what's good for texture painting these days?
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
@aeva the only notable one I've heard of is this but it's technically alpha https://armorpaint.org/
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@aeva the only notable one I've heard of is this but it's technically alpha https://armorpaint.org/
@pupxel looks dope ty
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@aeva and $20 if you don't know how to compile lol
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@aeva and $20 if you don't know how to compile lol
@pupxel I don't mind giving them 20 bucks
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
@aeva there's also this though the paint mode in it is kinda hidden away https://materialmaker.org/
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
@aeva Have you tried Ucupaint? It's a free open source addon for Blender, with lots of features for painting multiple layers with channels, masks, baking, etc.
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@aeva Have you tried Ucupaint? It's a free open source addon for Blender, with lots of features for painting multiple layers with channels, masks, baking, etc.
@starsider I haven't and that sounds interesting, but the problem with blender is i'm not confident i know how to get it to render with a neutral sRGB and standard gamma curve or better yet my monitor's actual color profile. Blender luuurves to color grade even when you tell it not to
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@starsider I haven't and that sounds interesting, but the problem with blender is i'm not confident i know how to get it to render with a neutral sRGB and standard gamma curve or better yet my monitor's actual color profile. Blender luuurves to color grade even when you tell it not to
@aeva I don't have that problem. Just be aware that Blender color grading settings are in several places at the same time. The main one is in the Render tab, while the Output tab has another one with a switch to use it or not use it. Then each image you load can have its own color space (which is sRGB by default for SDR images, I think). You should be able to test this by just rendering some texture on a plane, image connected to the output directly or through an "emission" shader node. Or a plain RGB value to see if it matches the expected gamma-corrected value.
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@aeva I don't have that problem. Just be aware that Blender color grading settings are in several places at the same time. The main one is in the Render tab, while the Output tab has another one with a switch to use it or not use it. Then each image you load can have its own color space (which is sRGB by default for SDR images, I think). You should be able to test this by just rendering some texture on a plane, image connected to the output directly or through an "emission" shader node. Or a plain RGB value to see if it matches the expected gamma-corrected value.
@starsider trust me that i do have this problem