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Is this program still being worked on?

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Read development vlog: Where the hell is next update?

btw. bought it few days ago, working on mac through wine. No problems. All functionality is working and no bugs so far. Go for it!

hey! can you tell me how you got this to work with wine? any special settings? just tried to open the .exe but it only keeps showing the godot engine logo.

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I got it working through Crossover 24.0 with Wine 9.0, using standart win10 64bit bottle and disabled high resolution mode. I had to move the folder to bottle location and I remember to have some trouble to make the crossover register .exe file, so the exe file showed correctly in Crossover/MacOS Applications so i did not had to open crossover each time when I wanted to launch the UBP. Also DXVK, Esync, Msync disabled. Hope this helps!

Gonna try that out as soon as I find the time. Thank you for the detailed explanation!

Does this program let you select faces and only paint within those faces?

More or less, yes.
You can select Faces-\UV-Islands with the Selection tool to draw only on this one. But single faces are not, you just have to use the normal rectangle selection tool.

Thx for the response! That should be good, thank you.

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im loving the program and its exactly what i was looking for.

only real bug ive found is that while drawing on the model itself, 2 different brush strokes tend to make a connected line to each other. i cant seem to figure out whats causing it. but if you have any insight id greatly appreciate it <3

(+1)

I played around using demo but I’m pretty new to texturing. Can you guys suggest me a tutorial series? or how to learn this tool?

I really like this program and it's my go to for painting. Do you know if you can export a version that can run on arm linux? I'm trying to get it running off an orange pi 5. For a bit it was running through box64 but has started to crash whenever I start it.

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Is there going to be more updates in the future?

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Hi, mhh … yes, I hope in the far to midterm future. But currently I’m busy with my family. But at least I want to fix the bugs

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Hey, just wanted to say I checked this out on my stream yesterday.  UI seems very clean and polished so far!  I'm sure there's a million things you want to add, but one thing I would really love is the ability to have fill layers with masks, so it's easy to change the entire material of certain aspects of something.  That's my typical workflow with Substance: set the color, roughness, etc. for the whole layer then mask off the areas that should use those values.

I did run into a bug when I was trying to rectangle select with shift held to select multiple areas.  It kept failing to select a certain area, then when it finally did, the fill tool failed to fill that area, like the visual didn't match with what was actually selected.  

I also struggled to zoom in far enough, but later discovered it was possible to scale the model.  Might be useful to allow more zoom by default.

I know sometimes it's useful to see somebody else using your stuff, so here's the Twitch VOD of my development stream.  It'll only be around for a couple weeks:

https://www.twitch.tv/videos/1917332892 I start using Union Bytes Painter at around 2h23m

Hello,

I will happily watch you stream on the weekend and looking forward to it. It’s always nice to see other people use the software.

I also planned to do tutorials, but I don’t like my voice ^^ and I'm never alone at home, so it's allays noisy. But I really need to make some, because It looks like a lot of people can’t find all features. And I want to have tutorials to give the people a feeling for the workflow, how I made my stuff. Like the creating and useful using of own decals. etc. 

So thank you very much, for purchasing it and showing it in your stream.

(+1)

Hi there! I've been having a small issue with the unlit view.  It seems UBP transforms the color unpredictably between the texture and the rendered model.  

This isn't a complete blocker, as colors seem to be relatively accurate when using the lit view, but the lighting can sometimes obscure details I'd like to work on.

(Also, for anybody who comes to the comments looking for a fix for color accuracy issues - I was having issues getting accurate color picks from the eyedropper until I switched the color picker to raw RGB values and the texture to "Color" mode rather than "Full." Now it works great!)

Hi,

yes the problem I know, this is kind of GODOT problem.

The same problem I have with the brush preview, so tricked a bit around in the preview shader to get as close as possible.

But, thank you very much for the hint, to solve the problem you described. It will help me and a lot of other peoples

(+1)

Just a heads up -- I don't think importing .ase color palettes works. For some reason I can only import .gpl

Not a huge deal, but a mild inconvenience for sure.

