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Pixel Mush

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Everything posted by Pixel Mush

  1. Hi there I am using a Intuos M Pro (Model: PTH-651). I only have one problem while using the wacom. Whenever i am using the brush tool (non-vector) if the tip of my wacom grazes the surface it leaves giant dots. But if i actually press for a dot it is much much smaller. I'm not sure if it is actually a bug or not but it drives me absolutely bonkers, especially when digitally painting. As you can see in the second picture the large dots are with the absolute most minute amount of contact between the tip and the surface and the small dots are with the tip just starting to be pressed with actual pressure to the surface. It makes it extremely annoying when pantomiming shapes above the surface and end up with a bunch of massive dots. Thanks for any response. Also my tablet, AD, and AP are all up to date.
  2. Pixel Mush

    100% CPU Usage AD

    So here is is my issue, in pixel persona when using the raster brush painting over certain objects causes my CPU to max out at 100% usage. Normally its between 30-35% when doing this same task. I pretty much always have a window with my monitoring going on my second screen at all times. I was wondering if I could send you the file and see if you notice anything unusual about it or what the problem may be. In the file when I "brush" on a child layer of the leather part of the hook hand it maxes out. But when I brush over the the mask layer of the hook itself it is using far less cpu even with the same brush and settings. I tried removing the mask style that is on the leather to see if that helped but it still causes the same results. Even when brushing on other parts in this file it uses close to 80%. I am not running the newest laptop in the world but it's still a i7 quad core that has an auto overclock up to 3.3ghz. So not sure what the issue is. Just let me know where to send the file, thank you -Pixel
  3. Pixel Mush

    100% CPU Usage AD

    Alright I uploaded the file, to the drop box. Like I said it only happened when brushing the leather part of the hook hand. Basically everything else was around 25-35% usage at the same task.
  4. Character I am designing for a game I am working on. It's not quite finished yet. But I figured I would share it. He's a bomber enemy hence the dirt from explosions and gun powder. The little guy grabs the bombs out of the bag and hands them to the big guy throw at the player. I'll probably adjust coloring/texture along with some other touch ups before animating him tomorrow.
  5. Pixel Mush

    Character Design for a Computer Game (AD)

    It's all good Here's a couple of the animations I'm working on for him. Low quality gifs so there are some weird colors not really there. If you click the thumbnail it looks a little nice but you'll get the idea.
  6. Pixel Mush

    Character Design for a Computer Game (AD)

    Couple things. 1) Totally understand what your saying, and thanks for taking the time to type that entire post. 2) In game there is something called the library, and the character images are basically full screen with a description about the enemy. That's where the detail is mostly used. 3) The bomb is something actually already in the game I made weeks ago and still looks pretty good when sized down (in game). I personally have nothing to do with the resizing that's someone else's job. My contract entails only creating art assets and not the actual implementation. Thanks again for the post And one other thing. The animation program I use is mesh based so a larger image is much easier for me to work with and gives better results and the final product is simply sized down as they need. -Pixel
  7. Pixel Mush

    Character Design for a Computer Game (AD)

    Thanks, I appreciate that. Here is a picture of it a little further along with some of the assets for animation. Hands on both characters got finished. I actually have multiple hand gestures done for this character. In this image it is the open hand for carrying the bomb. On the left are the different flames that will play over top of the glowing torch.
  8. Pixel Mush

    Shark!

    Honestly my favorite thing I have seen posted on this site so far. Maybe not technically the most detailed, but the message and delivery absolutely wonderful!
  9. Pixel Mush

    Earthrise at Sea

    I like it
  10. Pixel Mush

    Multiple Bugs

    Hi there I am using the newest stable version of Affinity Designer and I am running into some interesting problems. Here are a couple of my issues. 1.a) When I put things in my asset library and then when they are "rebuilt" back into a project I get lines separating my images. As you can see in the photo I have uploaded labeled "linesoriginal" the image I have created looks like one seemless image. This was so in and out of the program (exported). I uploaded it into my asset library for later use. And now when I bring an asset back into a project the image is separated by lines showing the multiple layers which you can see in the image "lines". 1.b) I also have the lines appear when I have to objects that should appear as one (i have the grid and snapping on) but show a gap inbetween the two images. Most of the time I can merge the images so it isnt a problem, but some of the time I cannot due to how I have built the images or layers to be more easily used in my animation programs. 2) In the image i posted labeled "wrongoutline1" you can see that I have no outline color selected, when selecting the a color for the entire image it instead turns my entire screen to the chosen color rather than coloring the border of the image selected as shown in "wrongoutline2". 3) Another problem I have (sorry no screenshot) when opening a previously saved and closed file. Any image that is not within the background workspace parameters disappears and can only be seen when dragged back into the workspace area. So for example if I am working on 300px X 300px workspace nothing outside of that shows up once the file is reloaded into the program. Love the program, I have been using it daily for about two months now. These are just a couple of the bugs I have ran into so far. Thanks for any replies and/or fixes.
  11. Pixel Mush

    Multiple Bugs

    I understand the cause but not the reasoning behind using the memory for things not in the document. That said, I'm not a programmer Thanks for the responses.
  12. Pixel Mush

    Cannon A.D.

    Here is an updated shadow. This art is actually for a video game. I know I could probably spend hours upon hours perfecting it further but I have deadlines and due dates for my contract work (and hundreds of more assets to create) so that's not really an option for me. I also changed the side chain to a bolted loop in which a chain would and/or will be attached. I certainly appreciate the input though If you're interested in checking out the early beta you can do so here; https://discord.gg/g2NNw4N cheers.
  13. Pixel Mush

    Cannon A.D.

