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@luboslenco So I bit the bullet and purchased Armor Paint for Android. Would really like to hear back from the dev ;) |
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Sorry for late reply. Pushed several android updates recently so hopefully the experience is getting better. What would you like to get improved the most? For non-pbr projects the roughness / metalness could be ignored I guess. Maybe a dedicated non-pbr viewport shading could also be added, like we do for celshading (by enabling |
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Just to chime in what I wanted (and failed) to do. Problem 1: materials (that node thing) can only be used by brushes, not objects/viewport. But the viewport shader glsl can be replaced by a plugin, so it's not the end of the world (you just have to make sure you load the right plugin with the right file). Problem 2: you can't add other components to the layers. Digging around the code it looks like armorpaint was build with the assumption that a layer = 3 RGBA textures and period, noone on the Earth would need more than that anytime in the past, present or future. I was thinking about abusing, like, roughness to store something else, but then I have the problem that layer merging works differently for color and non-color textures, so I'd be pretty much confined to a single layer then. And even a hacky way of adding a new image to LayerSlot and handle it would require me to edit the code at hundreds of places, not something I'd like to do. Is there any plan to do something about problem 2? I know, it's a big refactor to allow armorpaint to have arbitrary channels/additional data stored, but it would make it immensely more powerful. |
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Hello,
I'd like to paint on my Android tablet on a low-poly 3D model with pre-baked (in Blender or elsewhere) AO/curvature texture as reference (in a separate layer). The goal is to end up with something like good ol' Quake 1 character skin (doesn't have to be pixely - in-game shader will make it so).
Is Armor Paint well-suited for something like that or is it strictly for PBR painting ?
Thanks
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