giakaama Posted July 1, 2018 Share Posted July 1, 2018 I love Affinity Designer, I'm using it allot, for UI design for presentations, it's a great tool . I even use it for small texture work when I need to do something sharp . But Affinity Photo it's well how to put this ... I would like to use it but I'm always returning to Photoshop . Why ? Well because the workflow for copy / pasting textures into channels is not that intuitive ( the spare channel flow ... ) and the problem of exporting TGA's . I prefer a tga instead png's because of the dedicated alpha channel . Maracas and Dodgyb2001 2 Quote Link to comment Share on other sites More sharing options...
JohnMakesGames Posted July 13, 2018 Share Posted July 13, 2018 I would like to use Photo for games as well. Will the texture packing workflow ever be improved? Tga would be nice too. Maracas and Dodgyb2001 2 Quote Link to comment Share on other sites More sharing options...
Mackinder Posted July 17, 2018 Share Posted July 17, 2018 Hello! I purchased Affinity Photo today. This was despite the issue of channel packing and TGA support. It wasn't a deal breaker for me as I've just kept GIMP installed. But better channel workflow and TGA support really cannot be overestimated for game development. Modern game engines (such as Unreal Engine and Unity) will have a preference for TGA and lots of game art texture pipeline software (such as Substance Designer and Substance Painter) will make extensive use of it. While improved channel workflow and TGA support might not seem like a flashy bulletpoint, it really would be noticed by game artists. Especially in an environment where prices for other software are increasing and often turning into subscription services. Patrick Connor, Maracas, YA Gaudet and 2 others 4 1 Quote Link to comment Share on other sites More sharing options...
Redphoenix Posted July 22, 2018 Share Posted July 22, 2018 I have to say: I am hesitant because those features are missing. I tried about 15 minutes on how to copy stuff into channels but gave up after this. It is very crucial for me to have this work, same as full TGA compatability. The chance that I will purchase it is high. But not now. Dodgyb2001 1 Quote Link to comment Share on other sites More sharing options...
keithoc Posted July 26, 2018 Share Posted July 26, 2018 +1 for a better channel editing workflow. Particularly the alpha channel - as a game developer I often want to look at the alpha channel in isolation as just another grayscale channel just like RGB. YA Gaudet, Maracas and Dodgyb2001 3 Quote Link to comment Share on other sites More sharing options...
WarrenMarshall Posted July 29, 2018 Share Posted July 29, 2018 Going to +1 this request. Channel control and being able to save to TGA are important to making inroads into the games industry as a tool ... Dodgyb2001, Redphoenix, keithoc and 2 others 5 Quote Link to comment Share on other sites More sharing options...
Duskstalker Posted July 29, 2018 Share Posted July 29, 2018 yep, +1 - i'm a gamedev myself and approve this request. Dodgyb2001 1 Quote Link to comment Share on other sites More sharing options...
bitey Posted July 31, 2018 Share Posted July 31, 2018 +1 here (also a UE4 gamedev). Despite the slightly unfriendly workflow, I'm just happy channel packing is possible in Photo at all, because it means a step toward cutting the Photoshop leash completely. For most of AP's shortcomings, I get the feeling we're looking at early versions and that these tools and processes will improve with updates. Dodgyb2001 and SrPx 2 Quote Link to comment Share on other sites More sharing options...
Redphoenix Posted August 6, 2018 Share Posted August 6, 2018 On 7/29/2018 at 4:46 PM, WarrenMarshall said: Going to +1 this request. Channel control and being able to save to TGA are important to making inroads into the games industry as a tool ... I know it's slightly offtopic, but if any of the Affinity peeps read this: listen to Warren. Good to see you here, I learned a ton from your tutorials! keithoc and WarrenMarshall 2 Quote Link to comment Share on other sites More sharing options...
WarrenMarshall Posted August 11, 2018 Share Posted August 11, 2018 Thanks Red! Dodgyb2001 and Redphoenix 2 Quote Link to comment Share on other sites More sharing options...