    Two things 1) I know the chain looks out of place. 2) I also know the shadow from the barrel is not correct. I was a little tipsy last night when I was finishing up just slapped the shadow on lol. I will be fixing the mentioned problems, but just figured I would throw what I had here for now. Also a few parts of the shading need to be smoothed out. But for now this is what it is
  14. Pixel Mush

    Multiple Bugs

    The compressed folder has been uploaded.
  15. Pixel Mush

    Multiple Bugs

    I did what you said and it seems to be the case. I suppose my only option is to save everything into files so I can remove it all from my assets correct? Some of my assets are from "Frankentoon" I suppose I will start by removing all of theirs before my own to see how much ram that will save me. I guess my only gripe would be it kind of defeats the purpose of saving things as assets (in my eyes). Appreciate the response.
  16. Pixel Mush

    Some paintings of mine

    If you sell a print of that last image please let me know I would absolutely love the chance to own that. Great work!
  17. Pixel Mush

    Multiple Bugs

    Is there something you folks require of me? Do you want a screen shot of my settings or should I change anything? Or is there not much I can do on my end?
  18. Pixel Mush

    Multiple Bugs

    That is directly after launch, and stays that way for as long as I keep the application open (while not doing anything) so I know it's not just booting up. Sometimes it only takes up 2gb while 50%-60% of the time it is as shown above.
  19. Pixel Mush

    Multiple Bugs

    Well the first problem I had was solved by reading through some other people's problems and adjusting my settings. The second problem I had I cannot send you the files because I save everything into my assets and just export my assets rather than having 200+ save files for the game I'm working on. So the that "file" no longer exists. But it has happened to me a couple times randomly. The next time it does I will save the file separate to attach. The 3rd problem happens with just about every file I save. But like I mentioned above I usually just save over most files as I tend to place everything in my asset library. I will once again attach a file when I run into that problem. Fourth does this look about right as far as memory usage? I have 16gb of ram and this is a screen shot when absolutely nothing is going on inside of Affinity and no file is loaded. The program is just sitting idle. I feel like that is a lot of memory being used when nothing is actually happening. Thanks for any replies.
  20. Hi there I am having some difficulty getting my PSD files to correctly import into 'Kestrel Moons" animation program "Creature". http://www.kestrelmoon.com/creatureforum/viewtopic.php?f=1&t=456 That is a link to the conversation I am having with the developer who has been trying to help me get my files to properly import to creature. The PSD does not import at all into Creature and when he imported it into gimp it only imported 1 of 6 layers. That program also has a new function to import spine json files into creature. But it requires a .atlas file to be created as well which designer doesn't create (unless I am doing something wrong). This is a quote from the developer of creature when asked if I should contact you (affinity); "Yes that sounds like a good idea. I will still like to eventually get the PSD import working though; that will be the most straightforward process.Actually, do you mind asking them why for example in Gimp, your PSD only shows 1 layer? It will be great to find out how to make PSD export work from Affinity into Gimp first; if it does work then chances are it will also work in Creature.If the layer encoding issue can be solved, then it will be the easiest and more straightforward way to get a PSD directly into Creature. I wonder if this is a PSD versioning issue?For now, you will have to export out the character into one big atlas and assemble them manually first. But please keep me posted on the PSD import issue." I have tried exporting all three versions of the psd (preserve, editability, final cut x). Tried multiple resamplings with no luck. Maybe I am missing something? This is another quote from the developer when he imported it into GIMP instead of creature; "Thank you for your submission. Indeed this is a very strange sample, it does nothing as you described. After I did some debugging, I found out that the reader could not recognize the layer information which Affinity exported as for PSD. However, when I added an extra dummy transparent layer into your psd and saved it out from Gimp, Creature could import the psd correctly.Do you mind on your side trying to add an extra layer ( right now your PSD only has 1 layer ) into it and see what happens? I have attached back your test with one extra dummy layer added in. Please check your PM and give it a go. The modified PSD file I am sending back to you in the PM loads for me.I am not sure yet if this is an issue with the Affinity exported PSD or the reader itself. This is the first time I have encountered a PSD import error like what you showed me; then again almost all the users importing in PSD are using Photoshop or Gimp.If this is a PSD file format encoding issue, I suggest for now you export from Affinity, then use Gimp to open up the PSD and export out again. More investigation will be required but as of right now, I can tell you that PSD import works from the following programs for Creature: Photoshop, Gimp, Pixelmator. This sounds like a work around and I apologise for that; however PSD is a closed format so we all have to reverse engineer around it to make the loading code work. It's not a trivial task in itself but yes, more investigation will be required.Update: I think it might have something to do with the layer encoding for Affinity's export. I exported out from Gimp with 1 layer and it worked." While he did get the PSD to read in Creature with the GIMP work around it only gave him 1 of 6 layers. But when I open the PSD back into affinity designer it shows all the layers? Any suggestions or feedback would be highly appreciated. EDIT; This is from the developer as well; "Hello,Ok I am doing more investigation for you on this PSD matter since it also bugs me a bit.Try this online PSD viewer:https://www.photopea.com/It opens my own character PSDs just fine. But when I put your test.psd into it, it throws and error: "16 Bits/Channel not supported!"This feels like an Affinity PSD encoding issue.Can you please post this question over to the Affinity forums? Keep me updated on the progress." EDIT 2; I changed to 8 bit, and now it does import, but it multiplies the same image for every layer. So I have 6 of the same layer rather than the 6 unique layer images. EDIT 3; This is from the developer; "Hello,So slightly good news.First download this file:https://www.dropbox.com/s/aqbrmal0jhri6 ... 5.psd?dl=0Watch my recorded video:https://www.dropbox.com/s/x15jf163bd0m7oa/psd.mp4?dl=0What I did was I opened up your psd in Gimp, and then simply re-exported it out as a new psd. This psd imports correctly it Creature."
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