I was about to start learning that and since that announcement I just don't have the heart to learn an Adobe tool after years of trying to rid myself of anything Adobe. If you could support the new open standards like alembic, UDIMMs, USD, Hydra, OSL, MaterialX,, keep it lean and fast (at least on modern hardware), use the same interface style as the other Affinity apps and price it reasonably and you'll have a winner! I grieve that Substance got bought by Adobe. Maps displayed and editable in 2D in Affinity Photo and in 3D similarly editable displayed with good modern shaders/materials in a "Affinity 3DCreate" window beside it. Even in a stand alone app that displayed the 3D side and talked to Affinity Photo side by side. I think it's only going to get more common, support for 3D content creation and for 2D designers to have amazing 3D tools to end up in 2D imagery, which in turn would be great for matte painters. But given the state of 3D on the PC I think it wouldn't have to hurt that much, and sure, make it a plugin/option so everyone is happy. I too want my photo/paint editor to be lean and fast and not cluttered. I'd love to see a good, elegant 3D paint/material feature. Marmoset, 3d coat, MAri, free Blender or super simple Armor Paint which you could build yourself for free. Would love something artist friendly unlike Adobe Substance Designer and less toyish and useless than AlchemistĪs of painting all this on 3d mesh I am not interested. ( I don't understand a thing in current "procedural" filter) "Layer comps" for material channels with export persona exporting them etc Image warping loops aka slope blur, few easily adjustable noises and direction input deformers and probably a node based interface to make your own live filters. Live filters usable for modern materials like height to normal map or cavity. Easy dynamically calculating masks without insane layer stack. Depth combine ( we need transform links for that). Multichannel editing through height, roughness, normal maps. If they ate willing to make improvements for game art I'd rather expect some features and live effects useful to work with modern RBR materials and their compositing.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |