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Action Dawg

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A member registered Sep 18, 2021 · View creator page →

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Hi, sorry i didnt get to this until much later. My guess would be you have some paint on the Pixel8r layer, so when enabling it it shows up. Try dragging and dropping a new copy directly from the Library into the layer stack.

yep

I run a few sales every year, so feel free to check back in around the holidays!

The best way is to make a new paint layer. Don't actually paint anything on it, but add a mask to the layer and an anchor point on the mask. Reference the anchor point in Pixel8r's dither mask slot, then click back on the mask and paint.

Thanks for reaching out! Hope I was able to help you! <3

Hi! If it was Pixel8r 2 or 2.5, then sure! Send me an email (found on my ArtStation) with a copy of the receipt.
If it was Pixel8r 1 or 1.5, that was always a separate product from 2. I do full version bumps for separate paid releases and incremental version bumps for their free updates.

This is due to Painter displaying the texture at its native power of two resolution, where the Pixel8r resolution can't scale up uniformly to match it. You can safely ignore the stretching.

For resolutions like this, follow the user guide and export out at full resolution, then downscale in any image editing application. No pixels will appear different than the preview in Painter, and you won't have any stretching anymore.

No timeline, but in the next version I'll be releasing a shader which fixes this problem.

It's possible! Just enable these boxes. They're turned off by default for performance.

You can contact itch.io support and they'll assist you.

Hi! I'm available on either ArtStation or Twitter.

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When exporting from Designer I usually will work at a high res, then Pixel8r step and lastly add a transform node to downscale to the desired resolution (if the pixe8r res is a power of two). This should be pixel perfect and 1:1 with Pixel8r, but you can be extra sure it is by disabling filtering and mipmapping on the transform node.

If not pixelating to a power of two, export the pixelated high res image, then downscale in any image editor (I use Photoshop) using nearest neighbor and it will be pixel perfect.

Quick example of the power of two case:

Images should be loading now!

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Hi! I tested this! So firstly make sure you're on the latest version of Pixel8r (2.72). The last one had a bug with palettes.

Secondly, the way I have it interpret palettes isn't very intelligent at the moment. It expects the palette to be laid out as a horizontally laid out, 256 wide image like so:


Testing this one on my end it works perfectly:

That's my fault as I didn't document that well.

A smarter, more unified palette/LUT feature is on the todo list for a future version, though it will be a bit slower to process and probably be part of a big paid update which adds a ton of useful new features (especially for Quake modders!)

That's odd, it may just be a simple layout problem, because unless there's a bug it shouldn't output any colors that aren't in the palette.

Can you share the palette image? You should be able to upload it here, or you can reach me thru my email (found on my ArtStation), or my Twitter account. Whatever you prefer! If you're comfortable sharing it here though it could be helpful for anyone in the future.

oops sorry! resent the right one

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Hi! If you're still online can you reply to this message?


edit - so we can sync up somewhere, go to my artstation and find my email and we can chat

Yay! Glad to hear it's helped you out <3

Hi! The best thing to do at the moment is to use the Voxel Region Mask input to control where voxelization happens. You can paint a mask and provide it via an anchor point. This will make the voxels computed for just that area, and can stack instances of the filter for different areas to get the detail you need.

I'm trying very much to improve voxel quality and resolution, so when I am able to take some time away from my main work I will hopefully be able to finish out an update which has 4x as many voxels. This whole thing is really butting up against the limitations of what Substance can do, so development has been super challenging. But stay tuned!

Hi! There's no studio license for Better Edge Detect, it's just per-seat. Should be as simple as re-buying for as many additional seats are needed.

For the products of mine that do have Studio Licenses, you just need to enter that amount in the purchase field to add that tier to checkout.

Ok cool, so the way you increase voxels is by limiting the area that gets voxelized. You would make a hidden mask with an anchor point on it and provide that to the Voxel Mask input on 3D Blur.

Hi! This sounds like your voxels are really large but it's hard to say without seeing your results. Are you able to share any pictures?

Hi! In a pixel processor I left I think a multiply with nothing plugged up into the B input so it defaulted to zero. Apparently that's not a thing you can do anymore, and I had to provide an input. It still worked in Painter but would hard crash Designer. Weird bug haha.

Hi, replying here too. This was regarding UDIMs, which are mentioned in the product description as not possible for me to support.

I previously reached out to Adobe and they confirmed it is not possible to make a filter share data across UDIMs at this time.

Follow-up reply, I've made this change as well as some performance and quality improvements. Check out 1.6!

This is a good suggestion, thanks!
I'm going to first tweak some how how the height works, because it seems to underestimate the contribution of the heightmap.

Once that's completed I'll push an update, probably tomorrow!

Hi! This was previously not possible, but the 2.0 rewrite enabled me to add it in the next update! Stay tuned!

As an update, this should be fixed in the new version!

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Hi! Thanks for letting me know. This same issue happened in Pixel8r where I was using a nearly identical code block.
I've just uploaded a hotfix! Please let me know if it works for you.

Hi, yep! Only stipulations are those mentioned for Single Seat vs Studio licenses.

I have a checker texture where each pixel is a different color, preview it on the model, and make sure my UV seams line up the pixels in a way that will prevent or minimize any seams when I go to paint.

No. ULTRAKILL assets are made with carefully laid out UVs, at ingame resolution using my Pixel8r plugin. I don't lower the resolution after the fact. I have used 3D Blur as part of my workflow on a couple UK assets though.

There is no installer. It's a Substance Painter plugin, you just drag and drop it into the program.

Thanks! I'll take a look at these. There was a texture resolution bug in a previous version but I thought it was fixed. Will keep you posted!

Hi! This is definitely shouldn't be happening. The filter applies a padding step after blurring to prevent this.

Would you be able to share the file with me so I can take a look? If not, what are your color management settings for the project? I've encountered weird bugs with that in the past.

Yay! I'm glad to help!

Hi! I touched on transparency a small amount in my user guide videos but in this case it should be as simple as switching the shader in Painter to alpha test and adding an alpha channel.


For performance, Pixel8r is disabled on other channels by default and you just need to click the channels in the Pixel8r filter to enable them!

That is quite open ended and really depends on the specifics of your project. For ex in a game -
• How close the asset will be to the camera? Something the player interacts with constantly or sees up close usually needs more detail to feel good.
• What is its relative importance compared to the rest of your scene?
• Are you trying to reproduce the look of a distinct retro system?
• Are there any other technical constraints you need to consider?

As an example, on ULTRAKILL regular enemies tend to be 1-2k tris and their textures rarely go above 256x256, but it really depends on whatever suits the needs of the character.

It would be a good idea to make a couple test / prototype assets to hone in your artstyle and requirements. The good thing about Substance Painter is you can always edit the model/uvs after the fact, reimport to Painter, and your painting will reproject onto the updated asset without needing much rework.
We often take advantage of this on UK and go back and forth between modeling and texturing to get things feeling right.

Hope this helps!

There should be no problems using the latest versions of Painter.

Hmm something seems off about the filter there, but when in normal map mode, artifacts can currently happen on low blur amounts for some objects.

The upcoming version (free update) should vastly improve quality and fix a few bugs, but I don't have a timeframe on it yet!

Correct. It smooths out everything!