Found another issue... using Convert->Vertex Colors works on the selected object, but if you have any other objects with ColorID's in the scene, the ColorID's on those objects are obliterated. It also does not convert them to vertex colors.
Yes I did get your pull request and I have actually incorporated your improvements. There were a few small issues like normal type was not set to tangent and I added support for world space normals as well. Its all in the latest pushes in GIT. Thank you very much for your contribution and effort - much appreciated!…
TexTools 1.3.0 is out! Download & manualhttp://www.renderhjs.net/textools/blender Changes * Baked image list: select and open image files. * Pin & Relax: Pins edge loops and relaxes related UV islands * Improved general UI: checker map button * Improved baking UI: single texture mode now part of the baking sets list. *…
Hey guys, sorry for the stupid question i'm a noob with uvs in blender. With maya there is an option to space/relax a selection of uvs horizontaly or verticaly or even both in once.Can we do it with textool ? Iron face relax both axes right ?
I was setting up the file again to send over and testing it on 1.5, and the straighten function is working as you say it should... weird, no idea why it wasn't working before, I didn't do anything differently: just a default unwrap, moved the shell out of the 0-1 square, selected the edge and then hit straighten. If by…
Also ... I think I fixed the rectify bug on high density meshes. I thought this would have been a lot more difficult to solve but I actually managed to improve a few things include restoring selections & modes after rectify. Will be in the next update
Some updates Anti Aliasing warningAdded a new warning with actual bake resolution This is shown when you bake using Anti Aliasing and indicates the actual resolution in memory that will be baked. Previous user feedback showed that someone tried to bake a 10k texture map because of Anti Aliasing and wondered why it kept…
Another new tool that I have been working on recently is the 'Fill Tool' It rotates selections to their most compact bounds and then scale fits them to fit within the UV area. This is great for particle meshes or when you need maximum texel fill. This will be available hopefully soon in version 1.2.8+
hmmm, still no 2.8 version of those awesome TexTools availible? the only thing, that keeps me using MODO 12 Indie, is the lack of good UV Unwrap tools in blender.I mean, looks like "select island" does not even work in latest 2.8 beta... hopefully addons will fixthis in the (near) future. keep up the good work, please!
Wow, now it also works for me. Yesterday it don´t worked. Thanks @Nominous :) Question: Is there a possibility to one click a shell and to mark with it all faces? It´s annoying to always select every face per hand.One click on a shell to mark all faces would be awesome, but im pretty sure it is possible? Also i don´t see…