Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 62 to 76 of 76 · Previous page · First page
(+1)

Feel free to delete this comment, but there is a typo I think, it says “Testet” but should probably be “Tested”.

(1 edit) (+1)

Thank you for the hint^^ 
Yeah I'm german, so sometimes I write all with hard pronunciation at the end like in the german language. :)

How to use my model created in blender in this app??

You export it as a Wavefront (*.obj) file in blender. Then in the Export Window you select: "Limit to [X] Selection Only".

This obj-File you can import in UnionBytes Painter.

thanks i am using it now. Suggestion, add wireframe option on 3d model. Add channel views to 3d model (same as 2d/UV)
(+1)

Thank you for the Feedback, I will write it to my ToDo list. From which I evaluate what to do next from Update to Update.

stuck on godot game engine page? pls help

(2 edits)

Do you start the it over the Itch.io App? Or did you download it over browser in the zip file?

Someone had already the same problem, but it was just with the Itch.io app.

downloaded it in the zip

(1 edit)

Can you write me your system specs in an email at: support@unionbytes.de

Do you have a dedicated graphics card?

PS: Sorry for the inconvenience

no worries, I do have a dedicated graphics card but I will be getting a new computer soon and I will test It then. 

(1 edit)

Rotate and Move mouse hotkeys seem to be reversed.

You mean from Workspace and 3D Preview? On the 3D preview it's like in blender and in the workspace like a normal drawing program. This was currently on purpose. But do you think it's irritating?

Hi, Awesome app. Would be cool if you add more symmetry options (move symmetry, horizontal ) Overrall, great tool!

(+1)

Thank you very much. I also thought about to add the horizontal mirror. So I guess I will add it definitely later. But it's a good hint with the moving symmetry. I will note it and look that I can implement it

Any plans for index mode or limited color palette support?

Currently not, If I Implement it, then I can't run all the filters and masks generator, because they create mostly shades.  If I would do this, I would need to disable some filters and mask generators.

Maybe later, so i will note it.

(1 edit)

Something that I think would be really useful is World/Environment support. I have edited the environment in some of my 3D projects and having it here would help match colors and stuff. So allow people to upload those files

Okay, thank you for the Feedback, i will write it to my list and I will check, if it will function with godot while runtime.

Tested the Linux demo and it worked great!
This program is by far the easiest to use one i have found for creating textures for my low poly models.

Thank you very much :)

(+1)

Hello!

Are there any news in regard to development? :)

Have a good day

Hi,

unfortunately, currently I’m a little bit behind. My son was born 3 month ago and I couldn’t do as much as I wanted. I’m really sorry for that. 

But I will continuous from next week on.

I’m really sorry about this; I didn’t think I will have so less time to programming anymore. But I also enjoy the time with my son. 

But I'll try to catch up again.

Kind regards

I see, this is a nice and fair response. I understand weight of the situation that you are in - congrats on fatherhood!

I will patiently await until you will have again time for your other amazing creation :)

Have a good day

I would like to try the demo, and I already have it but I cannot move/minimize/etc the window because the top bar and the left superior corner are not visible in my monitor, most likely window app is biger than my resolution monitor, and I cannot see any tool.

What can I do?

Hello,

currently I would recommend a FullHD (1920 × 1080) resolution, to get the best user experience.

I’m also sorry, I though FullHD is nowadays the smallest resolution, so I didn’t noticed it in the system requirements.

With the next update I will also decrease the minimum window size; so I hope this will help you.

Thank you very much for the support.

I've already tested in another PC, and it works great! I think is a great little piece of software, very usable for people or developers with this kind of requierements.

I'm going to test a bit more, but already liked it :)

(1 edit) (+1)

Hello, thanks for your work on this awesome tool!

I wanted to report a problem with the linux version, for some reason the window can not be resized, resulting in some of the UI being obscured by my bottom panel.

https://ibb.co/3YYtbD3

I also noticed the max zooming allowed is not enough for smaller objects, could the zoom limit be increased?

https://ibb.co/dBbDFf9

I hope these issues can be fixed.

Thanks in advance!

