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mzone3d

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  1. Thanks
    mzone3d reacted to walt.farrell in Affinity Publisher 2 on iPad- Ungroup All?   
    Help: https://affinity.help/publisher2ipad/en-US.lproj/pages/ObjectControl/group.html
  2. Like
    mzone3d reacted to Stokestack in Merging layers causing blurring   
    Wow, THREE YEARS now? And yet people regurgitated the same incorrect workarounds and "explanations" just a few months ago when I posted about the same problem.
    The application is seriously defective, people. There's no excuse for this behavior.
  3. Like
    mzone3d reacted to Dignity in [Affinity Photo] .tga import issues   
    hello, just a friendly reminder to my topic.
    Thank you
  4. Like
    mzone3d reacted to GeGr in Colour Matching?   
    +1
  5. Like
    mzone3d reacted to Pšenda in .DDS file support   
  6. Like
    mzone3d reacted to HeinzBBQ in .DDS file support   
    Hi, I made an account specifically to request this as it's a very important feature to me, and currently the only thing tying me to Adobe.
    I work with 3d models and textures a lot. As such, I spend a lot of time creating and editing files in the .dds file format. Too much time to go out and externally convert the files each time I want to make a change. Photoshop doesn't have native support for this file format either but there are a couple of plugins that allow the usage of it. Namely the one from intel and two from nvidia. I know affinity photo does have photoshop plugin support but everything that I've seen points to Affinity Photo not supporting these specific plugins so I was wondering. Would it be at all possible for .dds support to be added at some point, and if not natively. Would it be possible to get any of these plugins to work. Ultimately I like the look of Affinity photo but I just cant use it without this file format being available unfortunately.
  7. Like
    mzone3d got a reaction from SrPx in Improvements for Game Art (Video)   
    FYI...
    If you guys wanted to generate normal maps...

    You are able to convert height to normals, and normals to AO etc
    using the Xnormal Plugin which works in Affinity photo.
    https://xnormal.net/

    Heres how to install photoshop plugins in A-Photo..
    https://affinity.help/photo/en-US.lproj/index.html?page=pages/Filters/plugins.html?title=Using Plugins
  8. Like
    mzone3d reacted to walt.farrell in Define Pattern and Pattern Fill needed for Affinity Photo please   
    I'm not sure it's relevant to this discussion, but you might look at the new Pattern Layer support in the 1.9 beta of Photo.
  9. Like
    mzone3d reacted to D.E. Main in Define Pattern and Pattern Fill needed for Affinity Photo please   
    I VERY STRONGLY SUPPORT ADDING THIS AS A DIRECT FEATURE - not a complicated workaround. 
    I need custom vector fills and swatches for draweings/images MULTIPLE TIMES EVERY DAY and having to create fill assets, create object containers and subordinate the fill asset to the container layer is absolutely not practical. The complicated work-around above is not practical for every day, repeat needs.  I have hundreds of drawings to apply this to.   As well, the images copied do not accurately reflect the fill as needed. 
    PLEASE, PLEASE fix / add this.  I am currently looking for another app that has this ability.  (other than going backto Serif Draw 8 legacy which does this pretty well.) 
  10. Like
    mzone3d reacted to tom cryer in Affinity Photo - offset - extend mode not working   
    With or without rasterise and trim,  the affine filter finish is blurred.
  11. Like
    mzone3d got a reaction from HowardV in Colour Matching?   
    Hello.

    Any news on if Match colour can / will be added?
    Its a huge feature for alot of people.
     
  12. Like
    mzone3d reacted to MissDiagnosis in Colour Matching?   
    Are there any updates on the status of this feature? If not, is there a way to formally support its development? It would be cool to be able to submit and vote on new feature ideas, like on Spotify.
  13. Like
    mzone3d reacted to kirk23 in Improvements for Game Art (Video)   
    Nowdays It should be  "live" effect really   converting depth into normal map with intensity adjuster and allowing to compose  things on the fly  starting form height info only.    The same way  Gradient is used by everyone  for converting height maps into roughness or color  channels .        It's not that calculative expensive  at all.
     
     
     
  14. Like
    mzone3d reacted to Danielcz in Improvements for Game Art (Video)   
    would really love to have tillable (seamless) generated textures (cloud/perlin and others), chrome filter, sponge filter etc with crisp/sharp results. Some Affinity Photo procedural texture output is kind of blurry or too soft (maybe because of interpolation/resampling?) its not that much usable for game assets now.  (look at PS filters) 
    Some basic normal map generator would come handy too.
    Or ability to draw tiled (seamless) patterns like in Cosmigo Pro Motion NG, i think that even Ph0tosh0p dont have it.
     
  15. Thanks
    mzone3d reacted to VisionsMind 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.
     
  16. Thanks
    mzone3d 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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