almost 5 years ago - [DE]Taylor - Direct link

The Tatsu is finally TennoGen-ready!

This weapon is par for the course with other swords, but it does have the added fun FX. FX is not mandatory, but if you want to include custom FX, we have outlined the instructions below:

Spoiler

 

The FX on this sword are shared with the Revenant. The textures themselves cannot be changed, but the main texture used in this FX is provided for your reference. If you would like to add custom FX, please make sure to match the new weapon to the Eidolon/Sentient theme. Don't add FX tendrils to other factions.

Setting up the FX:

  • Use the default FX cards on the default Tatsu weapon as reference. Match your custom mesh's
  • UVs to these default cards. Making the UV islands larger or smaller will change the scale of the textures that are applied to the geometry.
  • Test the result in the TennoGen viewer. Get the scaling of the textures to roughly match the default FX scaling by editing the UVs ONLY, do not scale the texture in the viewer with the sliders.
  • The in-engine pan is 0.0X, 0.2y, 1.0z. You'll want to orient your UVs with this movement in mind.

As long as the textures are scaled correctly and are oriented correctly, you will be good to go!

 

Bonus: We have added tips on how to approach the metal / specular workflow with PBR materials to our texturing guide. We’ll post the new copy below for easy reference:

Spoiler

 

When working with PBR materials, it's a good idea to research and understand the two different workflows: Specular and Metalness.

For Metalness: it's important to make sure your "specular" (or "metalness") texture makes use of solid black and white, as this map is ONLY for dividing metal from nonmetal on your final material.

In the situation where you are creating very small chipping details, or very heavy, speckled grime, we suggest you switch to the Specular workflow, as Metalness has been documented to create heavy aliasing along the edges of all these small details. This is amplified even more once the piece is in the game. Specular workflow will not create this type of artifact with tiny metallic edges/tiny grimey details on metal.

 

:community: