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 > >