There was a thread not long ago called small annoying things,  where all
this was already mentioned / requested.  We were told the devastating were
reading the thread... So we'll see
On Oct 31, 2012 5:29 AM, "Stefan Andersson" <sander...@gmail.com> wrote:

> 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
> <wayne.willi...@xaviant.com> 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: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon
> Reeves
> > Sent: Tuesday, October 30, 2012 12:36 PM
> > To: softimage@listproc.autodesk.com
> > 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 <arvidbj...@gmail.com> 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 <
> list....@schnuer.com>
> > 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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