3 ms·
v0.9 might have changed a thing or two, but my prior experiences: - irritating camera controls, difficult to account for unit scales outside of unity/unreal ex
by 0x69420 4y ago
v0.9 might have changed a thing or two, but my prior experiences:
- irritating camera controls, difficult to account for unit scales outside of unity/unreal expectations (good luck painting something measured in HU), overall anaemic 3d viewport
- file loads block the whole app so have fun importing 8192x8192 textures
- good luck getting the results you want out of half the tools
- layer system is truly baffling
- overall doesn't feel like an alpha but a pre-alpha. or a hackathon proof-of-concept.
- charging for the binaries isn't charging for a piece of software worth $19; it's charging to not be forced to install visual studio on your windows machine. if you are on nixos, a ready-made nix expression [1] exists to let you take it out for a spin
- armorpaint being as miserable as it was let me to discover layer painter for blender [2] which is an infinitely superior experience and you can patch things into the shader workflows you've already accounted for in blender
[1] https://github.com/Shou/nixos-configuration/blob/f64a89d4631d1896de2bb1570490b9c5df1ddd73/pkgs/armorpaint/default.nix https://github.com/Shou/nixos-configuration/blob/f64a89d4631...
[2] https://github.com/joshuaKnauber/layer_painter https://github.com/joshuaKnauber/layer_painter
- Daub 4y ago> layer system is truly baffling In my opinion, that can be no easy use of a 3D painting app. 3D painting is inherently complex. Firstly, there are the many component layers of a material; roughness, bump etc. Then there are the baked Maps which are employed by the app in order to Define where the textures are going to be wighted. for example, the normal to Define dust falling from above, the ambient occlusion to Define dust falling into crevices etc. These are, effectively, masks. Add to that are the blend modes using which these layers are all combined. For example the ambient occlusion is combined with the color through a multiply blend mode. In summary, painting a texture on a 3D object is truly a pan dimensional problem. Should you wish, Read our teaching material on Substance Painter here: https://rmit.instructure.com/courses/87565/modules#module_749874 https://rmit.instructure.com/courses/87565/modules#module_74...
- 0x69420 4y agoi find the layer system in, i.e. blender layer painter to be perfectly sensible; this should be the case for anyone who's had cause to work in separate RGBA channels in normal graphics apps i more meant the interface to armorpaint's layers is borderline unworkable. it feels like the no-man's land of having a floating selection above an active mask in gimp, but for the entire layer ui
- Daub 4y agoBtw, did you know that this app is built on top of Blender's node system?