. So who knows, maybe someone will pick up the idea and Bring it to life!
No need to be negative to someone posting their Ideas or Wishes!!! ❤️
a pencil with an idea can be the first step of a whole skin-line. The first step of a production of anything in the world of art is a sketch or a given picture of what we want to show.
U need to actually 3D model it yourself. Nobody is going to do it for you
if you pay someone , yes they will , many tennogen are made that way
I’m broke
So that’s double reason I can’t do that
you can't ... sure. It's depends on people's life indeed
but others can so it's possible. It's not because you cannot do it one way that's impossible for everyone.
kind of a "crabs in a bucket" mindset right here
let the guy make pencil sketches -- he's at least trying, and he certainly won't get any results without at least giving it a shot, be it even as small as a concept sketch
with enough constructive feedback and improvement through practice he could get up and out there
Random idea here is anyone thinking that temple could be a bard from d&d and make that a skin?
Not entirely true. There are plenty of tennogen skins that are a result of 2D artists collaborating with 3D artists. If you have an art concept for a skin and you manage to find a 3D artist willing to work with you on it, there's a way to make it work.
But he said he doesn’t have the ability to make a 3D model
Blender is free to download, if you're willing to go down the 3D pipeline rabbit hole.
Actually I did a pencil sketch and just had to make sure it was clear and big enough to make it work. I’m still in progress with my work ^^ but currently on hold due to irl stuff lmao
Important to have references as well!! Not just one -nods-
said lacks the tools, not the ability
and the tools are out there, like Blender as it's been said
or in case of not having a PC, there's variety of 3D modelling apps for phones and tablets out there too, free and paid-- although a far cry from having the toolset or performance like on a PC, let alone having the capacity to pursue tennogen without the hardware, but it's a good place to start learning the skill
I just think ppl should make their own stuff instead of relying on handouts
I don’t see anyone asking or relying on a handout tho? Only see someone wanted to share their idea and inspire others for new ideas or designs. I mean they said they would learn it themselves if they could.
genuinely learning how to use blender to fulfill my inner child's NEED to make a gyre skin (do i have the frame? no. do i love her anyway? YES) lmao
I think most designers will have their own ideas instead of using other people’s ideas

No, they explicitly said they shared it in the hope that a 3D modeler likes it and makes it for them
I'm not entirely sure how you expect collabs to work if the artist doesn't share their work to get the attention of 3D artists.
I expect the other collaber to do the 3D work too
I'm not really sure how you expect that to work... ? Do you expect some form of exchanging 3D files back and forth? Usually how it goes is that one person makes the concept and then the 3D artist makes the actual skin.
I'm suspecting you believe the 3D work is where the bulk of the labor goes into the skin. I can assure you there's just as much effort that goes into the concept design.
If you're looking to find a 3D artist to collab with, my suggestion would be to keep pushing on this concept piece first. The idea behind concept art is to be as explicit about the concept as you can. So when you hand it off to another artist to actually make it a 3D asset, they can focus solely on making it while doing as little guesswork as possible. The idea you have is good, but it can be refined more. My suggestion, if you are able to do this, would be to try a paint over (like in the examples below (Uriel and Cyte-09 by @atomic spade , Nokko by @mystic flint ). Grab a screenshot of Nezha and try to paint over his helmet with your own design to see how it would look on his body. Try to get as specific as you can on the helmet shape and the ornamental details.
The sketch you made is a good start, but I think you can explore more with it.
Hey this looks fun, maybe I’ll try
I can vouch, it's a real eye-opener on clamping down on ideas.
Nokko Tennogen would be super interesting ngl
Here's another idea I came up with. A Nokko Helm!
Wearing a mushroom like a Soggy Rice Hat with a Bandena made from another kind of mushroom
Mushroom Ninja!
Also, what would be the Price if I were to commission someone to make this Idea a reality?
in the hundreds at the very least, and you'd have to provide clearer, higher resolution refs, in multiple angles
Damn...yeah I don't think I'll be doing that anytime soon lol
I think you have decent ideas, but you need to work on execution a bit. Preferrably also transitioning to digital, if you got a tablet or a pc
i got a Laptop luckily and a Kinda eh sketch pad..
I could try blender, if it can work on 8gb of ram
It should, just keep your models under a mil polies
But I would recommend also downloading krita
A reminder, please do not give personal information, this includes age, in our server.
Sorry bout that Alyxis ❤️
RQ anyone know any free 3D Scuplting programs (Like blender) that i can use to make some Tennogen? :>
You can setup Blender for sculpting
It will take a ton of plugins to make it reach same (or near same) level tho
Started on armor, messing around with parts to see what happy accident comes out.
Is there a way to get a weapon concept added into the game? I know something along those lines happened with the jat kusar
not here, tennogen's for cosmetics. could try the forums but it's prob unlikely cause something like the jat kusar was from a weapon design contest
interesting, i use no Plugins for my blender sculpting and im doing fine. what plugins do you recommend?
I dunno, I don't use blender for sculpting
wait so how can you say you need plugins if you dont use it?
I use Zbrush, and I know Blender is not as complex as Zbrush, so I said it's maangeable, but would need plugins to get to that level
zbrush is just more highly specialized for sculpting, blender is more like a swiss tool
So what’s your process after sculpting in zbrush?
Usually retopology in Topogun, then unwrap and UV optimization in Blender, texturing in Painter and render in either Marmoset or Blender. More commonly blender. If you're on a budget, you can do all of those processes in Blender.
If you're feeling adventurous, you can do retopo and unwrap in Zbrush, but it's comparable to trying to bend steel beams with a pliers.
@amber oyster do the demons get skins too?
Sadly we were not given that option. Otherwise I would have had a lot of fun making them sentient
Thank you!
Do you know what plugins would be helpful?
since he is new, theres a chance they update the policy for him
like the abstract face rule, where you cant nescessarily just put eyes onto the model, mirage being the exception if I recall
I doubt it tbh
There's no chance they'd do it. They didn't do it for other older frames with summons
Generally speaking I don't use Blender for sculpting, but for general work I use meshmachin and uvpackmaster (4 now).
And a bunch of a pre-installed plugins, like Rigify. Rigify is great for posing for rendering.
#uvpackmasterrace
You won't believe how long I have been packing UVs by hand.
