I started putting toghether a photoshop panel which does brush preset managment a tiny bit better than the default one. Main ideas were: - Groups, because the list is getting large quite quickly - Update a brush, like not having to add new brush preset and open dialog, drag preset into place, delete old one - Easy rearranging via drag&drop, because i dont want to open an extra dialog for that
It progressed nicely over last days, but there are still some things to solve.
Late reply here but how do you read the *.abr file format and how do you display it as a UI element?
Not trying to steal @kio's thunder here, but I'm sooo so close to being done with my brush manager for Photoshop. Been working on it for over a year, it's been one of the hardest tool projects I've ever taken on. Will hopefully be doing a beta test this month. Currently targeting CC 2015 and above unless there's significant demand for CC/2014 support.
This is BrushBox:
Seamless replacement for the default brush preset panel, loads every abr file directly no matter what PS version they were exported from
Grouping system identical to layer panel
Color coding
Search by brush name or type (sampled, elliptical, bristle, erodible, airbrush...)
Set size/hardness/opacity overrides on brushes so you don't have to create new presets just to have different sized versions of the same brush
Nice! Are the dominant colors generator from the image?
From the image on the panel, and you can send there current document or a part of it (if oyu want to put a reference image there for example) Basically it's like having a separate document for reference/palette, but also - can be hidden/shown with hotkey - visible in fullscreen mode - generates dominant colors
Hey there, I finished playing INSIDE from Playdead (it's just a masterpiece) and I looked at all the whitepapers, there are so much awesome stuff. I am currently working on integrating all the lighting tech into Unity.
Hey there, I finished playing INSIDE from Playdead (it's just a masterpiece) and I looked at all the whitepapers, there are so much awesome stuff. I am currently working on integrating all the lighting tech into Unity.
Hey man where did you found some technical stuff about Inside. I was looking for it , but coulnd't find even a bit about it. Thanks in advance for sending some links and stuff about it!
Wow.. so many awesome things here! Can't believe I've missed this thread until now. @solarnoise That is something that I have wanted to do for a while, I've felt it has been missing! Looks very nice!
Not trying to steal @kio's thunder here, but I'm sooo so close to being done with my brush manager for Photoshop. Been working on it for over a year, it's been one of the hardest tool projects I've ever taken on. Will hopefully be doing a beta test this month. Currently targeting CC 2015 and above unless there's significant demand for CC/2014 support.
This is BrushBox:
Seamless replacement for the default brush preset panel, loads every abr file directly no matter what PS version they were exported from
Grouping system identical to layer panel
Color coding
Search by brush name or type (sampled, elliptical, bristle, erodible, airbrush...)
Set size/hardness/opacity overrides on brushes so you don't have to create new presets just to have different sized versions of the same brush
Been crying out for this for 5 years. What took you so long!?
Another update... got List view working Can now toggle between Thumbnail grid and List.
Also... Tool Preset support is in! It's required a massive refactor of the tool... I practically re-wrote the entire thing, but I got so many requests that I didn't think I could leave it out at launch.
A new gif. Please excuse the temp buttons:
Lucospade said: Been crying out for this for 5 years. What took you so long!?
Here's a gif showing the Channel Packing part of UDP Set your settings (folder, image settings, mode etc If you're channel packing then setup your group names and the channel you would want them to pack into Save the UDP and then USE it and it will make the folders with their colors and set up your settings from that UDP for your Lazy Saving needs http://polycount.com/discussion/171661/photoshop-extension-lazy-save/p1
I've been looking for a user friendly script like this for a long time. Each one I have tried has fallen short in some aspect and kudos for the documentation. Def going to try this out.
Working on customizing my default marking menu in maya. Guys, i`m going to share this week - how to do that. Probably it`d be interesting for somebody. Really simple to put there your own script by the way!
For those of you working with PyQT5 to build python applications and have been frustrated with creating animated styles for your UI, fear not, for salvation is at hand! I present to you, StyledPyQT
That's cool, what prompted you to create this if you don't mind me asking? Edit: Nevermind I read the your readme on git! Very cool.
I have made a tool that take an high poly sculpt an convert it into a game asset fully textured in one single click while it takes 10 hours currently. I know it sounds too good to be true, but it works and does the job fast and with a clean result for static meshes. My tool will create a low poly at the selected polycount, all your lods, bake all your textures, unfold the UVs, remove the intersections, generate a color map from your cycles diffuse material color or blender render colors, composite your texture (generate a cavity map, top lighting, etc). It will then load the textures and create a lighting setup. I will improve my tool to generate several game assets at once in a future update.
I have just imported the .obj (it keeps the color information) and launched the script and have set the polycount to 3000 and i get this (i did absolutely nothing, just clicked, the color are generated automatically and lights too as i said):
That's not all, it include premade meshes easily editable to create stylized game assets like hairs and cracks. There is also a feature that allows you to draw a shape and generate a mesh from it. You can also generate a billboard and animate a mesh on 3 frames and generate a sprite: I wish more artists would use it because it's completely free! You can download it here: http://linko.projects.free.fr/gametools.zip
Not trying to steal @kio's thunder here, but I'm sooo so close to being done with my brush manager for Photoshop. Been working on it for over a year, it's been one of the hardest tool projects I've ever taken on. Will hopefully be doing a beta test this month. Currently targeting CC 2015 and above unless there's significant demand for CC/2014 support.
This is BrushBox:
Seamless replacement for the default brush preset panel, loads every abr file directly no matter what PS version they were exported from
Grouping system identical to layer panel
Color coding
Search by brush name or type (sampled, elliptical, bristle, erodible, airbrush...)
Set size/hardness/opacity overrides on brushes so you don't have to create new presets just to have different sized versions of the same brush
@solarnoise.. I just dropped in here to say that I love you for making this. I was looking for a meme to express my emotions but I think this will do better (or worse ) https://www.youtube.com/watch?v=QwOU3bnuU0k
Just pushed Lazy Save 1.6.2 live on Gumroad Example of WYSIWYG and Relative Paths being used With the Relative Paths being used, it means you guys might never have to manually set a folder again (if you use consistent folder setups, which I know a lot of you do) http://polycount.com/discussion/comment/2494892/#Comment_2494892
Substance Designer file parser in python. The tool combs an entire Substance library, pulls important information directly from the XML, and then creates a database text file. Eventually the tool will have a UI that allows you to edit these things. This is the current info I am pulling out of a Substance File:
Nice! Ive been contemplating trying to implement something similar. Do you have any any pseudo-code I could peak at?
Not really anything that would be worthwhile I don't think, the code is a basic a XML parser. The complicated part was kind of reverse engineering the XML. I made a really simple Substance file, and made a change to it to see where that info is stored. Renaming things, moving things around, breaking it, then fixing it, and just poking around haha.
creating some spline cutting tools for max resulting in having to implement better polygon triangulation than the standard max offering..... max retriangulate on the left, new implementation on the right..... not without it's issues, works in 2D so may have issues with some non planar polys. It also has difficulties with duplicate points so it the 2 pairs of "end" verts are welded it makes a hash of it. But for my purposes should work well.
creating some spline cutting tools for max resulting in having to implement better polygon triangulation than the standard max offering.....
max retriangulate on the left, new implementation on the right..... not without it's issues, works in 2D so may have issues with some non planar polys. It also has difficulties with duplicate points so it the 2 pairs of "end" verts are welded it makes a hash of it. But for my purposes should work well.
Viewport, showing the base mesh, some control particles and a blender smoke simulation to create the bottom fog:
The project is open source, I'll push some updates to my github (https://github.com/jaelpark/droplet-render) every now and then. No documentation or anything yet, though.
some simplified controllers and custom object for track rig.... A custom "rotator" object keeps the rotation as a parameter not as transform then "spoofs" the display to show the net result. It also has a specialized manipulator so the rotation can be changed in the viewport even though it's a parameter. This object has a companion controller to convert the param to float (so can be used to controller a rotation) The rig uses both a custom path constraint and a combined lookat/position constraint transform controller both simplifies the rig and gives approx 20% performance gains over the native max controllers. There is no parameter wiring, script controllers or expression controllers in the rig btw. Also the reason for a custom path constraint is to have a path constraint that doesn't use keyframes on path percentage track but uses the rotator object to drive it's position on the path
I made a Maya baking interface that
uses Substance Batchtools for the main baking process and then
Imagemagick for some additional functionality not available in
Substance. The
goal of the tool is to streamline and minimize baking setup time, also
to get rid the need to ever leave Maya to bake. From my benchmark
timing tests it takes me about 6-10 min to setup a bake in Knald,
xNormal, Designer, or painter and even more time if you need to do test
bakes or rebakes as you work. My tool cuts that time down to less 20
seconds, and that includes making the cage, exporting meshes, and
naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures
imported into it. Also supports an already existing painter file.
Bardler: that looks amazing. I love keeping things simple by working only in maya, but it's bake tools are terrible compared to the rest. Any chance that'l work with maya 2014?
Replies
This is BrushBox:
my take on working with brush/tools presets in PS:
BrushBox UI finally (almost) done... almost ready for beta testing, can't wait to be able to take a break. I miss having weekends.
Basically it's like having a separate document for reference/palette, but also
- can be hidden/shown with hotkey
- visible in fullscreen mode
- generates dominant colors
I finished playing INSIDE from Playdead (it's just a masterpiece) and I looked at all the whitepapers, there are so much awesome stuff.
I am currently working on integrating all the lighting tech into Unity.
http://www.gdcvault.com/play/1023002/Low-Complexity-High-Fidelity-INSIDE
@solarnoise That is something that I have wanted to do for a while, I've felt it has been missing! Looks very nice!
Can't wait for this, looks great! Is it included with the purchase of Tycoon or a separate purchase?
Also... Tool Preset support is in! It's required a massive refactor of the tool... I practically re-wrote the entire thing, but I got so many requests that I didn't think I could leave it out at launch.
A new gif. Please excuse the temp buttons:
I'M SORRY
Coming soon though!
Here's a gif showing the Channel Packing part of UDP
Set your settings (folder, image settings, mode etc
If you're channel packing then setup your group names and the channel you would want them to pack into
Save the UDP and then USE it and it will make the folders with their colors and set up your settings from that UDP for your Lazy Saving needs
http://polycount.com/discussion/171661/photoshop-extension-lazy-save/p1
I've been looking for a user friendly script like this for a long time. Each one I have tried has fallen short in some aspect and kudos for the documentation. Def going to try this out.
not an anim as such just changing some seed values and a redraw in a script snippet
made some procedural cypresses
Blender Game Tools
I have made a tool that take an high poly sculpt an convert it into a game asset fully textured in one single click while it takes 10 hours currently. I know it sounds too good to be true, but it works and does the job fast and with a clean result for static meshes.My tool will create a low poly at the selected polycount, all your lods, bake all your textures, unfold the UVs, remove the intersections, generate a color map from your cycles diffuse material color or blender render colors, composite your texture (generate a cavity map, top lighting, etc). It will then load the textures and create a lighting setup.
I will improve my tool to generate several game assets at once in a future update.
For example, i have takken this model from alexkovalev1985 with 1 millions triangles: https://www.youtube.com/watch?v=jPLto1ao6yA
I have just imported the .obj (it keeps the color information) and launched the script and have set the polycount to 3000 and i get this (i did absolutely nothing, just clicked, the color are generated automatically and lights too as i said):
That's not all, it include premade meshes easily editable to create stylized game assets like hairs and cracks. There is also a feature that allows you to draw a shape and generate a mesh from it.
You can also generate a billboard and animate a mesh on 3 frames and generate a sprite:
I wish more artists would use it because it's completely free! You can download it here:
http://linko.projects.free.fr/gametools.zip
Official topic: https://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
@solarnoise.. I just dropped in here to say that I love you for making this. I was looking for a meme to express my emotions but I think this will do better (or worse
https://www.youtube.com/watch?v=QwOU3bnuU0k
Example of WYSIWYG and Relative Paths being used
With the Relative Paths being used, it means you guys might never have to manually set a folder again (if you use consistent folder setups, which I know a lot of you do)
http://polycount.com/discussion/comment/2494892/#Comment_2494892
sbs_start
{'FILE PATH': 'DRIVE_LOC_HIDDEN/Metal_Steel_Light_Wear_01.sbs'}
{'LOCATION:': 'DRIVE_LOC_HIDDEN/Metal_Steel_Light_Wear_01'}
{'FILE NAME': 'Metal_Steel_Light_Wear_01.sbs', 'AUTHOR NAME': 'Matt Bard', 'FOLDER NAME': 'Metal_Steel_Light_Wear_01', 'GRAPH NAME': 'Metal_Steel_Light_Wear_01'}
{'RESOURCE FOLDERS': ['Source_Textures']}
{'GRAPH RESOURCES': ['../../../../Substance/Designer_functions/Bard_Normal_Overlay/Bard_Normal_Overlay.sbs']}
{'LOCAL RESOURCES': ['Source_Textures/Metal_Steel_Light_Wear_01_Detail_01.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_02.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_01_basecolor.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_02_normal.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_01.tif', 'Source_Textures/Metal_Steel_Light_Wear_01_Detail_01_normal.tif']}
{'EXTERNAL RESOURCES': []}
{'OUTPUTS': ['albedo', 'normal', 'roughness', 'specularF0', 'height', 'normal_dented']}
Input nodes and Graph resolution:
{'tile_old_rusty_metal_base_v02_norm': [2048, 2048], 'Metal_Steel_Light_Wear_01_Detail_01': [2048, 2048], 'GRAPH RESOLUTION': [2048, 2048], 'Metal_Steel_Light_Wear_01_Detail_02': [4096, 4096], 'diffuse': [2048, 2048]}
sbs_end
max retriangulate on the left, new implementation on the right..... not without it's issues, works in 2D so may have issues with some non planar polys. It also has difficulties with duplicate points so it the 2 pairs of "end" verts are welded it makes a hash of it. But for my purposes should work well.
Any chance you could add support to it?
http://polycount.com/discussion/179622/brusherator-for-photoshop-cc-a-panel-with-brushes-and-more#latest
It's nice and I'm sure you'll get extra business from all the LT users.
Here, just the eye color is changing, but they are a lot more parameters. You can read more on the shader with this article on my website : http://ellenack.com/2016/10/22/easy-eyes-out-soon/
Tonemapped+composited render:
Viewport, showing the base mesh, some control particles and a blender smoke simulation to create the bottom fog:
The project is open source, I'll push some updates to my github (https://github.com/jaelpark/droplet-render) every now and then. No documentation or anything yet, though.
From Spritesheet to Animation (with multi row sheets working )
From Animation to spritesheet (define how many frames per row you want as well)
And Onion skinning in frame by frame timeline
Hoping to make some more (and even extend some more functionality to the Anim to Spreadsheet in the next bit as well)
http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop
some simplified controllers and custom object for track rig....
A custom "rotator" object keeps the rotation as a parameter not as transform then "spoofs" the display to show the net result. It also has a
specialized manipulator so the rotation can be changed in the viewport even though it's a parameter. This object has a companion controller to convert the param to float (so can be used to controller a rotation) The rig uses both a custom path constraint and a combined lookat/position constraint transform controller both simplifies the rig and gives approx 20% performance gains over the native max controllers. There is no parameter wiring, script controllers or expression controllers in the rig btw. Also the reason for a custom path constraint is to have a path constraint that doesn't use keyframes on path percentage track but uses the rotator object to drive it's position on the path
The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing tests it takes me about 6-10 min to setup a bake in Knald, xNormal, Designer, or painter and even more time if you need to do test bakes or rebakes as you work. My tool cuts that time down to less 20 seconds, and that includes making the cage, exporting meshes, and naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures imported into it. Also supports an already existing painter file.