It would be very helpful to have the ability to crop textures a pixel at a time when using the up-down arrows to the right of the Origin Left, Top, Width, and Height boxes. The ability to zoom in on a texture when cropping would also be very helpful.
The lack of fine control over image operations is a bug with me too. For someone like me who wears glasses and uses a cordless optical mouse it can be very frustrating having to get close up to the screen and squint as you try to precisely measure the length between two points of a background plan or set the size of an image cropping area.
The image operations windows need to allow a lot more flexibility in window sizing and image zooming.
Posts: 17 | Location: England | Registered: Tue February 03 2004
While we are on the subject... It would be wonderful if the remapping operation (texture mapping adjustment tool) would allow group point selection instead of one at a time.
An additional function I'd like to see is when I select a face or faces I'd like the option of adjusting the selection box as if it were the original selection so it isn't necessary when doing a minor remapping to start from scratch or keep copious notes on the coordinates of a particular object's texture map. Does what I just wrote make any sense?
Posts: 65 | Location: Windsor, ON, Canada | Registered: Mon April 18 2005
I've just started using 1024x1024 textures and I do agree with all the posts so far.
I would really like some kind of zoom control on the initial UV map selection.
UV re-mapping is not an option when I have lots of objects that need the same texture map applying. I would much prefer to get it right with the inital painting operation.
Posts: 1062 | Location: Surrey, UK | Registered: Fri November 07 2003
If as you say it will require a complete rewrite then I believe that eventually it will indeed need to be rewritten. What there is is serviceable but I for one can see a real need down the road for the ability to more precisely select portions of textures the first time rather than remapping later. It comes down to productivity in the end. With the newfound ability to build higher poly count models comes an ability to build better, highly detailed models with the down side of it taking much longer to build them. Anything that shortens the number of times needed to redo a texture is going to be of a great help.
Posts: 65 | Location: Windsor, ON, Canada | Registered: Mon April 18 2005
I think texturing in 'manual' mode needs a re-write. At the moment I can fine-tune textures only with scripting an a series of incremental guesses and re-entering adopted values. In case of tiling textures, scripting is the only way to reach good results (trapezoid faces for example).
I'm a convert from TSM to 3DC Trainworks. It's quite a learning curve to cross-over from one program to the other, but well worth it to be able to get my TSM MSTS models into Rail Simulator.
So far though my one disappointment has been with trying to remap individual polygons (I'm finding the TSM importer only achieves an approximation currently). In TSM you had far more control than seems possible in 3DC. A bigger texture window would be very helpful to improve mouse drag accuracy, but I'd like to be able to type in co-ordinates for each point in turn at least.
I also find that each time I go back into uv re-map it does not recall the last mapping input. Is this really the case or am I missing something?
But then I am a newbie so I know I have only scratched the surface of 3DC and have much to discover and learn.
You can zoom in with the re-map operation. That should help, I think.
If your re-mapping isnt' retained, then there is definitely a bug. But make sure you have the current version of 3D Canvas. There was a bug in this a while back, but I thought it was fixed.
Originally posted by scefhwil: I also find that each time I go back into uv re-map it does not recall the last mapping input. Is this really the case or am I missing something?
When you open UV remap (not UV map), you should get the texture area as you previously applied it with the brush or as left after the previous UV map or remap.