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
>>
>
>

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