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I would like to know if the tool "mirror" only works on 2D canvas? not in the 3D? I would also know if there is a commando for select and deselect quick . and the last question, it is compatible with HUION tablets? or any huion special setting? (my brushtrokes are soft not crispy)

Yes, the „Mirror“-Tool works only in 2D Workspace; the reason why, is the way the 3D painting works currently. Otherwise, I would need to integrate a projection mode for each pixel which would give strange results if you wanted “pixel art”, like half pixels and gradients where you don’t like one to have.

You can switch fast between the selection and the brush tool by using the number-keys [1-9]. In the selection tool [LMB] is selection and [RMB] deselect. But this will change in the future by adding new tools I need to change this system.

Drawing Tablets \ Pens are currently not supported, because I thought it’s not needed for pixel art ^^, but looks like I was wrong. A few people like to have pen support, so maybe I will add it in the future.

Ok thank you so much! great work to build this awesome tool...any last question... if I only want to paint a roughness part? for example an axe...wood/metal...I only want roughness on the metal part... I only paint in the roughness contribution? I mean the roightness map? thank you so much

You can draw only on the roughness channel by disable \ enable the other channels by clicking on the channel previews, in the middle bottom of the window.  

And if you like to draw only on a small area of that channel, you can use the selection tool to limit the area.

is necessarty to bake the normal map? or it is automatically? I mean when I paint, I paint in "full" or "color".. but in some are I need to control the normal, for example the face, I just want to paint the nostril, the ears and the eyebrown normal influence. Should I switch to the "normal" contribution only? (using the middle botton windows to select the normal contribution?)  I asked because when I export my normal map and the roughness map are flat. thank you.

No, it’s not necessary to bake the normal map. The normal map is generated from the height map on the fly. The default height level is 0.5. So, you need adjust the brush height level, all above 0.5 is positive, anything below 0.5 is negative. After you painted in the height map, the normal map gets automatically generated.

So, to paint only the height, you can disable each other channel individually by clicking on the preview image in the bottom. A "green" border means it is activated.

The list in the left bottom corner is only to select the current shown channel in the 2D View.

Normally it should export your normal map. Can you send me or post a screenshot of your export settings and your height map in the software? Maybe it’s a bug that your normal map doesn’t get exported. Please post it here or send me an email at support@unionbytes.de.

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Works now! I decided to explain my process... As you mentione previously , to see the "normal map" and "height map" on the exported-folder ,you need to pay attention to the height map contribution and the "layer" by it self... I forget to check the "layer" thta is very importan (I consue the layer stack with the layer's contribution) ... so I go to the material and choose the influence of the height map and the go to layer and start to see if everything it is ok... and also I swtich with "c" the differents maps (color,height,roughness) to see if I am paintng...and then once I happy with, go to export and think what's about normal map direction (green channel) opengl (blender or unity)

Okay, good. So it works now?

Yes, for Unity you need the OpenGL normal map. Unreal Engine needs the export as DirectX normal map.

Yes it is work now! I was confused because In the past I used substance painter, and there are some similar stuff, and other are different. So I am continue develop my workflow, thank you for this awesome robust app . And last question for today? is it possible to rename the layers? or create a label to work with? thanks.

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Yes you can rename the Layer, it's also in the layer tab, where you can change the blending mode and intensity of a layer, on side of the material tab. The right field from the layer color button.