Thank you very much for reporting the bug. I need to have a look into it, as soon I will have time for it. 

(+1)

Hi, just curious, do you plan to release the software also on steam at some point?

Hi, sorry for the late answer.

Maybe when it's finished, but currently not

(+1)

Seems the tool got some update that make it always get stuck on loading.

(+1)

I installed my graphics drivers and now work.

:O

Hi, thank you for the feedback.

(2 edits) (+1)

FIXED
Changing the Mesh Scale in the Project Settings changes the pivot point of the mesh, so the camera does not turn around the original mesh.
Reseting the camera will not reset to the pivot point of the mesh, you will still cycle around an empty point in space


(+1)

Oh, I will look into it. 

Thank you for reporting the bug.

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Hey, there just realized, that this "bug" wasnt a bug. When exporting my meshes my piviot point got changed, and because of that it was not centered anymore.
So thers no bug.
Thanks for your work and this program ! <3

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Hello, I bought this quite a while ago and have only recently been using this so I wanted to say thank you for developing this software. It's been really cool getting my low poly models to pop out significantly in comparison to the usual 3d software, especially due to the more focused attention on texturing in pixel art fashion as opposed to the usual 3d texturing one would expect.

So far, I have been having a good time and ease with working with this so far. I still need to master the layering aspect to maximize the emissions and metallic functions of the textures I want but it's much easier and has been ironically helpful in understanding the way texturing 3D models work. 

I am hoping to work with 512 x 512 textures, however, I don't know how to get pass this small restriction of 128 x 128. Regardless of this I have been able to get much needed quality low poly textures for the projects I wanted to work on (especially the emissions and metallic maps, that is something I highly appreciate as an individual who only recently got into texturing models, I feel like a master now!)

Hope to hear from you soon in regards to an update, this has been a much more exciting endeavor for me who admittedly is a novice. The results thus far have been phenomenal and make workflows that were once tedious that much shorter and more fun in terms of experimentation.

I can surely say that I recommend this for newbies and pro indie game developers alike.

Hi,

Omg, now it's getting really embarrassing, I have to first sincerely apologize for this very, very late answer.

Well, I'm really sorry.

 You can work with textures up to 512 x 512 this is the maximum resolution but it’s possible.

 Thank you very much.

Kind Regards.

Hello there, I understand that you've been busy with duties in real life on top of working on your own projects. There is no need to apologize.

Thank you for clarifying the maximum size for the textures. This will add much more detail to the models and make them really eye catching. 

Since last time I commented I made a few low poly guns and even an underground mining tunnel with textures made in Union Bytes. The experimentation was fun and felt like I was in school again with how easy it was when I got used to the layout, as well as how powerful it was. I even imported it into Blender and with the textures I was able to cut down on the workflow time for my projects.

Ome again thank you so much for the response and your efforts on this powerful software.

Take care UnionBytes!

Used to work on my computer when I had Nvidia 1070. I have a Radeon 6900xt, and Godot “starts” and shows the logo, then it crashes to desktop. Sucks. I really liked the program.

Mhh I don't understand this. I extra bought a AMD Radeon RX 7600 to test it with the newest AMD Software: Adrenalin Edition for Radeon™ RX 7600 Win 11 Driver and everything works fine. I don't understand it and I cant reproduce the Error with my system. I wasted 300 € for nothing :(

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Can you make some kind of debug build with automatic logging? I could test it and send the log – if there’s any info to be gained from there. I don’t really understand it myself, and I’m kind of wondering if there’s something off with my settings.

edit: I’m on Windows 10, because Microsoft doesn’t allow 11 on my computer. Not supported and whatever. I’ll have to give it a spin on Linux. New drivers, Virus, etc, all checked no go. I can also tell that older version I had on my cloud had the same issue. I can’t be sure what version it was, because I deleted it already and got the new version, thinking that the issue was old version of the software. If I had to giess, I’d say it’s the very least 1 year ago. I downloaded your first version and used it quite a bit. But I can’t remember if I updated it afterwards – then I had to concentrate on other projects.

