UV editor Interface Overhaul
The basic idea of this proposal is not to break the actual Blender workflow, only a improvement in the way that the interface is created and organized. Making easier for newcomers, without destroying old users user experience and avoiding big changes for developers. And make a interface that could be done in other parts of the software.
Basic Ideas in this interface concept. Yoou can see a long explanation at the end.
# How to improve UV editor user experience for new and old users
### User interface
The main problem that the UV editor has is that it depends on the 3D view area. It can't work independently of this area without a lot of knowledge about blender tools and workflows. It's normal in blender paradigm, but is a problem for new users that don't know this UI decision. Usually they work with programs with all tools for UVs inside same window or programs dedicated only to make UVs. That make really hard to understand the UV editor the first time that your try blender. It´s worst when we see that blender put the operator panel in the 3D view (something that will change the topbar), when your first contact with UV editor is normally switching the 3D area to the UV area and not using layouts.
Blender don´t highlight basic tools like unwrap tools in UV editor, where the new users will search it. Only the basic unwrap have a dedicated button in UV editor, the last button. I consider myself like a artist with a lot of experience in blender, but after six years using Blender every days I still don't know where I can find the tools in the panels, I prefer use hotkeys. One example is the sculpt UVs that is hide in the "UV options" tab.
At the end is better to use the menubar.
### UVs parameters out of the control of the user
One of the hardest things to understand the UV editor is the resolution of the UVs. Usually, in other software the UV space is normalized from 0 to 1, in X and Y, and the resolution is not important. Instead Blender uses 0 to 256 by default and the user is not aware of this. You only find out about it when you try to place a UV vertex writing manually the UV coordinates.
OK, it's really useful to be able to set the UV space with the resolution instead of being normalized, especially for lightmaps, it's true, but the user don't have any way to configure it. The only way to change the UV resolution is to add a texture with the resolution that you search... which is not intuitive at all (a really bad way to work in the editor). It´s better put a text field in the N-shelf where user can select the output resolution.
Also It can cause bugs when a plane unwrap put the UV vertices in coordinates like 0,03-255,97 instead of 0-1. It give problems in programs like Substance Painter that need perfect UV coordinates to make tiles.
From a user point of view the normal way to work must be Normalized space for UV by default and if the user wants to use resolution with some textbox to write the values and a checkbox to use the same resolution that the background image.
### Pack system
The pack tool is also affected by weird input parameters. In this tools the user cannot choose the margin in a understandable way. He needs to input a 0 to 1 float value, making it necessary understand that a margin of four pixels in a 1024 textures is a 0,0039 value (4/1024). Few people knows how to calculate the margin. I don't think that a new user could foresee how to use this particular setting, also it's hard for an old user.
### UVmap index
Actually it's not clear how the user must change between UVmaps in the UV map editor. He needs to move to properties area to see that option clear. A panel that it's not visible in the default UV workspace layout. It's not hard to find, but will be better the user must see that option in UV area N-shelf. Also, some tools to edit the index order could be good (it's useful for game developers).
# New tools for UVs
Blender UV editor haven't a lot of improvements in the last years. Thanks to addons developers is not a big problem, they have implemented a lot of tools, but some new tools could improve the workflow of the users.
Improve pack system SLIM unwrap Border of the UV island Round vertex position to pixel
9 Comments
Yep, this is the direction where I wish the Blender UI team would be going for the future 2.8 release. I know this site is requesting people to put only one proposal to one post, but I also think it is good to have sometimes this kind of "all together" collections where the things are put together. Especially for the UI related things, it is quite important to be able to show the whole mockup at once.
accidentally added this message. Can't delete.
This feels a bit like it's a bunch of smaller proposals packed into one... and some of them (like icon tabs) would require bigger changes to Blender than just the UV Editor.
This is well-written and put together well, but I think that in order for any of it to be truly actionable, each component should probably be a proposal of its own.
@Jason van Gumster:
It's a proposal for the UI team, Daniel ask me to put in some webpages to see the people reaction. By now all people like it. I think that could be improvements but divide the proposal in different task is something that developer will decide if they decide to implement.
The new tools part is only a little reminder of tools that never was completed.
In reality is a proposal for a GUI overhaul for all the program, not only UV Editor, but using UV editor of example of problems that actually have the software.
@alberto3d.1984: If that's the case, then I'd recommend renaming the proposal to reflect what it really is.
@Jason van Gumster:
I preffer to keep the proposal only to UV editor because is the same proposal that I made public in mail list and blenderartist. The UV Editor is a separate area and the changes in it doesn't need to affect other parts. Also the original idea is a overhaul in the UV editor.
LIke I told, it's a proposal that I made and Danial Ask me about see the community response. In the case that It works I can make a similar proposal for all blender interface (I have a sculpting proposal also) and since I made the proposal I had new ideas to the UV editor.
Up voted. Genious.
Have a look at this
RizomUV
Link
Can you implement the bake buttons there. I always hated baking because the button was at a place that has little use. One had to open several windows, activate texture nodes, eventually adding new nodes on materials that hasen't got one yet... that's not user friendly.