I switched over to blender after having used Maya for about one or two years. Re-learning how to use the UV editor was an absolute nightmare.
Long ago I was unwrapping and retopologizing stuff in Zbrush for no particular reason.
Back in like 2018
I was young, stupid, and very, very stubborn.
And you called me insane. I wouldn't wish that on my worst enemy.
Now i'm just two of those.
I avoided learning Blender for the longest time due to incredibly obscure UI, but then they release I think v.3.0 and fixed all of my issues with it
I also started with Maya
Yeah, that was when Blender got a total overhaul. Though I use it mainly because I'm not a fan of subscription models. Haven't looked back yet.
I haven't used Maya since. Tho I must admit that I know maybe like 10-15% of Blender really well, even hard surface I do in Plasticity
I mostly use it as a swiss army knife for unwrapping, optimization, posing, skinning, rendering and post processing
But not actual creation
Well, if you're ever interested in learning, I recommend blender secrets. They have a lot of to-the-point tutorials that only span about a minute.
I occasionally stumble across their shorts when I need to find how to do some obscure function in Blender
Yep, that's that way ☝️
I want to one day learn how to do geometry nodes. I seen people do absolutely crazy things with them
And I assume it's vastly different from Substance Designer
Couldn't say. Been meaning to learn that myself. I've seen one video where someone made an animation of a rasberry growing. Insane stuff.
I've seen someone make a procedural dragonfruit bisection shader
With procedurally generated interior at any bisection angle.
And an IK controller that allows user to dictate it's shape
It's all black magic.
Zbrush is S tier sculpting software, but they discontinued their perpetual license and subscription is pretty expensive
I went looking around the other day to see if I could find an archived version of ZbrushCoreMini
Apparently Maxon wiped it off the face of the earth
Isn't COre Mini available for free
Odd.
Hoping someone uploads it to internet archive
I'm not a big Maxon enjoyer. I managed to buy a perpetual license, and I'm gonna keep it like a treasure.
It's free with limitations so I dunno why they'd remove it
It's basically a demo. I don't think you can even export .fbx with it
It is what it is!
Man, if Adobe ever gobbles Blender
They can't keep getting away with this
As far as I understand it, that will never happen due to how the Blender Foundation is set up.
Aha
Is it legal to share the ZbrushCoreMini Internet Archive link in here if someone asks? It has been discontinued and it was always a free product
I dunno, we can ask a mod
I'm currently checking Mini but for core you still need a zbrush license
Mini you don't need a license, but sadly you can't import or export anything
Technically it would make them a monopoly
Yeah the whole zbrush switching to subscription even after they promised that owners of old perpetual licenses would still continue to get updates without having to subscribe is sth I'm still incredibly salty about (and why I'm using zbrush 2021 lol)
youre not missing much
Hopefully there's a paintbrush skin for any kind of weapon
Trying to work out more of a stetson hat design for mesa but rn it looks like a kaiju from pacific rim
Like a mix of knifehead and leatherback
….i had an idea for a Sculdra-themed skin for Uriel. I don’t have any access or skills in 3D modeling so I guess I’ll just draw it
I'd be down to help with the modeling
Or getting the shaping out
That’d be awesome
I also have an idea for a Scaldra-themed skin for Valkyr, in the style of the Scaldra Flayer
Gonna start working on this rn to get used to the scaldra style
This felt familiar, couldnt put my finger on it but I think I might have internalized Excal's arturius helmet and put it on mesa lmao
Hello! Can someone please help? May I know how I cannot Save As the file as .PNG with SuperPNG add-on feature?
I cannot save it as .PNG with SuperPNG add-on feature after I added more Layer there. As far as I know I will be needing having 3 Layers which are Red, Green and Blue color layers. I also have added Alpha channel on the Channel section
I'm no pro so probably take what I say with a grain of salt
Anyways I think you got the vibe right, with the boosters and streamlined look
It feels a little flat I think? Could use more verticality maybee
Sorry if my comments are silly!
Thank you. Thats the idea. The flat look is inspiration of deportive classic cars
Oh I see!
Sorryy
Haven’t seen anyone post this here yet https://steamcommunity.com/sharedfiles/filedetails/?id=2595524715
A bit too smooth for my taste, like its a bubbly little honda
@polar thunder You use blender to model it right?
Yes
For example?
Hmmm...
If you wana do details and lines in a surface use multiresolution, sculpt the destails, and bake then in the simple geometry. Dont use geometry for the details
Do you also start with the base head of the frame you're doing and then use the grab tool to move and shape it, or do you use some spheres and join them?
Good start, but you can definitely push the detailing more. While I like the smooth, chrome shell look, your helmet can benefit from more exposed "machinery" underneath the chrome plating to help break up the larger surfaces. The backside of the helmet, for example, could really benefit from this. I made a mockup to show what I mean (as an example. You do not have to follow what I made). Using the crease sharp brush and creating a series of grooves along the flow of the mesh's shape goes a long way.
I dont use the head. I start from 0
Nice. I Will try TY
Id love to see your process in a video
I would advise againste squiggly lines on outer panels.
I didnt did it
Also I would add some creasing lines around to solidify the shape
Too soft and bubbly right now
Also a good idea to put mechanical details below panels and around thrusters
I hope they choose one of my designs for Tennogen
Anyone here know if there's a way to get opacity to work in tennogen's substance shader? I have the channel active right now, but it doesn't seem to be doing anything. The tennogen guide says I can use it if I "flag the shader" for that, but I don't know what that means.
Not with des shader, it doesn't natively support it. Just switch to another shader and paint opacity
I see. That's a little cumbersome, but I can work with that. Thank you.
(Realistically they probably updated it to somehow work with it, but I don't know how to enable it, so all my opacities i do in other shader and just overlay a black diffuse on top of opacity mask to see where its transparent in de shader)
(That's a clever workaround and I'll definitely be keeping that in mind. I'm trying to make glass and this definitely makes the process a little more tedious. Not even the more recent guide for luminous glass in the tennogen forums seem to go over opacity for some reason.)
Speaking of glass!
Make it a separate mat and model and then add txt marking it as glass. Don't try to imitate it yourself, de has a special shader they apply
And make sure its manifold
That's about it
I'll go look at ducks now
Oh yeah, I have all that set up in blender 👍 I was just hoping if there was a way to preview it why I'm still working on the textures in substance. Guess I gotta jerry-rig it.