(+1)

Well, it works perfectly fine on Linux (OpenSuse Tumbleweed & Manjaro). So… yeah, OS is the issue.

Tried using the Demo, but it just crashes immediately after the Godot Splash screen, nothing in the Event Viewer and no visible logs I am aware of.

I am using an AMD Radeon RX 5700 XT and AMD Ryzen 7 3700x. I can't say why it crashes as I have more experience with Unreal Engine than Godot, but if you need someone to help test AMD, I would be willing.

Do not work under AMD Cards with new Drivers. Will there come a new Version build up on Godotengine 4?

Okay, that's bad. 

I need to organize an AMD card soon, because I never heard problems with Nvidia cards which I have.

Currently I can't test it because I don't have an AMD card, I just can hope they fix this soon.

It's currently not planned to switch to Godot 4. But as soon a new Godot 3.x Version is out i will update it, in hope it will help.

(+1)

It is working again with newest amd driver 23.7.1

Hello, was wondering by what you mean by "It can be unstable and mess up your files", Do you mean mess up the file I'm currently working on or all files on pc?

Hio, it was meant for the created files.

But it's just a text I found in the Internet, because it is is early access and I wanted to be safe. But the file system is finished and there a no problems.

I guess I will remove this part with the next update when I will have time.

Kind regards

Hey I was wondering if, since you added the ability to export inverted grayscales, you could also add the ability to invert channels when you import textures. Right now, if I want export a mask texture with inverted roughness, change it, and then import it back, I have to manually invert the channel in an external editor first.

It would save me some time and be really appreciate it! 

Thanks again for your continued development.

Hey, great little app!
3 things:
#1 is I seem to have a weird bug where when I draw, then lift my mouse, then draw again, it draws a line that connects them. Almost like I'm pressing shift, but I'm not. And it makes any drawing impossible.

#2 is that Mirror seems to only work on the 2D screen, which makes it sort of impossible to use for me since my UVs aren't lined up that way. Is there a way/plans to have a proper 3D mirror?

#3 A small gripe, but any chance of a future FBX file type option?

Thanks, let me know!

I can confirm I also have the issue you mention in your first point. Another person mentions it further into the comments below (with a handy video). I'd love for this to be fixed because the program seems to be exactly what I'm looking for otherwise.

Hi,

thank you very much.

To #1: Yes I know this bug, but unfortunately I can’t reproduce this bug. I have 3 different Systems and on none of these systems I got the bug. It must be problem with Godot and the Event-Handling on this system. I spend already a lot of time to find the problem, but it’s hard when I can’t reproduce the bug. But I will stay on it.

To #2: The work of the Mirror (only in 2D) was on purpose. Because I thought the program is made to use just for pixel art, but if you mirror in 3D it can causes some problems with the pixel positioning \ pixel shifts.

To #3: The FBX file importer is a bit complex one. I also thought about it, but I would need to find a C# import library which is easy to implement. Also, I don’t know how it is with the licensing.

Kind regards

Hope that will help to find bug #1:
- i noticed that this bug will only appear if u try to draw directly on the 3d View of the mesh.
- if u draw on the texture view it will not appear 

hope that info helps

Wow, this looks amazing!

Couldn't test it yet as a Mac user, but it looks really promising. So +1 for macOS support (I know you'd need a Mac...).

Not sure if the following already is supported, but it'd be great if the brush could be used with dithering stencils.

So one could simply paint any color with one of the 8 (or more) classic dithering patterns.

PS: Just saw it's possible to cross compile Godot apps for macOS from Linux: Link

Maybe this would be a solution?

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Thank you. As soon I have some time, I will check it out. But I can't promise anything ^^ because I have also no experience with Linux. I'm already happy, that I could setup a linux pc which can run my programm :)

I'm a child of DOS and Windows (since Version 3.1)

But I will see.

hey just wanted to see if there was any progress with a mac version? i'm also on mac and would love to try the program. thanks!

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