Agreed. Having some presets that allow you to stamp out at 512x512, 1024x1024, 2k, 4k, and oblong variants thereof like 1kx2k would be great. Having the background color in there would be nice as well. For me I always set my UV wireframe to black and stamp to white preset images so I can plop on top of psd and set to multiply but having the flexibility to let everyone do it their own way is the best route imo.
I would also request a Relax by Face Angles like Max has. That thing works fantastic. Max's align horizontal/vertical edge rings/loops is pretty slick as well. http://www.renderhjs.net/textools/ Most of this stuff we already have but there are some neat features here and there. From: [email protected] [mailto:[email protected]] On Behalf Of Simon Reeves Sent: Tuesday, October 30, 2012 12:36 PM To: [email protected] Subject: Re: Texture Editor, small annoying things. I make projects from a 'template' original structure, and in the pictures folder I have lots of square black images 1024, 2048 etc. so they're always there to grab. (would be nice not to press no every time though) On 30 October 2012 16:20, Arvid Björn <[email protected]<mailto:[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]<mailto:[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