You can just use glass bsdf inblender to render and preview
Well I mean preview in substance. I can do that too though.
Im gonna go on a limb and guess, but painter had glass shader too. Just apply it to the model that has to be glass
But make sure it's separate mat
(I never made specifically glass for any of my works, only opacity based fades
It does, but the opacity doesn't work with DE's shader specifically. Every other channel works as intended, but opacity isn't doing anything. Hence my earlier question. I can technically work around it by switching to the other shaders. It's just tedious, is all.
To add onto this, you were going for a design of old cars but what you hit feels like the jetsons car. I would recommend (keep in mind this is just my own personal tase) going off a 60s era ford thunderbird, a pontiac firebird, or one of the "Jet Age" concept cars
(Everything is listed in order of left to right, up to down)
(Also please my brudda we need more tennogen creation streams)
I tried doing them long ago but nobody watched. Its kinda boring seeing someone draw squiggles for three hours
Maybe uploading the VOD would work better, since people can have it on in the background as background noise
As well as skip past what they deem the less interesting parts
Dagath Ur
Ok but I'd actually love to see an alternative temple skin, maybe entrati theming could be fun
Have it be a more regal looking skin
You know sometimes I wonder
Is it easier to start with the helmet and work your way down, or start with the body to get the theming right
Could see a dagath ur helmet to be used on the garuda deluxe body
Ping ponging between ideas rn, but hypothetically if one were to know how to get the entrati obol coin pattern in blender
U want to make an Entrati skin?
Fair enough
Hello TennoGen artists! FOLLIE FILES will be shared very soon! In the coming days. 🎨
Will include a ReadME.txt that explains how to handle the ink elements; what you can and cannot do!
Hopefully the restrictions allow what I have planned 👀
Yall who use blender, do you swap to something else to paint on the fine details like the accents and all that or the whatchamaccalits like in the image below?
With all due respect, I can't really tell what I'm looking at in the image due to how blown out it looks. I strongly suggest using windows+shift+S to directly screenshot on your computer and then ctrl+v into discord.
Though on the point of accents, I do all of my texture "painting" in substance painter.
(if you use hdr monitor, make sure to enable HDR correction in snipping tool options, otherwise your screenshots will be borderline pure white)
Rq, is there people who make scams offering to do 3D modeling here?
Got a few Dms regarding ideas I've posted here, of people offering to do my ideas. Highly suspicious and I'm unsure if it's ligit
scams? that's a first for 3D, unless they send only DMs
I've not heard of people scamming others by doing 3d models, but I'd be very careful one way or another
You got it thxs Fellas!
I recommend checking if they’ve actually had any successful Tennogen submissions or not
Gotcha, yep. This guy is clearly a Scam then
I got no experience with blender or anything but I have ideas for Follie skins if some other creators that post their work in here would be interested in them. I can gather references too 
(By BlazingCobolt and Capitan Tagada)
According to them, DE isn’t interested in either of these, which is sad to me
But I guess I sorta get it, Excalibur already has many skins
These projects we're finished less than a month ago tho...? Do they make decisions that quick now?
ah that comment is missing some context. they aren't interested in the 2h nikana skin i did and frost didn't catch their eye either. the excal and nikana have no word yet
its excalbur, my hope for it being selected is pretty low lol
Yeah. I dunno if I shoudl rework my excalibur to be more "classical" or just abandon it. Seems like DE is uninterested in excalibur with two horns
Quick question, did you use substance painter for the body's detail work or was it hand carved in the modeling engine?
a lot of smaller texture details done in substance yes
like dirt
actual body details are sculpted in zbrush
Ahhh
how did you get the entrati obol lookin deals to be so appealing? was it a specific brush that just overlaid it or did you do each and every one
its a single obol i turn into an insert brush with modifers so it copies the sculpt under it
i place each one individually, then clean up and cut areas where i dont want the obols to be
I'll need to do that when I renew my zbrush membership
i make sure there is a raised ridge next to the edge thats been cut
Bought the skin already 💕 love it!!
Btw, what happened to your Entrati Titania skin?
awww thank you!
titania didnt catch their eye. i plan on going back and trying her again later 🙂
Looking forward to it!
Finally at a spot where I can share what I got so far. I still have to add in the roughness and specular. I'm open to feedback.
You want to solidify sculpt on wings, and I would recommend dithering the emissives a bit.
What do you mean when you say solidify in this context?
When you say dither, are you referring to adding blur? I do have that for the emissions, but I can make it stronger if needed.
Dither- gently blur the edges so the emissives is less harsh.
Solidify - your sculpting right now has visible low poly edges, you want to smooth out areas that are jagged and add some solidifying edges to make sculpt overall less soft and rubbery looking
I would also make a more aggressive shading layer to accentuate curvature more
Gotcha, so a stronger blur.
It's that noticeable? I've been trying to smooth out those jagged edges on the wings, but the geometry is surprisingly fickle. I'm not sure how to straighten that out.
It is noticeable. I personally spend some time smoothing and building up high poly surfaces until they're very smooth when I start.
Wait, are you referring to the indentations on the backside of the wings specifically?
Yes
Ah, okay. Yeah, I can smooth those out more if it's too distracting. I left the roughness of that specifically alone since I was trying to mimic the crude leather on the kuva guardians.
I will also say that your sculpting looks a bit flat and not aggressive enough
Ears are an example.
I see what you mean. Would that be something I would have to adjust using the curvature map?
No. Curvature map will be a bandaid. You realistically want higher peaks and deeper valleys in the high poly itself
Add a lip on overlapping edge to accentuate paneling
One sec I'll sculpt something on phone
Very rough, im on a walk right now
I greatly appreciate the time you're taking.
A good idea is to accentuate panel gaps with a lip
Its a bit too rough, I need to find a bench to make a better sculpt
Can't find bench!
Found a bench. Will sculpt what I mean now
Something like this, panel gaps with raised edges and more pronounced volume
I think i sat into something
Man. I guess i wanted to dry clean my coat anyway
(Of course depends on material. There's no reason for pipes to have raised edges where they connect visually to a panel overlapping them)
I'd be wary about giving her such prominent eyes, I can't find it in the tennogen website but I recall them talking about abtract faces
Yeah
and or its just one thing (see that one limbo tennogen with a monocole for example)
What Vulbjorn said is pretty much the reason I went with the eyes as much as I did. I used the kuvael series as reference for where I figured it should still be acceptable. Otherwise, I'm gonna need better reference for what constitutes for a mask.
Looking back at my sculpt, yeah, I can definitely push things more. Guess that's my week spent. I'll keep this in mind.
Thank you.
Well the normal map you see in the earlier screenshots was baked using the mesh map function in substance. I didn't see if there was a setting to make it stronger, but I can double-check.
Do you have painter
Yeh
For the love of god use substance painter my brother
Or marmoset
Marmoset bakes and renders better, but baking in modern painter is so good, difference is insignificant
Blender baking is.... serviceable.
I think your sculpting is of acceptable for game quality
On that screenshot
As long as there's a way to increase the bake strength in painter, that works perfectly fine with me.
There's a way of making normal map more contrast, but I forgor because im in a burger join right now and brain filled with onyo
It's all good. Nothing a google search can't fix.
Onyo
I wonder if erneix is awake. He around be able to explain better the style
Oh that's right, he got banned from here because his account got hacked few months ago and started paying Mr beast nonsense
I wish he had more sketchfab entries. I've had to resort to graxx to fill in the finer details.
... oh...
That would be wonderful!
One sec I'll friends you to get you into a group
ayo?
The graxx tennogen series. While you can view some of them on the steam workshop, all of the models are available for viewing directly on sketchfab:
https://sketchfab.com/fredrick
the fact this wasnt added in is an actual travesty
What do you mean? That's an accepted skin.
I figured out how to strengthen the normals. Literally just make a fill layer for normals that stacks on top of the mesh maps one.
Oh my god I NEED This.
oh that is looking mighty scrumptious
The two existing skin themes I’m obsessed with: Entrati and Kuva
The Skin Category I want to start seeing: Scaldra
So like
How far can we go with tennogen submissions
I've noticed (or I'm just blind) that there hasn't been any tennogens that alter the model of a warframe's body, only the texture. That's about the only thing I've noticed though
yeah tennogen can't alter the body model. if u want to learn all about it here's the guide: https://www.warframe.com/en/steamworkshop/getting-started
also one of the other main things is what u make has to fit under a faction style (tenno, grineer, corpus, etc.)
It can, it just can't alter the sillohuette from what I saw, like you can't do anything that can't be baked on as a texture
Sharing this here in case anyone wants to help me with my Uriel Scaldra skin
The only part of the body mesh that can be 'altered' is the neck by giving it additional geometry. And that's entirely dependent on whether it's needed for the helmet you designed. I believe one of Oberon's skins is like that.
Does what I’ve made look code-compliant?
Honestly, very hard to tell. Your sketch is very vague in a lot of places that would make it really difficult for a 3D artist to work off of. As for the details you have drawn in, it's possible to fit them into Uriel's base mesh but you would need to do a bit of tweaking first. I would recommend, if you can, to either get a screenshot of Uriel in-game or find an image online and try a paint-over in a digital art program (photoshop, krita, etc) to get a more accurate idea of how viable this design is.
(Photogimp is a free alternative to photoshop btw, legitamately just photoshop)
The helmet/head is allowed to have a custom model though, so keep that in mind when painting over :D
Sure
When do you expect to be finished with your Kuvael Jade Skin? I really love it
Hopefully by the end of next month. But considering all of the complications, I wouldn't be surprised if it's another 3. The most realistic answer is "when it's ready."
Good luck
Should it get in, I will be buying that post haste
SAME
Thank you all for the support.
OH MY DAYS THIS IS FIRE
You nailed the design ngl

Out of curiosity, are there any Narmer faction tennogens?
Narmer isn't listed as a valid aesthetic
Would Archon aesthetic be put under a different faction then or not allowed on the tennogen?
As in... Sentient aesthetic?
So far the Sentient TennoGens resemble the “regular” ones like Conculysts, with the red white and black
Archon style might be iffy, but idk
Tragic, I wanted to give Uriel a knightly aesthetic with a capriote
There’s officially released Narmer armor, syndana and ephemera if you’re interested
You’d have to ask about archon. Likely not though. Eidolon, generic, murex/orphix are though
Ohhhh is that why it’s off the table for ternogen? I saw it and it wasn’t exactly what i envisioned
You could still do that. You can't change the body, but you're at liberty of making a new alt helmet if you want.
We need the stalker helmet for Excal as a tennogen item
I think this is out of question
Naaaaah
The helmet design I had In mind would look too sharp against uriel's base body model
I think you could probably curve the point in a fashion to match with his shoulders. But it's your call, at the end of the day.

I could potentially make an entire armor set for it, but then again I run into the issue of 'how far am I allowed to go'
I believe any idea deserves the right to be put onto a canvas before making a final judgement. Never know what works until you can actually see it.
Only thing I'd advise is to make sure you have a specific faction in mind. DE is very strict about that.
I want to make a Scaldra skin for Uriel, Voruna, Valkyr and maybe Jade
I mean his body is sort of perfect for that, plus the panels on his wrists work for banners
Now heres a good question, would archon themed tennogens fall under sentient or warframe?
Sentient
Pazuul is a archon, yet he’s 100% sentient made
It’s the sentient component that makes the archons archons
And they existed long before the beginning of new war
- in the old peace if I'm remembering right we see one of the archons without a Warframe as a body
Exactly
The wolf guy
Amar
That’s why on my big replay of new war, I’m killing him last
But I’m going off topic
👀
I think we should get the stalkers helmet for Excalibur so we can cosplay him. Also I think it’d be much more interesting to have angelic and demonic themed items given the direction warframe is heading towards and I think a set of drifter armor that makes him look like a protoframe could be nice and an operator outfit that is the same as the one we see in old peace
I’ve thought much on this
Tennogen artists can only do accessories for drifter/operator, not outfits.
not to mention that outfit already exists, why create "the same one"
stalkers helmet should be on a few frames since the acolytes also have it and seem to use different frames as a base
They ain’t gonna give us Stalker’s helmet. I think there’s a rule against it. They want stalker’s helmet to be a unique thing that separates Stalker’s forces from us
Itd also ruin the fun of when you do get to play as stalker
I really want to design a pink angel sort of costume for trinity but alas. Blender and I have a hate-hate relationship.
