[Bf-committers] color scheme for 2.5

Goat Man goatman.py at gmail.com
Thu Sep 10 13:53:20 CEST 2009


I'm also having a hard time seeing things easily in some parts of Blender,
and LetterRip's suggestions all hit on good points.  It would also be nice
to have an option (or is there already?) for larger wireframe lines.


On Thu, Sep 10, 2009 at 8:00 AM, Tom M <letterrip at gmail.com> wrote:

> On Wed, Sep 9, 2009 at 3:06 PM, Jason van Gumster
> <jason at handturkeystudios.com> wrote:
> >
> > Tom M <letterrip at gmail.com> wrote:
> >
> >> I would strongly recommend that we consider changing at least the
> >> colors used in the 3D view, the color of the default cube, vertex,
> >> edge, and face, outline, and other colors.
> >
> > To what? Lighter colors? Darker colors? Warmer? Cooler? Or is this more
> > of an issue of consistency?
>
> Things that still sticks out is location and intensity of the opengl
> lights and specular, the colors of the 3D cursor, a marked seam that
> is selected is not readibly distinguishable from an unmarked seam that
> is selected (i can see a slight difference if I look closely), a sharp
> seam and a marked UV seam are indistinguishable, and the crosshatching
> of the active face.
>
> A lattice and a cube with all faces deleted aren't distinguishable in
> object mode.
>
> Bones should probably not have the same default material as objects.
>
> Curves have no highlight color
>
> The origin point of an empty should likely have a color (I don't know
> if the xyz is the best choice for visual representation either)
>
> The manipulator and similar should probably be more muted colors (they
> appear much brighter than the 3d axis colors )
>
> Also the default material of the cube should probably tend more
> towards the clay materials.
>
> LetterRip
>
> >
> >  -Fweeb
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> >
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