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Vexod14

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Everything posted by Vexod14

  1. Hello there ! I'd like to point up how RGBA channels are handled. I'm a game artist who is used to heavily work with channels and being able to copy/paste to swap them, get data, transfer from one texture to another is crucial. And I work my 2D source files either in .PSD or .TGA, so import/Export should be seamless and without any compression. Please improve how channels are imported when an alpha channel is there (currently it destroys data and using a complex workaround is not a great solution. At least it shows how much we need it) Please also reach at least what photoshop do with channels pannel (copy/paste, display, ux design). I'm not against a better-than-photoshop pannel of course, but until then, a simple copy would greatly help
  2. +1 too, I've read your threads about TGA and it's just disappointing regarding how it's of course widely used (an uncompressed source file format with RGBA fully editable...it's vital to game devs and not only to be honest) I understand that you might prepare this feature for the next update (you'd be fool not to do so guys) but whether it's an easy or hard to code feature, you will really benefit of its adding (it will really make Affinity a better alternative than photoshop, cause except this hassle you've largely surpassed this old software ;)) As a workaround you can still launch a 3D painting software (let say 3DCoat) and share your layers with it, when you're okay just export in TGA from 3DCoat or whatever is your software of choice. For all VFX masks and stuff you can use a plane as your UVs source so you won't lose pixels that doesn't belongs to an UV island Hope this will help some of other users (and really stop consider TGA as the last unwanted feature, most users pray for it !)
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