[DE]Syncrasis

[DE]Syncrasis



12 Aug

Comment
29 minutes ago, Rekkou said:

One more question, does the pivot point and the direction of the moving blade needs to match Lacera? or the skins can have its own custom pivot point?

Keep it around the same area, but it doesn't have to match perfectly. Goal is to retain the same type of scissor-like motion.

Comment
On 2020-08-06 at 12:04 AM, Rekkou said:

So it is possible to not have any articulation at all? as in regular blade instead of 2 scissor blades?

Yep, you're correct: articulation (as in: two blades on a pivot point) is not a requirement for blade and whip. Some attack animations make use of the double blades but the animations are still fine without the second moving part. We encourage you to take advantage of it of course, since it's a quality unique to this type of weapon, but it is entirely up to you whether you want to or not.


10 Jul

Comment
On 2020-06-19 at 7:30 PM, (PS4)Diiickle said:

I am tinkering with a polearm skin at the moment for TennoGen submission and I have a query regarding UV maps. Can we pack our UVs similar to how the Orthos ones are laid out in the examples? Or do we have to stick to the ones said in the guidelines? Without getting too technical, the UVs for Orthos are packed into one square and flipped onto an addition one. In the guidelines it says to have them packed at 1024 x 2048.

If you're asking if you can move your mirrored half of UV islands over one unit to one side, this is totally fine (I do this on all my work as well). UV islands outside of the 0-1 space are not affecting your final texture size as they are not baked directly, but instead take a copy of the textures baked in 0-1 space.

 


16 Jul

Comment

We've put a lot of careful thought and research into this polygon limit increase. As our game has grown and evolved, we've seen many complex new Warframes Join the Ranks, with helmets that have flowing cloth, moving parts, and intricate forms pushing the polygon count higher and higher.

While other categories of items have been kept fairly consistent in their polygon counts throughout the years, the Warframes themselves have grown in complexity. We feel it's time to increase the limit on helmets so TennoGen creators can see their own creations grow the same way.

This isn't to say that efficient topology on your lowpoly creations is any less important; in fact, the opposite is true. Regardless of your design, you are still expected to create a game-ready asset for Warframe: please pay attention to the character's polygon density and use that as a guide for how small your polygons should be. Remember to do test bakes often and zoom out to view creations a...

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