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Work in Progress / DarkPaint Return ?

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OldPMan
TGC Store Seller
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Posted: 10th Mar 2014 08:44 Edited at: 10th Mar 2014 09:42
Hi everyone!
Just recently, I noticed that he had lost control of the host my site on which I put DarkPaint.

I decided to modify it. Now I create visuals to describe the operation in which the new version has several new features and shortcomings of previous version removed.

Blur added for all channels and implemented system undo changes (Cntrl + Z)

Until complete me only a few days of work.
In the meantime, here's a little video and the rough description.



Very soon I will introduce an updated version.

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Mobiius
Valued Member
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 10th Mar 2014 20:11
Looking good!

wattywatts
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Joined: 25th May 2009
Location: Michigan
Posted: 10th Mar 2014 20:56
Wow, normal mapping from within the editor? Are those premade texture sets then? It looks good! Can you map the UV's like in 3dcoat?

New sig coming soon..
Chris Tate
DBPro Master
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Location: London, England
Posted: 10th Mar 2014 22:37
Very nice

OldPMan
TGC Store Seller
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Posted: 11th Mar 2014 04:35 Edited at: 11th Mar 2014 05:11
Thanks for the praise.
Wattywatts, if you use a brush with a texture that premade.
If the brush is color - normalmap calculated from heightmap.
UV map is modified only - non animated objects, mainly for primitives.


like this



JLMoondog
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Location: Paradox
Posted: 11th Mar 2014 14:32
Oh wow, when can we get our hands on this? It looks really good! How easy is it to implement your own texture sets? And is it possible to import a model that already has normal map info for the entire mesh?

Keep up the good work.

OldPMan
TGC Store Seller
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Posted: 11th Mar 2014 15:21 Edited at: 11th Mar 2014 19:12
Hi JLMoondog.
Quote: "Oh wow, when can we get our hands on this?"

I plan to finish up on March 20-25.
Maybe I'll try to sell DarkPaint. I wonder for how much I could sell it. Any suggestions?

Quote: "How easy is it to implement your own texture sets?"

In order to add your stuff to the library you will need three images in the format. DDS without Mip-Map. They need to be put in a folder "LIB_textures" of DarkPaint applications.

For Example:
Names of images-----Chenels per image
BrickRED.dds----------Diffuse and Alpha
BrickRED_N.dds------Normal and Specular(in alpha)
BrickRED_H.dds------Height

Quote: "And is it possible to import a model that already has normal map info for the entire mesh? "


very simple.
import object.
press the button to texture.
find the image you want to diffuse.
open.
important - that next to him were the other textures - normalmap + specular and heightmap

For Example:
. Load texture for all chanels .
. Selecting a file for the channel diffuse+alpha , other channels are
automatically loaded.
Example:
If you select the name of the texture to diffuse+alpha = box.dds
That automatically load images for channels:
Normalmap + Specularmap = box_N.dds
Heightmap = box_H.dds .



MrValentine
AGK Backer
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Playing: FFVII
Posted: 11th Mar 2014 19:19
Very Cool!
I doubt if I tried this it would be as feature rich!

Well Done!


Jerry Tremble
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 18th Mar 2014 14:58
Wow, that's awesome! You should definitely sell it as long as it's stable! I'd be willing to pay $50-$100 (US) for something like that. (Basing that on Ultimate Unwrap's pricing, which I currently use) I think you might be able to get more for it, but pricing it out of too many people's pockets and you probably won't sell too many. Just one question, maybe I missed it, does it run on Win 8.1? Personally, I hate 8.1 more than 8.0, but MS conned me into switching and compatibility took a nose-dive. Now I'm stuck there unless I want to completely reinstall everything which takes me about 2 days.
OldPMan
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Posted: 25th Mar 2014 10:38
Hi!
Thanks for kind words.

A few days later I finish the full version. Added heightmap channel brush stamp.
If there is a wish to participate in the beta test please contact me.

@ Jerry Tremble - would not want to disappoint you, but until UV maping in DARKPAINT more focused on mapping primitives, but there are plans to implement more like in Unfold3D (hopefully it will).

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