Consider learmning Nomad Sculpt! It's in open beta on PC now!
You get to sculpt silly things at worse and make HOLY SHIT MASSIVE AMOUNTS OF MONEY at best!
Taking notes
Zero! None! Zilch! Nada!
Say less
(while it's in beta. It's pretty good, I have it on phone for park bound sculpts when I'm not enterntained by duck observance shenanigans)
(It's 20 euros on mobile)
What is that in freedom units
I was unawares that the union split
Yeah about 20 min ago
Ongod?
As much as this day allows me to
I'm kind of confused on the In-game resolution 1024 x 512 thing. Maps should be authored at 2048 x 1024 and thats how the files are but what does the in game resolution mean?
That's what resolution they'll have in game. Ideally you'll want them to look good even at lower resolution for LOD reasons
I want to make a Scaldra-themed skin for Equinox and Harrow, combining a paramilitary aesthetic with an ornate priestly design
Guys I have a question that I don' think has been asked before. I've been wanting to do tennogen for years now and finally decided to give it a go. This is just a quick sketch of a possible alt helm I'd love to make for Kullervo. Is the reuse of assets from the original allowed at all? (for example Kullervo's knives) I'm totally down to design my own but I figured it wouldn't hurt to ask.
Would also be curious if any kullerbros in here like my idea
Its allowed. Im not sure if de will enforce knives being part of head mat or body
oh okay cool
might still design new knives myself since the proportions of the base knives look a bit off compared to a helmet
That design IS pretty sick
I'd assume the only technical limitation is that the knives will have to be in the helmet regardless of the auxiliary toggle for the body
Thank you so much! And yeah that's the only downside, but hey for the people that love the knives, this helmet could be a great addition to their fashion
here's another revised sketch, gonna design the knives and will draw a side and back view before I start sculpting it out
I'd also like to include some energy fx like what both base helmets have. Around both knives
Is there a guide somewhere on how to make proper energy effects like some people have done with revenant cosmetics?
I love the knives kullervo looks off without em
I agree, there's only 1 config where I have them turned off I think due to clipping between them and attachments
If I'm not mistaken energy fx like what rev has semi exclusive to rev, however, if you want to make v something like this, you need to make a separate material, dedicate a certain amount of uv res (your texture res is your TOTAL budget) and then make an emissive FX with zero opacity on diffuse and no other maps
didn't seem like it was exclusive to rev in the rules. But I'll go through it again to make sure
At least when I was making a rev3nant, de told me that this specific fx type is his own and I was verboten from making custom
ah I see
Yeah I don't remember this part. Im not sure if I was told "don't make unique" or "don't replicate"
But if it's allowed, use second part of my message
I just wanna include some of those since his other helmets both have those flowing energy effects in them
How do you make it animated though?
If other helmets have it - allowed
okay sick
You do scrolling emissive via r+g+b+a split
Where you draw your emussive card in one channel and then add scrolling seamless texture in overlaying one and then adjust scroll via ... don't remember what. Mesh meta data maybe.
Its not hard
Btw
it sounds a bit confusing rn since I've never done it before but I think I'll be able to figure it out quite quickly once I get there
Have you considered making an oni mask wish knife hilts forming its tusks
Don't worry. My first model too me six month start to finish. It's one step at a time
that is kind of the vibe I was going for, I could def try making the hilts a bit curved
I'll make a couple sketches of different knive designs
I think your concepts are on level to be good enough for the game btw
I'm not too worried about the whole modeling part, moreso the technical aspects they laid out in the guide
(But you could go a more extreme and extravagance. Subtlety abhors Slaanesh)
how to format the texture sets correctly etc
In septemeber-october I kind of speedran an entire custom warframe model for a school assignment. It is lacking a lot of those finer details that actual ingame models have but it was a blast
Textures are one of the later steps. First is focus on color distribution and composition, then high poly sculpt
did it all in 2 weeks, lemme see if i can find it
Hi! I made this character model for a school assignment. The entire thing was made in under just about 2 weeks. I'm very proud of how this turned out in this short span of time!
It's based on my own concept warframe, which can be found here on my portfolio: https://www.artstation.com/artwork/ZlWk2m
I created a high-poly sculpt in ZBrush in abo...
based off my own concept
Youre on point. Guaranteed you'll make something good enough for game
thank you so much!
If you've done that in two weeks it's impressive regardless of lack of detailing
always wanted to create tennogen stuff but was too scared to try for a looooong time 😂.
Is that game ready rigged or high poly?
I honestly would love to remake him with proper detailing at some point
game ready fully retopologized
30 something k tris i think
Oh yeah. I don't know what you're worried about then
blasted through the retopo in 2 days while binging arcane 😂
Thanks for the nice words Vulbjorn, I really do appreciate it!
I'll keep posting updates in here
figured I'd just try out making a helmet first and then make full skins later with the knowledge i'll gather during this whole process
This is some impressive work. I definitely think the only real hurdle for you at the moment is simply taking the dive into tennogen. You're playing it smart doing only an alt helmet for now.
Your only real hurdle is not becoming lazy like me
Wow I'm quite astounded. Makes me want to see about wanting to possibly commission.
Keeping up the rough sculpts to prototype shapes
thanks a lot! I've never done commissions before but I'd love to!
update on this, the knives aren't fully drawn out in the helmet but I hope you get the idea with that seperate knife sketch
Realistically you can start sculpting
guys, how exactly do I match the materials of the base skin if most of the textures aren't included in his example files?
I mean I should be able to match them based off in game screenshots but this would make it pretty hard to make some nice renders of the finished piece.
That's the best part
"As best as you can"
Or just use ripped models to match textures
You also can ask de to use their own micro detailing textures. They're impossible to replicate otherwise on our side
(Partialy why I always make my own full skins. Don't need to match textures)
who exactly do I contact for that?
You just include txt with instructions in export zip
In terms of kullervo it can just say "bleas match microtextures, thanks xoxo"
Separate atlas of textures that is loaded when you're looking at them upclose. Like 16k
Shared with level maps often
If you look very upclose at new frames
had no idea those were used
just to be clear, tennogen artists do not need to make those?
No. We can't even make them. De applies them themselves.
We wouldn't even have res budget to make microdetails like this
okay I see
returning back to this, would I not be in violation of the game's TOS and risk an account ban for using a ripped model for that?