OlaHaldor Posted March 5, 2019 Share Posted March 5, 2019 Still no news about this. I am fighting the current works of channel packing. It's such a hassle and not the least bit enjoyable vs. how Photoshop handles this, which imho is the way to go. Crossing fingers there will be change in future updates. carniphage, Dodgyb2001, YA Gaudet and 1 other 4 Quote Link to comment Share on other sites More sharing options...
thomasp Posted March 7, 2019 Share Posted March 7, 2019 Same here. Would be great to see improvements made to channel paste and the addition of the TGA file format (export). Quote Link to comment Share on other sites More sharing options...
leifm Posted May 22, 2019 Share Posted May 22, 2019 +1 This. Quote Portfolio Youtube Channel Twitter Link to comment Share on other sites More sharing options...
kirk23 Posted May 22, 2019 Share Posted May 22, 2019 As game artist myself I could say those two issues : channel packing and tga export are not critical at all. You could convert png to tga with Xn converter. Just drop in and push "convert" PNG actually have an advantage. You don't have to solidify it before saving as with tgas. And as of channel packing AP dev build already has " procedural texture" live filter where you could set to what exact channel any specific layer ads too. So you have your channel packing working perfectly ok already. In fact AP makes it easier to work with channels by showing you only chosen channel with just a single click and continue to work as usual while in Photoshop it's a pain in the a... because it switches back to rgb once you try to tweak something I would much more prefer they would focus on making AP truly competitive in a non-destructive style of working. Photoshop has transform links in between layers from different mask stacks /clipping groups which allow to do same thing "Height Blend" node does in Substance designer . I mean deep compositing with depth aware. APhoto is very close actually , just needs a checkbox, like lock children or something that would allow to select and scale/move every same color codded layer in sync whatever parent they all each be having. Another things is "Layer comps". They are super helpful in Photoshop to switch in between color/normal/roughness/height versions of a same doc and to export them automatically. Would love to see them in AP export persona. And to make me finally get rid of Substance Designer which I hate really notwithstanding its very flexible nature and where I feel like painting on a canvas with my hands handcuffed behind my back APhoto could just borrow open source node interface from Blender for " procedural texture" filter or just make a few typical things: height to normals, normals to curvature, min/max/distance, edge detection, gradient slope distortion, normal vector distortion. Gradient map we already have. Histogram scan is just same as levels. Well, with those I wouldn't even need any nodes at all. Or maybe do this procedural filter a bit more programmable. Currently I hardly understand a thing. ps, Also please Serif, make those color wheels in color panel RYB color model https://en.wikipedia.org/wiki/RYB_color_model Like what artists have been using since 17 century, with complementary colors selector Quote Link to comment Share on other sites More sharing options...
Staff Patrick Connor Posted July 5, 2019 Staff Share Posted July 5, 2019 Relevant input from Serif added here Quote Patrick Connor Serif Europe Ltd Latest V2 releases on each platform Help make our apps better by joining our beta program! "There is nothing noble in being superior to your fellow man. True nobility lies in being superior to your previous self." W. L. Sheldon Link to comment Share on other sites More sharing options...
Kuso77 Posted December 22, 2020 Share Posted December 22, 2020 I haven't used it extensively yet, but the free JR Macros: Channels that's now available for free makes splitting an image into RGBA and editing them separately much more quick. I recommend giving it a try. Seems very promising. Quote Link to comment Share on other sites More sharing options...
Sandrooo Posted February 20, 2021 Share Posted February 20, 2021 Incredible how I was still googling after my other post and find more and more people asking for really basics Serif isn't able to delivery! Shame the faith put 3 years ago hasn't been even remotely listened to channel packing still requires lots of steps, like a joke of an amount for no reasons, the spare channel flow is something someone would come out after a heavy night at the pub IMHO Will look at JR Macro (by the way as it took me some Googling it is on Gumroad for whoever wants to give it a go) however still, too much work for something that should be copy and paste as in Photoshop or worst in something offered for free like GIMP... Quote Link to comment Share on other sites More sharing options...
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