Jump to content
You must now use your email address to sign in [click for more info] ×

kloveridge

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by kloveridge

  1. If pixels are painted to the extents of the canvas, alpha will export as expected. But I had a situation where the upper 50 pixels were all transparent. The map was a 512x512. But when I saved it, it would always save it as a 512x462. That's a problem. When I make the canvas a 512x512 and hit save, regardless of the content, it must save a 512x512 map.
  2. I make computer games. I've done it for 20 years. Its really frustrating that the only piece of software on the market that works with Alpha channels correctly is Photoshop. I *HOPED* that Affinity Photo would have done it right too (you'lve done a lot of things right). But as a game maker I need my image software to the following: 1. When I say a map needs to be 256x256 or 512x512 pixels, SAVE IT AS 256X256 or 512x512 pixels. I don't want some helpful algorithm thinking it sees a bunch of pixels that are empty. So it will shrink-wrap the map to eliminate the dead pixels. While this might make sense for many photograph needs. Its a bad policy for games. 2. Alpha channel editing. We do a lot of stuff that can require weird alpha tweaking. It feels like working with Alpha channels in AP is awkward. Look at photoshop for inspiration. I need to paint the alpha. I need to do gradients in alpha. I need the alpha just to be a grayscale image I can modify. For that matter, I sometimes need to do that to RGB channels independently as well. Instead. Channels feel like they are special and not just a layer I can paint. Maybe this is already easy to do. But frankly, its not straightforward to do if it is.
  3. I am using Affinity Photo on a 12.9" Ipad with a apple pencil. I am right handed, so I hold the ipad with my left hand and draw with my right. The things I am about suggest should be easily flippable if I were a left handed person. I've been using Affinity Photo for ipad for a couple days now and this is my strongest first impressions: Chiefly, nothing makes more crazy than when the best positioned commands are infrequently used. For example: Why is the Home button in the upper left corner? First, it looks like a undo button and its the easiest button to hit with my left hand. Yet how frequently do I need to go to the home page--rarely. needs to be replaced with more frequently used command(s). So it would be ideal if a frequently used command panel was located along the left edge. Here's my list of most frequent used buttons: Quick menu: 1. Undo/Redo 2. Delete 3. Turn snap on/off--which I don't like the current offering--AT ALL! I don't like that snapping is buried under a submenu. I don't like that when I tap it, it brings up a giant list of options just to enable/disable it. Ideally, the option to adjust the settings should be buried in the submenu. But a basic enable/disable should be quickly accessible. 4. Flip horizontal/vertical 5. The color panel! Thats all I do in AP is load colors. Why isn't it prominently available somewhere!? Look at Sketchbook Pro or Procreate for inspiration. While this is my list. Someone else might expect other variants. So if we could customize this, it would be very helpful. And again, don't discount a left handed user. Seems like the ability to flip the entire UI would be helpful
  4. So by "place node' you meant the nodes I am placing as I build a curve? I tap tap the last node I created on the curve and that did stop the building process. is that correct?
  5. why is there no obvious way to stop creating a curve in affinity photo for ipad? When I use the pen tool there should be big button that I tap to stop the curve so I can start another one. In affinity designer I can hit escape to stop curves. And and why is there no documentation on using curves in affinity photo for iPad!
  6. We've been using Unity for a few years now. Like has been stated in different ways here, in games, textures are used in many different ways. Alpha isn't always used as alpha. The RGB channels of a texture can be sampled and used in a myriad of ways in a game shader. Good channel editing is vitally important--which is something Photoshop handles effortlessly. I briefly experimented with Affinity Photo and I was a little underwhelmed by its channel editing. But this is from someone that has only used it briefly. I am seriously trying to decide if ditching Photoshop entirely is in the realm of possibilities. There are several really helpful pieces of software that have shown up recently for game development--in particular Substance Painter. I believe a work around for .tga (at least for Unity) is to use the PSD format. But I need to do some experiments to see if the alpha is exported properly out of Affinity Photo--because .psd can have more than one alpha channel--which is not supported by game engines. And its a little hazy how well this will work.
  7. Thanks so much for your help! I sat and stared at the UI for 20 minutes trying to see what to do. I think what threw me is it says "Layer Slices" and I assumed that was just the name of the layers panel. Just a newbie stumbling around a dark room still :(
  8. This seems like a trivial problem, but I can't seem to find the way AD does this. I have about 15 artboards that I want to export as individual .png files. I watched the demo and after a lengthy explanation of how to export .pdf, they never made it clear how to export other files. I thought the artboards themselves were my slices. But still can't figure out how this is exported as a group. What am I missing? I see that I can export them individually, but what a pain!
×
×
  • Create New...

Important Information

Terms of Use | Privacy Policy | Guidelines | We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.