De semi doesn't care. Without those models half the fan animations would be impossible
Or a lot of cosplays
Probably 100% of 3d printed ones
But if you want to be extra sure, just eyeball match the textures
I personally just gather reference in game and make a little pureref file with photos and then try to match stuff. Helps that I work with infested
Yeah that is what I was planning to do, it'd just be a bummer to not be able to make a render of the helmet with the body without having to remake those textures myself
We can ask mod
I'm just wondering why for some frames those textures aren't included while with most, everything seems to be included in the example files
One sec I'll ask around
thank you so much!
Probably just eyeball and ask for microtextures from de
Ig I'll just try compositing my helmet on top of an in-game screenshot or something for the workshop page when I get to that part
I believe their motto for it is as long as you aren't using them for commercial gain, you are allowed to use ripped models (Insert half the fan art i do)
They do have textures given with the models btw, you just have to match them up
Kullervo just gets emission textures, normal maps and tint masks in the example files unfortunately
Ah
Do they say to make your own?
yeah
If you have substance painter, I believe this may work. Its from Hydroxate on his texturing video so Im assuming its safe to post
If its not please dont smite me, ill delete it
Is that just a general material applicable on all frames or kullervo specific?
btw another thing, the tint mask included in kullervo's files has a loooot of black in it. I'm not even sure if those are correct
in any case ty for the material! I'll give it a try
example in blender
I honestly would have no clue
I would strongly recommend checking resources in the tennogen art guide. While the material hydroxate provides is supposed to be the official shader, the version of the shader depends on what version of substance painter you have. Just make sure you're using the correct one.
This is a result of not plugging in a diffuse texture. Without a diffuse map, the material doesn't actually register any tints, so it all just looks black (emissions being the obvious exception). If you just plug in a texture that's all white (or gray), you should be able to actually see the different color channels.
Without diffuse:
With diffuse:
is that an addon you're using?
never seen that menu before
Yes, it's the official tennogen blender addon DE made. It's available in either the resource channel of this discord or from the tennogen art guide:
https://www.warframe.com/en/steamworkshop/exporting-tennogen-files
I cannot emphasize enough the importance of checking out the resources from the art guide.
oooooh I see, I had installed the add-on already but didn't understand how the materials menu worked
I will definitely say that the addon could benefit from an actual guide. But yeah, it's built so that all you have to do is just plug in your textures from that side menu with no need of doing any tweaking in the actual shader editor.
aha, there we go, thanks for the help!
okay guys this might be a stupid question, but what does the diffuse map do exactly? I've never worked with a diffuse/specular workflow so this is all a bit new. if the tint mask tells the game where every color goes, does the diffuse map just add some variation to the colors by making it lighter and darker depending on the diffuse map's luminance?
how do i create and export a diffuse map in substance painter btw? Let's say I set up a custom tint mask for my helmet. Do I just create a B&W fill layer under it in which I add texture variation?
I know I'm jumping ahead a couple steps since I don't have a model yet but I just want to make sure I understand the whole process for the most part
You already got it
Diffuse is how light/dark your applied tint is. Most notable is metal materials, those will be brighter on the diffuse map
don't wanna spam the other channel too much so here's the quick blockout i made of the helmet. I'm liking the proportions so far but any feedback is always welcome
the ones in the face?
they're not gonna be totally hollowed out, there'll be some filler geo and also those flowing energy effects
but I could try adding in some more details there
Alright
damn, looks sick! Awesome work
Hey folks! I'm kinda new to this server, is this where I can ask for feedback regarding the Tennogen pieces?
These are supposed to be inspired by the Scaldra, any feedback would be greatly appreciated 🙏
I like 4 and 6 the most!
Quite fond of 6 myself
You could probably make both 4 and 6, then leave it up to DE to choose
If you are lucky they may choose both
The practicality of creating two sets of armor with the expectations of only one being picked is... questionable, if I'm being honest.
I didn’t know that. Couldn’t 1 person create multiple pieces of shoulder armor or something?
If we're speaking in terms of turning these concepts into 3D assets, technically yes. But that's a lot of effort you'd be putting in for just the hope of only one being accepted. You'd be better off putting all of your attention into the one and making it look as good as possible. Trying to make multiple is sub-optimal.
Well I’m not the one making it. I like both 4 and 6 and I can’t choose just one, so I’m just suggesting
Could make a single design that implements elements from both
my preference would go to 4 but 6 is also very good like the others have said
I like some elements from 5 as well
the bigger shoulders and the efervon "heart" on the chest plate, idk how else to describe it
cool concepts either way Francipling
Oh thank you 🙏
I just woke up earlier so I didn't see there were further discussion about the pieces
i have a question btw. Is the part I have in the center of the face now allowed or would that be considered too similar to an irl skull?
So far, most people I've asked were more inclined towards 4,5, parts of 6, the shoulders from 7 and some liked the 1st option (while I also like the spiking, I fear it is too similar to the already existing armor that the Scaldra Flayer wears)
Damn, it looks really cool
I personally love the shoulders from nr 4
thank you!
I didn't see much of a skull until you pointed it out so I think you're safe
are those armor pieces also your first ever tennogen piece?
Sort of
okay good to know, thanks!
This is a joint effort with a friend of mine for a Uni assignment
oh sick!
this was a uni assignment for me earlier this year
We both like Warframe, and this is something that will require concept art and practice over 3d modeling (and texturing) programs. So far we're also making a Warframe skin, besides the armor, and we also wished to do a few more things if we had the time
And that's the other thing that I forgot to mention earlier, we're trying to complete the project on a deadline (Beginning of June)
have u guys done a lot of 3d before?
should def be very doable! What kind of skin do u guys wanna make?
uh
It's a Nokko corpus skin
We also had the idea of an Uriel Sentient skin but then we saw the Dyau'vulyst entry a few days after lol
I'm already setting myself up for the fact that 3d is gonna be a nightmare tho
That doesn't look like skull
yeah I also had an idea for a uriel skin at first lol
wanted to take it a bit easier with my first ever tennogen piece tho so that's why I'm just doing a helmet
you've got a pen tablet for pc? I assume so bc of the armor concept. I recommend just giving sculpting in blender a try by making some fairly simple models first. We got excercises in our sculpting class to just sculpt whatever we could think of, but limit ourselves to just 1 hour max to work on it
It's gonna be a struggle at first, but if you keep going you'll be able to make some really cool stuff in a fraction of the time that it would have taken you originally
okido, thanks!
