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Pixel Mush

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Posts posted by Pixel Mush

  1. I got it to work by embedding the file into another file. Then copying what I need into a new file. One of the copied jpgs must be corrupting the file because when I copy them over to a new file it instantly corrupted the new file and closed. I'm not super sure what's happening but it does appear that I have retrieved my files even though the corruption is still occuring.

  2. First new file on the new version of Affinity Designer. Worked on it for about 8 hours yesterday, wouldn't you know it; corrupted file. So awesome. Really brings a smile to my face to know I just paid for this slap. If anyone could help I would truly appreciate it. I know some smart guy is going to tell me I should of saved multiple versions, and yes I know. Thanks in advance. Narthex Cards - Copy.afdesign

    Narthex Cards - Copy.afdesign

  3. On 8/29/2017 at 9:47 AM, GarryP said:

    Ah, I see; well that's all fine then.
    I just wanted to make sure you weren't going down a road where you would be making more work for yourself than was necessary.

    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. 

     

    walk.gif

     

    throwtest3.gif

  4. 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

  5. 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.

    Capture2.PNG

  6. 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. :)

     

    charactercap.PNG

  7.  

    7 hours ago, jer said:

    +1 on the great start! I think you'll be able to spend a few more hours/months on all those shadows. :)

    Your textures are all really good (especially the cannon) and the hi-lights and shadows will improve with your adjustments. For example, maybe a little more highlight on the bore similar to what you did on the left end knob of the cannon. The shadow of your cannon on the wooden platform is wonderful.

    " 2) I also know the shadow from the barrel is not correct. "

    As you adjust the ground shadow of the bore of the cannon, be aware that the bore is higher off the ground due to the elevated end of the platform. That means the ground shadow will need adjustment (as opposed to simple softening) to carry that realism (vs the shadow the platform shows on the ground). This will correct the current slight impression that the bore sags downward as it extends beyond the platform.

    FYI, this all falls under the category of "easy for me to say," right? I can observe and comment but I'm not coming from the position of being a good artist. So feel free to disregard any and all of the above.

    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.

    IMG_0520.JPG

  8. 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 :)

    IMG_0515.JPG

  9. 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=0

    Watch my recorded video:
    https://www.dropbox.com/s/x15jf163bd0m7oa/psd.mp4?dl=0


    What 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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