Xaku’s Files are officially available in the Steam Workshop!
Much like Revenant and all Warframes following him, Xaku is made using new tech, so there are some missing textures in their ZIP file. It’s on you as the creator to make these maps yourself without any reference files.
Below is a list of what is included in the ZIP:
- Normal
- Emissive
- Tintmask
- Body, Helmet, and Attachment* meshes
To be clear, you are expected to still make the specular, roughness, and diffuse maps -- we simply can’t send you a reference for comparison.
IMPORTANT NOTE: Xaku has two body material sets. one of them should be authored at 2048x2048 and the other is half that size at 1024x2048
TENDRIL MESH AND FX
Like with Revenant, you are unable to edit the Tendril meshes on Xaku’s body, but you are welcome to incorporate custom tendril details into their helmets! We are only accepting custom FX meshes for the helmet, you are unable to provide us with custom FX textures for their body and/or helmet tendrils.
We have provided you with the FX textures in the ZIP file for your testing convenience!
Setting up the FX:
Spoiler- Use the default FX tendrils on the default Xaku as reference. Approximate your custom mesh's UVs to these default tendrils. 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, 0.1y, 0.0z. You'll want to orient your UVs with this movement in mind.
Custom Helmet Tendril Meshes
Please make sure your custom FX geometry is topologically separate from the base helmet.The FX meshes count towards your final triangle count for the helmet. Polycount limit is still 8k total for the helmet, but keep in mind that the FX geometry needs to be dense enough to bend/flow well wherever cloth physics are expected.
We recommend you use the provided default files for reference.
These details are also outlined in a ReadMe doc found in their files for your convenience. If you have any questions, please do leave them below!