Thanks for the help, all! Almost too much stuff to answer, but for bugs that were reported, I'm on 'em, and I'll try to do an early pass through all the low hanging fruit I can get on the feature side to thin things out. Question answers first - It isn't. It's using the same core as my game engine, and the last release…
I've poked around and there are some libraries I can use to do that. The most complicated part is probably re-saving them after modification and preserving whatever weird stuff PS might (potentially) keep in there. http://everwas.com/2009/04/best-code-comment-ever/
Actually I'm not a Unity dev - this is me - http://rebelgalaxy.com So it's just C++ code and based off my current game engine (actually the game I'm working on now has 3D painting as part of it, so this grew out of it) AO baking is already in there! If you'd like to test, shoot me an email at travisbadlree@gmail.com
What ive tried so far has been awesome. Hoping to get more time with this soon. A couple of notes: Would love to have uv2 support and be able to set it per map. Could be cool to have diffuse in uv1, than have a secondarry diffuse in uv2 that can have its own blend mode. Im thinking about, for example, the ability to paint…
GPU : I have considered it, but as the layer stack grows and I need to compile it (and take into account adjustment layers) - I haven't come up with a good way to keep that offloaded - too complicated, too much data. I also have to sample from it for things like clone and smudge, so unless I find a way to basically…
Hey all. I ended up making a fairly full-featured 3D painting application as an offshoot of the game I'm currently working on, that I think might be generally useful. If it's something that anyone would actually want, I'm probably looking at eventually releasing it as a cheapo 30 or 40 dollar thingy, but hey, how would you…
Ooookay - it's late, and I didn't quite make monday. But close. Version .38 is up - if you exit and restart Steam it should patch (if it hasn't already) I'll go through my backlog of emails and send out keys to new requesters now that this version is live. Changes: *Fixed blur/sharpen undo/redo bug *Fixed opacity issue…
Hi there, did some testing with 0.42 version. Only doodling on supplied demo models, but here are some thoughts on feel/functionality of tools. Edit: Well - it's easy to ask for features, any way great work so far! This could end up being a true alternative for quick texture painting. Small issues 1. Couldn't get picker…
@travisbaldree thanks for the tip with the projector brush to overpaint seams. bug; Eraser works only when there is more than one Layer available - but the user can paint ontop of Layer 1 (while the layer modes are deactivated)
He's working on a way to let the color picker work anywhere on the screen, so you can use any image viewer you want :) There are currently two naviagation styles, one of which basically mirrors the Maya control sceme (alt+lmb/mmb/rmb), and full customization is coming.