Hey Arvid.. I just copy pasted your request and posted on Beta.. hopefully something will come of it.
On Tue, Oct 30, 2012 at 9:20 AM, Arvid Björn <[email protected]> wrote: > 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 >> > >

