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Danielcz

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  1. Thanks
    Danielcz got a reaction from StuartRc in Editing Brushes is causing repeated crashes of AD 2.1 and 2.1.1, 2.2, 2.3 & 2.4   
    i have some crazy idea, could you try disable (shutdown) all background software
    - all that Asus, motherboard, various updaters, even gaming platforms like Steam/Origin etc running in background? maybe even try without wacom software running
    There is also another potential problem, R9 380 is no longer supported and lastest drivers are from JUN 2022 (almost 2 years old). so it could be some HW acceleration issue. (AMD has rewritten whole OpenGL stack in drivers after support of your GPU was dropped - end of 2022)
    Mine 1.x was freezing in 5-30mins of work because of background running software all the time which was annoying, could not even listen to podcast running minimized in a browser...
  2. Like
    Danielcz got a reaction from Chrisii in AI please   
    cat is out of the bag, noone can stop it i recommend you to adapt or start learning some other profession too.
     
    How will you compete in another 10 years?
    In the end AI will do creative jobs for consumer and human will fixing the plumbing...
    Another tomb stone, just right next to translation profession.
    But dont be sad, white collars are next on chopping board, they are too expensive, even programmers themselves.
  3. Like
    Danielcz reacted to Intuos5 in Color wheel - disable rotation   
    In Krita, the colour wheel is like this:

    colour wheel.mp4   So I know, that when I want to desaturate a colour, I move it to the left. If I change the lightness, I move it in the vertical direction. This is regardless of the colour I have picked. I always know the general direction that I need to move a colour to and don't need to process the direction of the triangle first to know how I should change the colour.
    The wheel in turn, displays the hue that I have chosen, so I can make fine grained adjustments to the hue, while retaining a sense of saturation and lightness (it's HSL).
  4. Like
    Danielcz got a reaction from Lluís in 1 bit TIFF/Bitmap support please   
    +1 for 1 bit bitmap its great for game-engine use for opacity mask creation
  5. Like
    Danielcz reacted to Artem M in Stop spoiling images with basic operations   
    Please stop spoil images with basic operations like merge layers or resize canvas. Maybe to give an option to operate with only integer pixel coordinates is a solution? 
     
  6. Like
    Danielcz got a reaction from BennyD in 1 bit TIFF/Bitmap support please   
    +1 for 1 bit bitmap its great for game-engine use for opacity mask creation
  7. Thanks
    Danielcz got a reaction from Move Along People in Affinity Photo Windows Customer Beta - 1.9.0.834   
    Its off-topic but if you dont want windows 10 with bloatware and spying, there is Windows 10 Enterprise LTSC version.
    Also dont forget that lots of windows 10 telemetry were back-ported to Windows 7 & 8 in 2015 via windows update.
    https://www.extremetech.com/computing/213183-once-more-with-tracking-microsoft-backports-privacy-invading-windows-10-features-to-windows-7-8
    They have also changed KB patch numbers and reintroduced them multiple times over the last 5 years because people where blocking and removing them.
  8. Like
    Danielcz got a reaction from Chris L in 1 bit TIFF/Bitmap support please   
    +1 for 1 bit bitmap its great for game-engine use for opacity mask creation
  9. Like
    Danielcz reacted to aleclerc in AVIF file format support would be nice web browsers start to support it.   
    Hello,
    Support for the AVIF file format would be nice to see as web browsers will start supporting it. It would be nice to read and write images in that format.
    Best regards!
  10. Like
    Danielcz got a reaction from mzone3d 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.
     
  11. Like
    Danielcz 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.
     
  12. Like
    Danielcz got a reaction from Psych in Crashes immediately upon opening 16k TGA files   
    Another freeware software that can open large files too:
    Krita: freeware for concept artists and painters.
    Paint.net: Freeware program written in NET Framework. 
    Pro Motion NG: pixel art editor based on ancient Amiga DeluxePaint can at least open it too without crashing...
    PS: can someone try legendary PAINTSHOP PRO? (i dont own it) or MacroMedia FireWorks dead fish right?

    SerifFailOpen.mp4
  13. Like
    Danielcz got a reaction from Psych in Crashes immediately upon opening 16k TGA files   
    Yep its same issue, I think this isnt something trivial for them to solve, because it taken so long, maybe they have to rewrite some big chunk of their code handling this (maybe thats the price to pay if you base bitmap software on vector one (Affinity Designer) and want to share same/similar core).
    This will probably take few years to solve not months, If you can use Photoshop or freeware GIMP meanwhile. (GIMP dont have non-destructive editing yet) but paid Affinity Photo cant handle this filesize yet.

