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

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