over 5 years ago - [DE]Taylor - Direct link
On 2019-06-06 at 8:58 PM, Demeraire said:

Garuda successor skin talons have been broken for months as a client. It has a similar problem to khora mithra. Please take a look into this problem.

On 2019-06-06 at 6:03 AM, miramiranda said:

The new Aures skin for Nyx  seems bugged. It is impossible to change the colors of the "feathers" (by the ears). You can pick another color but soon as you save, it reverts back to the original purple.

Tried to submit a screenshot, but apparently you can't do this (only URL links and I don't know how to do that)

On 2019-06-06 at 11:00 AM, zValor said:

On the new khora mithra a full cycle of venaris modes breaks the visual changes to khora and it goes back to default when it should look like this. https://sketchfab.com/3d-models/khora-mithra-t-pose-a7efb7e3c65040daa87ca511ccec483e

These have all been reported to the team, thank you for sharing them here! I don't have any ETA on fixes, as they are still being investigated.

over 5 years ago - [DE]Taylor - Direct link
2 hours ago, TheLastOfFallen said:

I have been having a bug with the Lympharis polearm skin where status effects are about 3 feet away from the blade and since the latest tenogen additions the energy is always default regardless of what is chosen.

This just happened on Dani's stream - what a coincidence! Also will be passing this on, thanks!

over 5 years ago - [DE]Taylor - Direct link
On 2019-06-11 at 7:06 PM, EmberStar said:

Octavia's Mithra skin is applying the Energy color to her helmet ponytails and to the Madachord arcs on her main body.

Revenant's ghost-fire plumes are also taking their color from his Energy color, in addition to still being really bright.  Before the changes to Emissive and Energy, the ghost plumes were fainter and more ghostly looking.  Now you can't even see the geometry of his left arm at all with the default colors.

This is intentional! FX is set up to use energy colour, emissives use emissive colour. The difference wasn't obvious when emissives and energy used the same channel for colours, but the distinction between the two is a result of how skins are set up.

On 2019-06-11 at 7:06 PM, EmberStar said:

Last time I checked, Trinity Prime's helmet is not properly sharing the Emissive channel with the rest of her body using the default colors.  When I checked, her faceplate was glowing bright blue, while the rest of her emissive markings were orange-red.

Is this specifically for Trinity Prime or TennoGen helmets used on her? 🙂

over 5 years ago - [DE]Taylor - Direct link
On 2019-07-08 at 1:15 AM, (PS4)The_Verethragna said:

I just noticed that the tail on Wukong's Mithra skin has been changed to be the exact same as that of the Auman skin, both by different creators and neither being the same tail as the base model.

Thanks, looking into this now!

about 5 years ago - [DE]Taylor - Direct link
On 2019-08-31 at 9:30 AM, CoconutImmigration said:

--After the deadline for #17, is it possible to still submit updates to the tennogen files in the steam workshop/ tennogen program to "qualify" for round 17 or is the last update/submission considered "final" after the deadline?

We review items immediately after the deadline closes, so any additional changes that are made will not be considered. If we are interested in accepting a piece that needs a few final tweaks, we will work with the creator to get those done after the deadline, but that is only handled on a case-by-case basis.

over 4 years ago - [DE]Syncrasis - Direct link
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.