i feel that they are pushing people towards sculpt modelling with mudbox.
 mudbox is fine, (well 2013 was laggy as fuck) it still isn't an excuse not
to have an up to date modelling/topology tool set.


On 3 April 2013 14:56, Tim Leydecker <bauero...@gmx.de> wrote:

> Hi Luc-Eric,
>
> it would be a big step forward to have viewport support for
> UVs outside the 0-1 range, e.g. multiple textures assigned
> to the UVs.
>
> Regardless if you use the Ptex or the Mudbox way of having
> multiple textures covering seperate UV ranges, 0-1, 1-2, etc,
> the viewport only displays the 0-1 range (in 2012 at least).
>
> I扉e done game asset textures that had such multiple textures
> and it was frustrating to not be able to simultaneously see
> all textures on all shells.
>
> I惴 not sure if that is a DX or OGL limitation thought?
>
> Tools like Marmoset Toolbag or dDo also pretty much constrain
> themself to the 0-1 range currently, which can be quite limiting,
> epecially when working on highrez Zbrush sources that really benefit
> from having at least initially branched out to seperate UV shells
> and textures (as ZBrush愀 limit is 4/8K per map, Mudbox will choke at 4K)
> as a single 4K texture may not be enough to get finest quality displacement
> for the entire character for example.
>
> The actual layout of the uvs isn愒 that much of a problem, the 0-1 range
> squeezing can be quite a pain.
>
> Cheers,
>
>
> tim
>
>
>
>
> On 03.04.2013 14:07, Luc-Eric Rousseau wrote:
>
>> On Wed, Apr 3, 2013 at 3:39 AM, Ahmidou Lyazidi <ahmidou....@gmail.com>
>> wrote:
>>
>>> Also about HQV/Dx11 it's kind of having double development for the same
>>> visual result.
>>> Shouldn't they focus on one?
>>>
>>
>> I'd said HQV and DX11 have quite different purpose. You'd make a DX11
>> viewport for game development so artists can see their assets using
>> custom DX11 shaders, so you don't actually need a high level of
>> sophistication in the display in the bundled shaders..  However, a
>> client for a HQV is going to be a freelancer that wants stuff to just
>> work out of the box and want help preview an eventually offline
>> render.
>>
>>

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