Damn, tysm for the advice 🙏
I'm sure there's way more experienced people than me in this server but if you've got more questions about the whole 3d pipeline, lmk!
always down to help out
I wouldnt say it looks too much like a skull personally
also the sculpt looks absolutely incredible so far ^_^
ayyy thank you!!
cool. what does this do with tennogen though?
like maybe they will add a new warframe in tennogen
that has nothing to do with tenogen. its for cosmetics
oooh well i didnt know how else to show the devs my idea so i just posted it in the most likly spot that they will see it
DE doesn't look at tennogen discussion very often unless it involves resolving technical issues with tennogen resources. You have a better chance tagging them on Twitter or Bluesky. Or just share this on reddit. That's a popular hub for sharing warframe ideas.
ah ok
If you do get a tennogen skin picked up, do you get it in-game for free or do you still have to purchase it with platinum?
you get it for free BUT u must know that the tennogen are purchasable via plats only via consoles and Mobile, on pc it's via steam wallet
and thus, tennogen bought on console are NOT getting into the PC if u have cross save
I know that
In fact it’s the 1 reason I’m trying to get the newest Xbox. I’m not losing access to everything I have 😭
I have several tennogen ideas, and I plan to draw them out as concept art to the best of my ability
One is an Entrati Skin for Wisp, with a “veiled nun” theme for the helmet
Another is a Voruna Scaldra Skin which felt fitting
And probably my favourite but fairly difficult idea, a Scaldra skin for Jade, with her chest orb being full of Evfervon
A much more simple idea I had was a Valkyrie Scaldra Skin based on the Scaldra Flayers
Back with another update. I got some feedback from other artists which led to me going back and re-working the sculpt. The face is the most noticeable change. Now I should be able to move on to roughness and specular.
As how it was last time, I am open to feedback.
I truly love it and I don’t want to postpone its creation at all, it looks perfect to me. I checked the old one and saw you changed the eye shape, I like it!
As cool as this looks, original warframe concepts do not fall under the tennogen umbrella. This is better suited for #fan-art or here:
https://forums.warframe.com/forum/89-fan-concepts/
Noted
Paintbrush Follie idea. I like the idea itself but not sure this execution works, kinda feel too sharp and out of character... am I thinking too much? really need input on this
I am not sure what this is. Is it a helmet?
If it is, It seems a little clashing with her aesthetic
Yes it's helmet. the aesthetic mismatch is what I felt out of character I guess.
I'll leave it there and explore more fitting style, thank you for the feedback
Don't be discouraged if you are!
nah I just now realized design is working with a lot of constraints
at this point I have to throw anything I can think of and see if sticks but I'll figure out at some point
Realizing something unaware of is the best part of the feedback
I'd personally take a few shots of a characters and do a bunch of shadow silhouettes on top until I figure out the best
And then try to incorporate some unique details into the shape later as secondary shapes
Every idea deserves the right to be put onto a canvas before making a proper judgement. Never know what actually works until you actually see it.
I went through at least 5 different, full body iterations of Jade's skin before settling on the current one.
Oooohhh I really like it- It probably wouldn't take much tweaking to fit her style more, just some shape tweaking- Maybe soften the chin geometry/change the two prongs there to stick out less?
The rest I love- The impression of a brush shape, and of painter's palettes forming an impression of hair/a bun
Need this skin yesterday #tennogen-showcase-your-content message
Helloo guys, how to submit glyph in warframe?
you dont.
what do you mean, you can't submit glyph? is it choosen by the DEV itself?
Correct. Glyphs are not apart of tennogen. Most glyphs are either from twitch streamers or are commissioned by DE themselves.
thankyouu for the answer, i will post my old 2019 drawing on fanart then :'u
Yeaa, the only fan glyphs nowadays are selected by DE, submitted by streamers/youtubers, or if you make a clan, you can upload your own logo which can be used as an emblem, or sigil, but not an actual glyph. (I REALLY wish DE would add clan/alliance glyphs, for profiles and railjacks)
yes
Not the place for this. You've been directed to correct platform, please use that.
Back with another update. Materials are all set for now. Though, I've been advised that my sculpt could use a bit more detailing. So I'm going to be taking a few trips into Kuva Fortress taking some screenshots and then spending the rest of the week on that. Cheers.
I have two questions for two very different subjects, and I'm not really expecting anyone would have an answer for the second question.
I want to try to make a tennogen weapon, but what platform would I use for it?
I want to print a Sevagoth Prime figure to put on my shelf, is there anywhere that DE has that model publicly available?
Re: printing
The only publicly accessible files are the lowpoly models for tennogen. You can print these if you really want to but they are not meant for that and will look very chunky.
Re: tennogen weapon
If you mean sculpting/modeling program by "platform", then my first recommendation would be Blender. It does have a learning curve but it's a free software with decent sculpting tools.
The other program some people in here use is ZBrush, which is much more robust then blender but it's not free.
I've also been hearing good thing about Nomad for modelling with a free software but I can't speak for it from experience.
Hey folks! We have another round of Leg items if you wanna share your opinions
Again, any feedback is greatly appreciated 🙏
Yall, we need a skyrim themed skin for Stynax!
Not allowed.
Oh? Actually
You can't create tennogen based on previously existing IP's. DE wants all skins to keep in-universe (and probably avoid copyrights).
So they wouldn't even let medieval type dealio?
Medieval in general is fine (though you'd probably have to stylize it quite a bit). But if the specific goal is to directly reference Skyrim, that's an automatic rejection from DE.
^ Yea, the inspiration would have to be significantly abstracted. The Blade of the Lotus series would be a really cool fit for Styanax, though- I wonder what BeastBuster is working on, these days
Xaku needs love
Ok bro it's true he lowkey lacks skins
You are welcome to try and remedy that issue 👍
Alr lol
(also it's kinda discouraging making skins for either frames that are 24/7 invis, or become a stick)
Aren't there toggles to make the skins more visible?
Yeah corporeal form stays
Lol by all means give it a shot, Xaku is extremely time consuming to make skins for.
Is that the same issue with qorvex?
Or is it because his plates are difficult to work on?
