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**ArmorPaint / Manual** | ||
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# Intro | ||
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 | ||
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*The following is an in-progress(!) quick start guide* | ||
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ArmorPaint is a stand-alone tool fully specialized in physically based texture painting of 3D models. Import desired geometry and start painting right away. A modern viewport provides instant visual feedback as you paint. | ||
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# Download | ||
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Runs on **Windows and Linux**. | ||
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- [Get ArmorPaint](http://armorpaint.org/download.html) | ||
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## Requirements | ||
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As of now ArmorPaint is known to work on Intel HD5100 graphics card. For 8K/16K texture painting, GTX 1060/6GB or better is recommended. | ||
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## Limitations | ||
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Only the absolute basics are working. There is no undo, masking or layers yet. As the time goes, these issues will get resolved. | ||
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# Get Started | ||
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<iframe width="560" height="315" src="https://www.youtube.com/embed/5YIvj3yIP00?rel=0" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe> | ||
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## Controls | ||
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`Left mouse button` to paint. `Right mouse button` to rotate the mesh. `Mouse wheel` to zoom in and out. | ||
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# Assets | ||
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## Import Meshes | ||
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Drag and drop unwrapped `.obj`, `.fbx` or `.gltf` file into the viewport. This will replace the currently painted mesh. Importing `.blend` format is in progress but not yet supported. Use Blender to do the conversion in the meantime. | ||
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## Import Materials | ||
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Importing Cycles materials from `.blend` format is in progress but not yet supported. Assemble materials in the built-in node editor for now. | ||
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## Import Textures | ||
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Drag and drop `.jpg`, `.png`, `.tga` or `.hdr` images into the node editor. This will import the image and create a new Image node. | ||
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## Export Textures | ||
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Click `Project - Export Textures`. Format, resolution and channels to export can be configured in `Project - Properties`. | ||
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# Materials | ||
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Material nodes in ArmorPaint are based on Cycles nodes. When painting, brush applies a material onto the surface. To setup material, invoke node editor with `Project - Materials - Nodes`. Use toolbar at the top to add new nodes. Use `x`/`backspace` key do delete existing nodes. | ||
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# Painting | ||
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Configure brush parameters in `Project - Brushes`. `Left mouse button` to paint. | ||
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## Bake Ambient Occlusion | ||
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*Experimental:* Set `Brushes - Type` to `Bake AO` and click on the model in viewport to apply. | ||
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# UI | ||
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## Scaling | ||
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*Experimental:* It is possible to scale up the user interface by editing the `config.arm` file placed alongside ArmorPaint binary. Edit `window_scale` entry to `2.0` or higher. Once stable, this option will be exposed directly in ArmorPaint. | ||
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``` | ||
{ | ||
... | ||
"window_scale": 2.0, | ||
... | ||
} | ||
``` |
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* Getting Started | ||
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* [Home](/) |
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https://docsify.js.org/#/quickstart | ||
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``` | ||
npm i docsify-cli -g | ||
docsify serve . | ||
``` |
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;(function(win) { | ||
win.EditOnGithubPlugin = {} | ||
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function create(docBase, docEditBase, title) { | ||
title = title || 'Edit on github' | ||
docEditBase = docBase.replace(/\/blob\//, '/edit/') | ||
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function editDoc(event, vm) { | ||
var docName = vm.route.file | ||
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if (docName) { | ||
var editLink = docEditBase + docName | ||
window.open(editLink) | ||
event.preventDefault() | ||
return false | ||
} else { | ||
return true | ||
} | ||
} | ||
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win.EditOnGithubPlugin.editDoc = editDoc | ||
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return function(hook, vm) { | ||
win.EditOnGithubPlugin.onClick = function(event) { | ||
EditOnGithubPlugin.editDoc(event, vm) | ||
} | ||
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var header = [ | ||
'<div style="overflow: auto">', | ||
'<p style="float: right"><a href="', | ||
docBase, | ||
'" target="_blank" onclick="EditOnGithubPlugin.onClick(event)">', | ||
title, | ||
'</a></p>', | ||
'</div>' | ||
].join('') | ||
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hook.afterEach(function (html) { | ||
return header + html | ||
}) | ||
} | ||
} | ||
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win.EditOnGithubPlugin.create = create | ||
}) (window) |
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