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VisionsMind

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  1. Like
    VisionsMind got a reaction from abra100pro in Workarounds for Distortion, Warp, or Perspective distort?   
    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. Like
    VisionsMind got a reaction from Thomas M. Braun in Workarounds for Distortion, Warp, or Perspective distort?   
    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.
  3. Like
    VisionsMind got a reaction from RAMWolff1356 in Improvements for Game Art (Video)   
    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.
     
  4. Like
    VisionsMind got a reaction from ashf in Improvements for Game Art (Video)   
    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 :).
     
  5. Like
    VisionsMind got a reaction from mattaudio in Improvements for Game Art (Video)   
    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.
     
  6. Thanks
    VisionsMind got a reaction from mzone3d in Improvements for Game Art (Video)   
    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.
     
  7. Like
    VisionsMind reacted to Filo63 in Improvements for Game Art (Video)   
    working on product design I believe that everything expressed above is really necessary !!!  Often we have to photograph portions of materials to be mapped on the models but eliminating light and shadow strokes is a long and imprecise job ... having tools in this area would be very useful.  It would be really good news for the world of design.  There are many companies out there that are working on suites of very complex programs, certainly beautiful and powerful, but for many of us it is more effective to have what is written above in a daily use tool such as Photo.
     
    thanks
    Fabio
  8. Like
    VisionsMind got a reaction from Ralf_Maeder in Improvements for Game Art (Video)   
    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.
     
  9. Like
    VisionsMind got a reaction from Seneca in Improvements for Game Art (Video)   
    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.
     
  10. Like
    VisionsMind reacted to Andy Somerfield in Improvements for Game Art (Video)   
    Thanks Bones,
    Early days for sure - we will be looking to the beta user community to help us make sure we get this right, when we are in a position to release a build which supports it.
    Andy.
  11. Like
    VisionsMind reacted to Andy Somerfield in Improvements for Game Art (Video)   
    Hi,
    We have managed to get the texture presets in for 1.9 too
    Andy.
  12. Like
    VisionsMind reacted to Andy Somerfield in Improvements for Game Art (Video)   
    Hi again,
    Further to the other things, we are looking to add more support for game art users - can't promise this for 1.9 but we are working on it..
     

     
    (I have two documents open here - you can see the texture itself, the other document is the normal map - both are being edited and a realtime preview is being rendered on a .obj model in the new Model panel).
    Thanks,
    Andy.
     
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