[Bf-committers] Material/TexFace cleanup round 2 for texture painting

Silvermindyarr silvermindyarr at gmail.com
Wed Jun 19 19:11:43 CEST 2013


I think it is important that the brush settings and the settings on where
to paint be separate in the interface, perhaps alltogether. I can see a
case where every time you switch a brush, the user needs set up images and
uv settings.

As a user, the system is clunky right now imho in that the brush seems to
control not just the artist tool, but the "drawing environment".

Example: When I draw something on paper and reach for a different pen or
marker, I should not have to re-adjust my sketch book.

This is what it feels like is happening in blender already. The brush
should control settings for how the "ink gets on the paper", but options
like symmetry and dynotopo should be in an area of if it's own.(still can
be in same toolbar though)



I hope this is constructive,
David


On Wed, Jun 19, 2013 at 6:56 AM, Antony Riakiotakis <kalast at gmail.com>wrote:

> Thanks Campbel, Brecht for the insight.
>
> Fully agree on using a Material draw mode to switch to GLSL mode.
> I am not well versed with game engine, so I will leave that to others.
>
> I would lean towards dropping support for texface support because the whole
> issue is that it is yet another way to assign textures to a face (which can
> be done simply by assigning a material)
>
> It goes without saying that textured viewport mode should be consistent
> with the actual state of what happens in texture paint mode. In any case I
> think I have enough to begin with.
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