Hio,
thank you for the Information.
Yes it looks like there is less space for windows on Linux ^^, also there is no maximize button.
I don’t know Linux well is there a way to fix this?

For now I decreased the minimum window size; I hope all information and buttons stay on the screen. So with the next update the minimum screen size will be lower.

Because of the collision detection, the mesh shouldn’t be too small, so in the “Scene Settings”-Tab of the Library it is possible to scale the mesh up to a certain size.

https://ibb.co/dJ42yDZ

In a future update I will automate this, that the mesh has always the right size at the start.

Thank you very much for your interest in my tool. :)

(4 edits)

Ahh, thats very helpful, thanks.

There should actually be more space available on my specific linux distribution, since the panel is actually smaller (or around the same size, not sure) then it is on Windows. (This varies from distro to distro), so I'm not sure whats going on there.

My screen resolution is 1920x1080.

There is also a maximize button in my case:

https://ibb.co/s6XykVs

It just does not seem to do anything for me, likely because of the minimum window size.

Decreasing the minimum windows size should fix this regardless of anything, thanks again!

I also have this problem where I can't maximize for whatever reason. I can minimize and maximize briefly while it's loading up and displaying the Godot logo. But afterwards the maximize button vanishes for me. I would assume you have resizeable checked in the project settings since it works on Windows.


I am not able to replicate this issue with Godot 3.3.2 under Linux. Have to check the github and see if anyone else is.


One option I could recommend as a temp fix. Is you could allow us to go into Fullscreen. While not really ideal but be an okay option for people who want to be able to see the bottom bar.

(+1)

When's the mac port coming? :)

I tried to compile a mac version, but for some reason the zip file, which comes out from godot, is just the half size of all other OS version. And I can’t test it because I don’t have a mac. So I need to think about a way how to test it. I don’t have the money to buy a mac^^

(1 edit)

You could try out Microsoft AppCenter to build the app, they have a free tier that's just limited in build time per month: https://appcenter.ms/

Another +1 for a macOS version.

Another request for a Mac version. I'm sure some of us Mac guys could test out the Mac export for you if you needed an assist. Looks like a great tool. No pressure though, juggling multiple OS releases is tough.

+ for mac version. The tool looks awesome. I would like to use it but OS switching isn't really convenient way.

Hello! This tool is EXACTLY what I needed for a long time. I didn't had to think long about purchasing it :) I hope you can consider making a Mac port (I've heard it is possible to compile Godot project for MacOS under Linux). Cheers!

(+1)

Looks great! I've been keeping track of this through your youtube channel and really looking forward to it

Just wanted to ask about a Linux version? Do you have any plans on that?

(+3)

Thank you. 

Yes, I work currently on a linux version. After I set up a linux pc, i will try to compile a linux version.

(+1)

I'm interested in trying it on Linux also

I released a Linux version, but please try first the Demo. I tried it only on Ubuntu and there it worked but i have less experience with linux. If there is a problem, please let my know.

I also would like to try the linux version

I released a Linux version, but please try first the Demo. I tried it only on Ubuntu and there it worked but i have less experience with linux. If there is a problem, please let my know.

(+1)

I released a Linux version, but please try first the Demo. I tried it only on Ubuntu and there it worked but i have less experience with linux. If there is a problem, please let my know.

Great piece of software. This could become amazing. (I hope 128x128 px is not the end of texture size)

(1 edit) (+1)

Thank you. 

Current Texture size limit is 512 x 512 px. This limitation is just because of the godot 3.3 version, streaming currently a lot of high res textures frequently (while drawing) is currently a bit slow in godot and i don not have, as far as i know,  directly access to the opengl functions in godot.  

This will be much better with 4.0 and Vulkan ,i hope.

Okay! Thank you!

Have you tried multi threaded settings and batching? Also you can try to switch to C# mono version of godot

Yes, there is already muli-threading in and I use only C# (I don't like GD Script ^^).

I guess the problem is how godot loads the data to the gpu, allways the full image. You can't upload just an small array without direct openGL access.

i see, well good job anyway :D

Viewing most recent comments 62 to 76 of 76 · Previous page · First page