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
>

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