    BigFilesIssue.mp4
  14. Like
    Danielcz got a reaction from Rick G in Workflow - Selection Brush Tool   
    Will try to be more useful now:
    What about to default into ADD mode (Selection Brush Tool) with New Document or launch of program instead of keeping it on last selected from previous session. It does not make any sense to have selected SUBTRACT mode with new document.
    Another great thing would be to add small + and - sign at Selection Brush circle to quickly see what mode (ADD/SUBTRACT) is currently selected.
    Its just quality of life improvement to speed up and smooth workflow.
     
    Photoshop has something similar in center of brush :

  15. Like
    Danielcz reacted to MattyWS in Importing / Exporting .TGA files?   
    You misunderstand me, I already stated that I don't think they are bad at their jobs, quite the opposite, my point was that I don't think they'd make it hard for themselves and that I'm sure they are working in a smart way. The way you worded your statement that I was quoting made it sound like you think it's possible they were developing in such a way that they'd have problems implementing new things that they likely knew they were going to implement. I can't imagine the formats they support now are the only formats they ever plan on supporting, thus they must have a functional or smart way of implementing more. My other point being that even though they probably do have a smart way of implementing new things like that, they probably don't have the man power to focus on that right now. I was purely complimentary the whole time and I'm being optimistic, so I apologise if you thought I was trying to be insulting here, maybe I could have worded my reply is a different manner. I'm not amazing at social interactions so if I say something that sounds like I'm trying to be a d*ck, I'm genuinely not intending to be and I harbour no ill feelings toward you.

    Yes TGA isn't the only format used in games, but it's still widely used because it's basic and works with everything game devs need it for. The reason people are asking for TGA in Affinity is because Affinity doesn't have many alternatives. TIFF was recommended but not supported by Unreal, PNG was suggested but not great for transparency, this may have been a photoshop problem but you couldn't edit an alpha channel directly, it was stored as transparency and thus leaves little control over the colours in the image and the transparency or alpha channel we may need to use. So the formats we can use start to dwindle when there isn't much to choose from in APhoto. 

    With regards to the trial, like I said I wasn't pinning blame on anyone for me buying the software as I use it for stuff, but it was an unpleasant surprise that caught a fair few off guard. I am in no way saying I was scammed or regret my purchase. I love APhoto and I want more features so the software can grow and become better! 

    @Patrick Connor interesting question, as I come from using photoshop from what I always thought about the format was 24bit meant RGB and 32bit allowed for RGBA (when saving out, if you had an alpha channel and chose 24bit it would simply save without the alpha channel) 

    As for usage, in terms of transparent textures that use RGBA, the alpha channel would be a black and white mask as normal, you wouldn't see any transparency in photoshop (or APhoto) like you would a png or something,  you'd only see the colours normally and an alpha channel with it's mask. in terms of VFX sometimes each channel (RGBA) might be used to hold 4 black and white effects in each channel. Naturally if you are using the alpha channel you'd want to be able to save out as RGBA (32bit)  but if you aren't using the alpha channel you'd expect to be able to save out as just RGB (24 bit). editing individual channels is a must.

    The uses this has is;

    Saving RGB as normal coloured images or individual masks 
    Saving as RGBA for textures that might have height maps (for parallax, or tessellation or even blending textures together in game)
    Saving as RGBA for coloured images that might need alpha (GUI, foliage cards)
    Saving as RGBA for vfx as each channel for an individual mask

    MyClay just ninja'd my post.
  16. Like
    Danielcz reacted to Ben in Sneak peeks for 1.7   
    No - I am a core Affinity developer.  I've done large amounts of the common back end code.  I've just spent a lot of time working on tools in Designer as they tend to be more involved than pixel based tools (which tend to operate around pixel selections, which we already have).
  17. Like
    Danielcz reacted to Ben in Sneak peeks for 1.7   
    Regarding the Pixel crop tool (for resizing and cropping the document, not the vector Crop tool) - I've already rewritten this for 1.7, so if your issues are with this tool, wait for 1.7.
  18. Like
    Danielcz reacted to Thor, the Norseman in Sneak peeks for 1.7   
    I purchased Affinity Photo pretty recently as an Adobe Photoshop refugee. I'm hoping to have some minor annoyances fixed:
    Crop tool: It needs to use a hairline for the cropping rectangle so you can crop to exact pixels, and it needs to snap to object boundaries, so you can quickly crop the canvas to fit what you have on there. Zoom: The zoom keeps changing back to fitting the window all the time. This is irritating when you want the zoom to keep to whole steps (25%, 50%, 100%, 200%, ...) These might not be super important if all you do all day is edit photos, but it is pretty important for pixel design work, and I did a significant amount of that in Photoshop.
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