I wouldn't mind at all if the stamp function was vector based :) Then you could chose in Photoshop/Gimp what size you wanted when you import the vector image. That would eliminate that you need to specify what resolution you needed.
Could be a SVG or EPS. regards stefan On Tue, Oct 30, 2012 at 8:37 PM, Williams, Wayne <[email protected]> wrote: > 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]> 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 > > > > -- stefan andersson - digital janitor - http://sanders3d.wordpress.com

