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#armorpaint

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Matthew “Evie” Musselwhite :maybe_verified: :verifieddemigirl:<p>It's been a hot minute, but I'm doing a new "Behind The Crystal" livestream on YouTube - come say hi! :nkoWave: <br><a href="https://www.youtube.com/live/NI_ctF7447E" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">youtube.com/live/NI_ctF7447E</span><span class="invisible"></span></a></p><p><a href="https://tech.lgbt/tags/armorpaint" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>armorpaint</span></a> <a href="https://tech.lgbt/tags/texturing" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>texturing</span></a> <a href="https://tech.lgbt/tags/workinprogress" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>workinprogress</span></a></p>
Matthew “Evie” Musselwhite :maybe_verified: :verifieddemigirl:<p>So here's something I'm proud off and that is these thread helixs on soem exposed bolts for a model I'm texturing! I'm glad, like Substance Painter, you can disable unwanted channels on a specific layer in Armorpaint - So I can do these helixs by just creating a material only having "Normal" data, while having the Diffuse and Metallic maps from a different layer which I very much approve! :apartyblobcat: </p><p><a href="https://tech.lgbt/tags/armorpaint" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>armorpaint</span></a> <a href="https://tech.lgbt/tags/texturing" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>texturing</span></a> <a href="https://tech.lgbt/tags/workinprogress" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>workinprogress</span></a></p>
Matthew “Evie” Musselwhite :maybe_verified: :verifieddemigirl:<p>Changing subject to something a little more my wheelhouse: I've been texturing a prop for a Blender test-project while learning ArmorPaint and I have done a really nice radiator grille effect. I'm very pleased on how it looks as it gives off the look I wanted (if you don't look too close)! There is some teething pain transitioning from SP2019 to AP; but I think the results so far are worth it! :apartyblobcat: </p><p>In case anyone is wondering how I did the grille, I have posted the node graph I did for you to study on my Tumblr. :ablobcatnodfast: <br><a href="https://crystallisedentertainment.tumblr.com/post/780915398111641600/i-couldnt-leave-things-alone-and-i-knew-the" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">crystallisedentertainment.tumb</span><span class="invisible">lr.com/post/780915398111641600/i-couldnt-leave-things-alone-and-i-knew-the</span></a></p><p><a href="https://tech.lgbt/tags/armorpaint" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>armorpaint</span></a> <a href="https://tech.lgbt/tags/texturing" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>texturing</span></a> <a href="https://tech.lgbt/tags/workinprogress" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>workinprogress</span></a></p>
Matthew “Evie” Musselwhite :maybe_verified: :verifieddemigirl:<p>So over the last few weeks I've been busy porting <a href="https://polyhaven.com" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">polyhaven.com</span><span class="invisible"></span></a>'s textures to be compatible with Armorpaint. I'm using PolyHaven as that is one of the services AP's cloud uses; but that doesn't work for me, and I prefer local copies anyways.</p><p>I noticed a weird bug when importing the .blend's into Armorpaint where a black void appears in the centre of the material and in some cases is entirely the wrong colour (as seen in image 1)... I spent some time troubleshooting and I've concluded something is off with the actual import tool as the base textures is fine if I just drag them in manually.</p><p>I'm now going back on the 15 I've imported so far and replacing the affected textures (and adding the missing Height maps where applicable), but thankfully I've discovered this issue before I had done the entire lot! This is taking up time, but I am glad I discovered the cause when I did. :ablobcatnodfast: </p><p><a href="https://tech.lgbt/tags/armorpaint" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>armorpaint</span></a> <a href="https://tech.lgbt/tags/texturing" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>texturing</span></a></p>
vododovoodvod<p>Can I bake normal maps from high poly to low poly in Armor Paint? </p><p>I&#39;m considering switching from Substance Painter, but online resources are not as detailed as I would prefer.</p><p><a href="https://mastodon.gamedev.place/tags/substancepainter" class="mention hashtag" rel="tag">#<span>substancepainter</span></a> <a href="https://mastodon.gamedev.place/tags/armorpaint" class="mention hashtag" rel="tag">#<span>armorpaint</span></a> <a href="https://mastodon.gamedev.place/tags/textures" class="mention hashtag" rel="tag">#<span>textures</span></a></p>
BrysonHere's a stein I made a long time ago now. It was modeled and rendered in Blender, but textured in Armorpaint. <br> <a href="https://pixelfed.social/discover/tags/3dart?src=hash" class="u-url hashtag" rel="nofollow noopener noreferrer" target="_blank">#3dart</a> <a href="https://pixelfed.social/discover/tags/armorpaint?src=hash" class="u-url hashtag" rel="nofollow noopener noreferrer" target="_blank">#armorpaint</a> <a href="https://pixelfed.social/discover/tags/blender?src=hash" class="u-url hashtag" rel="nofollow noopener noreferrer" target="_blank">#blender</a> <a href="https://pixelfed.social/discover/tags/blender3d?src=hash" class="u-url hashtag" rel="nofollow noopener noreferrer" target="_blank">#blender3d</a>