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Triangle Count  
Written by uvwxyz the 18 Nov 08 at 23:44. Category: Interface. New
I'd like a triangle count, next to all the other counters. I need to keep to strict triangle-counts and it's very inconvenient to have to keep pressing ctrl+T then ctrl+z.

PS. Triangle count is vital in game development.

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5 (+7,-2)
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Controlling texture-repeat type OUTSIDE UV space  
Written by uvwxyz the 20 Nov 08 at 12:18. Category: UV-mapping. New
I made this topic before and it was WRONGLY marked as implemented, so please make sure you understand precisely what I'm saying before marking it:

At the moment you can define how textures repeat only within the UV space but there's no way to define how they repeat OUSIDE the uv space. So if you lay a polygon so that half of it is outside the UV space, it will simply use the opposite side of the image, whereas I want to use the near side of the image flipped over. There needs to be an option to define how the image is repeated OUTSIDE the uv space. Here's an image to make it clearer:

http://i77.photobucket.com/albums/j62/drain-body-confirmed/outuvidea.jpg

Please see that this is DIFFERENT to the F6 "Map Image" repeat option, since that only controls repetition inside the UV space, not outside, as I want.

This feature is absolutely vital because it is used all the time when making low-poly games (DS & PSP).


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implemented
Already done!
(2) (+2,-0)
Texture "Repeat Type" Option  
Written by uvwxyz the 20 May 08 at 17:52. Category: Material System. Already implemented
At the moment if you lay a polygon half outside the UV space, the texture for that "outside" space will be from the opposite side of the texture image (if repeat is on). What I want is a texture repeat option to make it so that the "outside" space flips back on itself. Here's an image of what I mean:

http://i77.photobucket.com/albums/j62/drain-body-confirmed/mirroruv.jpg

This technique is used a lot in games to conserve texture space/polys and it would be great if Blender could do it.

See the 2 comments >>