Hi... On a recent introductory workshop I made I realized how weird and confusing the current workflow with uv textures is, especally when it comes to texture painting. For example try explaining to a novice that what they see as a texture on an object in the viewport could depend either on the uv layer (which must be set by doing the round-trip to editmode->uv editor->set texture,) or the material (if you have GLSL enabled).
I can't describe the glares of miscomprehension coming from the audience but I am sure you can easily get the idea. Intuitively the 3D viewport should show the material texture and show a different one when texture painting. Uv editor should be used just for preview of images on a given uv layout. This is of course just one take on the matter. Maybe people would like a way to, for example preview images on a model in the 3D view. Again, in my opinion, the round trip to image editor to set the image and back is unnecessary. Note that it is also possible to set a different material with different textures on different faces. I don't see why it's necessary to be able to assign different textures for faces as well since there is already one mechanism, albeit marginally more complicated ( though not more intuitive! ), to do the same thing. _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers