Sign me up for all of these! I wish stamping was just simpler, I'd perfer if the stamp function didn't actually require an image. It's more of an annoyance to have to create the a black image first, then stamp it to a new file, click "no" - everytime - then back into photoshop to merge the place-holder with the second place-holder.
Often I actually just take a screenshot of the texture editor without an image in it, paste in PS and crop the image, which actually seems like less of a hassle to me. On Sun, Oct 28, 2012 at 4:53 PM, Fabian Schnuer Gohde <[email protected]>wrote: > Hi, > having done a bunch of unwrapping of mechanical things the last week there > are three little things that the texture editor could need (there are a few > big things also but I'm trying to be realistic.) > > 1) Comment out the line of code that asks me if I want to swap out the > texture with the stamped one after stamping out the UV's. I think I have > spend the last 10 years saying no here with no way to stop it from always > asking. > > 2) In addition to Island filter add an object filter. So when you select a > component it selects all the others belonging to that object (connected or > not). This would be useful when laying out a bunch of overlapping objects > into one patch where one can keep the islands from each object close to > each other. Right now if I go to the viewport and select the object I of > course lose all the others and there is a lot of de- and re-selecting. > Locking the selection locks it at component level and then that doesn't > help sync either. > > 3) Beyond that if you feel the need to really impress ;-) then a re-scale > button would be great where all selected poly's are re-scaled > proportionally with respect to their surface area. Having a preference for > absolute scaling here would be great where you set 1 SI-unit^2 = 0.1 > UV-units^2 for example and it would scale it up accordingly. Would make > getting the scale right for cases where it's important easy. (1m2 carpet > texture, scene in decimeter scale and then the uv's scale properly on the > floor) > > Thank you for listening, > Fabian >

