[Bf-funboard] Texture painting proposal final. Only text.
Douglas Bischoff
bf-funboard@blender.org
Tue, 23 Sep 2003 08:06:04 -0400
On Monday, September 22, 2003, at 11:54 PM, car wrote:
> Then fix the 3d mesh to unwrap while painting. Or whatever system
> somebody could come up with.
Say, I think you're onto something here. Maybe some of us missed this
key point before. Let me see if I understand this part correctly.
Here's a sample workflow.
* Enter Face Select Mode, have a UV window "canvas" open (say, in a
window next to the model in face select mode)
* Select ONE face. (or more, whatever)
* Request a UV mapping as normal (using the U key). This brings up
Blender's "so far" best guess on whatever your mapping is. If it's a
good starting point, proceed. If not, narrow it down until you get a
good start. Even if that's just one face mapped "to window."
* Start painting with the "mapping brush." This tool would be in the UV
mapping (Image) window, and could be a simple brush with very few
parameters (RGB, alpha, size, hardness of edge)
* If your painting stroke goes beyond the edge of a face, Blender
AUTOMATICALLY FIGURES WHAT MESH FACE IS ADJACENT TO THE EDGE YOU JUST
LEFT AND AUTOMATICALLY ADDS IT TO THE UV UNWRAPPING VIA "NORMAL"
MAPPING.
This method, in combination with the other existing mapping projections
and the ability to add more and more faces using a combination of
techniques, would enable very fast unwrapping of even complex shapes.
Is this kind of what we're talking about here, or is this different?
-Bischofftep