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VisionsMind

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Everything posted by VisionsMind

  1. Looking for the same basic feature. Yet another wall with Affinity software. I know they're a "small" company, etc, etc... But, lets be real: Inkscape is FOSS, meaning it's made by a community of volunteers and you can do whatever with it. It's far from perfect, but I find myself installing it from time to time to compensate for what Designer lacks. Same with APhoto, for that Krita is also FOSS, same exact situation. I mean, Affinity products are good overall, but they're lacking quite a bit and it's not like these tools involve super high-tech complex 3D functionality to take them all these years to implement. There's far more complex stuff being released for free with higher frequency of updates, done by volunteers. But I digress, the more time I spend with these proprietary tools, the more I wish I had spent time with the FOSS alternatives, which are free to use... I hope Affinity has some more success (?) so that they can hire more devs to help them improve these things at a faster rate.
  2. Any news/improvements in this regard? It's been almost a year since the last post in this thread. I've found the exact same issues described here while working on a project. Does anyone know is Serif is taking/thinking about taking any action in this regard? Looking around a bit, it seems like Inkscape has options to export 'optimized SVG'. Didn't try that one yet, but would be weird to have to use 2 different vector programs (one being FOSS) to get the job done, though...
  3. Is it really that hard when you're backed by Apple with probably utopian resources? I bet that's been the case since the beginning of Procreate. In fact sometimes it even seems like apple hired the team to develop the tool. I know I'm throwing super wacky speculation out there. In any case, it's awesome that they did it. Let's see what Serif comes up with :).
  4. Not Entirely sure I understand what you mean. But, although I think it could be a bit more streamlined like the images dropping centred to the canvas as you've said, or things like having to toggle layers visibility, select all, copy the image to a temp channel, then going back and copy that into the correct channel again, etc), I till think channel packing in Photo is pretty much fine as is right now.
  5. You do realize the relationship between the TEASER the devs showed and the context here vs what you just posted, right? Srsly, it's almost scary to see ppl even thinking in 'competition to substance painter/designer' with Affinity Photo/Designer, not that the dev's wouldn't be capable, just that's so out of context and utterly irrealistic, that's just a waste of resources. Examples like Blender make no sense what so ever in the point - it's open source, and that's both it's advantage and it's curse (e.g. if the resources put in a video editor and motion tracker and similar had been put in actual relevant features for a 3D app the advent of 2.8 had been years earlier). So, again, I have no doubt on the capabilities of the Affinity Dev Team, but come on, be a bit more sensible and focus on the advantages the Affinity suite already has. If the plan is to compete with something of that humongous scale (Substance) might as well just double the dev team size and build a 3D app from the ground up... Again, I mean no harm or anything, I just beg for ppl to be more sensible and let Affinty be a focused but amazingly well programmed tool as it has been thus far. Please, don't ask for decontextualized features. Affinity Photo/Designer with the features I've suggested in my previous post would be a thousand times more useful in my workflow (+-4 of professional 3D Game Art) than being "yet another substance painter alternative" - for that I already have Quixel MIxer, 3D-Coat, Blender+Addons and even ArmourPaint, and probably many others since the Adobe acquisition. The 3D market is more in need of a better 2D tool catered to complement already established workflows rather than "another 3D painter". I see ppl complain about photoshop everywhere, yet it's that with plugins on top that ppl tend to use for those tasks. I've replaced Photoshop for Affinity Photo/designer for some of those tasks some years ago, didn't look back since, but needed to add more smaller tools for work that could be done inside Photo if some of the features I've referred in my previous post were implemented.
  6. This is AMAZING news! Even created the forum account just to write this comment! As a 3D Game Artist I have ditched Adobe and Substance products a while ago. As others have stated already, I think procedural noise generators are HUGE in this workflow. However, I DO NOT AGREE with what some have said - please, DO NOT TRY and compete with already established 3D Painting Apps. This would grow out of hand and suddenly would fall in the rabbit hole that almost led to Quixel's failure as a Photoshop Plugin back in the day. I'd advise to simplify -Quixel Megascans and Quixel Mixer are free now, with Armour Painter, Several Blender Addons, the 3D painting stuff is already growing. My suggestion would be to simplify and focus on what you guys already have in your advantage - a great 2D Vector app and a great 2D painting/Photo manipulation app. With this, I'd focus on the following: - Texture Maps conversion (Hieght to Normal, roughness maps, normal to AO, and usual pbr texture maps conversion) - ID Maps/Masking workflow improvements in the Layer Stack (instead of having to colour select each color to creat masks, having an IDMap picker that automatically masks the current Layer would be a huge time saver. - Seamless/Tileable automation tools, Tileable painting features (Krita has a Canvas Wrap Around mode that automatically tiles brush strokes while handpainting textures, etc) - Photo editing tools to create texture maps from photos - shadow removal, light removal (Albedo != Diffuse - any light information shouldn't be present in a good texture set for accurate PBR results) convert from color to normal, height, etc - a HUGE thing in an app suite like yours would be Normal Map Painting/Sculpting - adding vector shapes, paintstrokes, gradients, etc that correctly blend as Normal maps shapes allowing to set height/intensity, Bevel Scales, etc - this was a huge selling point for NDO back in the day) This could be a HUGE opportunity for you guys to create a features set that would turn Affinity Photo/Designer Combo into the best Texturing Companion workflow for 3D artists. 90% of people already have their Texture Workflow defined, so again, PLEASE do not try to compete with that, instead leverage what your apps do best and make it the best "Texture Adjustment/Fixing/TweakingEtc" tool, everyone has Substance Painter or similar, but still almost everyone goes to tools like Photo to fix, adjust, edit, add to the Textures without having to load a huge 3D App Project. So These are my suggestions. I'm eager to see what you awesome peeps at Affinty are up to in this regard, so please, if you need some beta testing/ideas etc, I'd be more than happy to test stuff, experiment with workflows, test things out, etc.
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