Probably
It is impossible to make Qorvex into non-Qorvex, so nobody wants to make a skin for him
Except for helmets
Frames with exremely complex and specific geometry are incredibly limiting in terms of imagination
The same is true for Caliban I take it, with him being the Sentient frame
I just thought of some types of skins that could be made for the main weapons, which are large in size, like the "Trunma," "Reconifex," "Komorex," etc.
So, I thought it would be cool to make weapon skins in the shape of a cross, a bit like the "Punisher" in "Trigun" or like the machine gun from "Gundam Prometheus" in "Gundam W."
I do not believe guns are permitted for tennogen. Only melee weapons (though I'm open to be corrected on that).
It seems to me that it has been done, but very few times, but I don't know if they have updated a rule regarding the creation of a firearm skin...
I am not aware of what the circumstances for those skins were, but I'm willing to bet those were special exceptions (like the signas). There is no documentation for guns in the tennogen art guide. If the skin type is not listed, chances are it's not generally accepted.
Events and previously discontinued tennogen slots.
That seems a bit of a shame, but oh well. In that case, I'll wait for news about a new rule regarding firearms; otherwise, I'll drop my suggestion. 
Iirc gun skins were discontinued for tennogen due to them being too specific to the gun models as opposed to melee weapons having broader categories where one skin can be used on many individual weapons due to their more restricted hand positions or sth along those lines
That must be a fairly recent change because we got a Tennogen skin for the Arca Plasmor not too long ago.
Yeah, the Arcosolium Arca Plasmor Skin came with the Isleweaver run.
It was a very recent change, I believe with The Old Peace? Or around that time
Correct, as of November 2025 new Landing Craft Skins and Gun Skins are no longer accepted.
"Landing Craft Skins and Gun Skins have limitations applied to them that affect their popularity — an Arca Plasmor skin can be used on only one weapon, where Melee Skins can be used on an entire melee type, etc.. TennoGen submissions take a significant time investment for both the artists and our internal team."
Melee skin submissions are still an option! 🙂 Along with armor, helmets, WF skins, Syandanas, Operator and Drifter facial accessories (eyes, ears, masks)
Imagine my disappointment when I learned that the entrati arca plasmor skin can’t be used with the tenet arcs plasmor..
I can understand, goodbye to my idea...
that may be a bug
I hope it gets fixed soon
When doing tennogen for nokko do I need to alter his weight paint for his helmet and mushroom caps on his body when done sculpting? Or I don’t have to? Cause I want to have his new helmet to be similar to his regular mushroom helmet.
Does anyone have Yareli tennogen perchance....
Fairly certain DE does the rigging and physics for everything, we just submit the mesh and textures.
Ohh I see so just submit mesh and textures, and add details on what we want for it ?
I have been told by other artists you can include a text file with how you want things rigged or animated
Oh cool ^^
But I personally don't have anything they've accepted so I'm not 100% sure lol
Sometimes patchnote writes tweaked Tennogen physics based on artist's feedback so they listen if the artists have a say on implementation
This is true! We can't always honor every request if it the idea is not technically possible, or incompatible with the way we make games. But a readme.txt is also apprecaited.
If you reach the phase where you and DE are going back and forth with change requests and file updates, I'd also recommend flagging your 'readme' rig request in the Private Steam Workshop comments :]
☝️ For awareness to all creators :]
I see! Good to know!
My WIP for Nokko's Gamma Helm. I'm currently trying to figure out how I want to set up the emissions and trying to follow the idea of Gamma berry mushroom looks for the mouth pieces
I went back to sketch some more ideas, you can probably tell which ones I liked the most doing
Opinions, feedback, anything really is valuable 🙏
Yall I cant draw but ima make an attempt to get my point across for a limbo skin.... im drawing a open button down limbo skin showing abs and making him have his hat with a straw in his mouth, fingerless gloves and and some tight jeans. Be prepared for a stick figure but he'll be there
Hi everyone. First time here, I am a concept and 3d artist and I was wanting to upload something for tennogen but the time and life never let me do it.
Years ago I made some concepts and now I have the sculpt basically finished for an operator set and I have some questions
How often they release items? I know they just released a few with shadowgrapher, but how many times a year they do it and how many items?
Items uploaded before a release stay in tennogen to be voted again or they just empty all?
I often consider how people who need glasses see warframes
Sometimes I just look at warframe skins and cross my eyes
really just digest those shapes
I messed up my nokko helm to the point it has too much vertices and it started having weird distortions on the and on the cap
when i tried to reduce it a little bit, it made it worse by increasing the distortion for the faces.
This is why you make copies/backups of the model and file. Blender night have some time stamped auto saves you can go back to though
It looks like you've just moved a bunch of vertices too far with sculpting tools or creased it too much and they're overlapping. The smooth tool with max strength might be able to fix it but you'll have to redo that area after smoothing it all out
Should rework mesa heirloom for concentration of twitch tos
I do have a back up and ahh good idea then I’ll do that. Was trying to figure out what caused it to end up like that but ending up frying my thoughts😓
I like 1!
you people who dare touch blender and dont get confused scare me
and also gas mask nokko is peak
That’s my secret captain.. I’m always confused 😂😂😭
I had to like use a lot of reference images and made a side to top drawing then try to mimic that gas mask lol
i feel like his alt helmet would be a better base tho
or something without the mushroom cap
For sure one of whatever helm that will be made will be a good fit yea, for me I’m just sticking with both 😛
It is important to note that DE favors helmets with unique silhouettes to them.
That’s true, that’s why gotta be creative with what you can come up with ^^
I have a cool idea for a tennogen skin for xaku
Does anyone have resources or courses to help me learn Blender?
There is the ever popular "donut tutorial" by Blender Guru on Youtube. Alternatively, there is also Blender Secrets on YouTube as well.
I gotta ask but… how do I use the tennogen blender resource? I see it gives me 3 options of objects and shows me the color channels but I’m not sure what to do with that part in particular 😅
You just import it into addons, enable, and it works for export/rgb customization
Getting closer to a final pass for the skin and cloth bits
Weird it wouldn’t let me do that, instead it just opens up a new blender window
Ngl. I'm suprised no one has made a KISS inspired Temple Skin yet
Would love it based off of Starchild
People so rarely remember KISS these days
If only you could still upload signias because this would go perfect with one