Just because the texture is larger than your screen size doesn't mean you are being wastefull. For example, a lot of procedural shader utility maps can be quite high res. Another example, Normal-mapped Hard surface assets are not a flat plane, they have a bunch of curved surfaces and lots of little UV Islands that need a…
^ this. There are LOADS of tiny things I want them to add. For example, speeding up the material editor interface so you can easily connect nodes, fixing the colorpicker so its not so laggy in the material editor. But I would prefer a new engine to those tiny issues ;) aaaah...cant waaaiiiit to see what the guys at epic…
You guys keep mentioning what are really just small fixes and incremental features, but do they really warrant a whole new unreal engine? Maybe they WILL have support for new rendering schemes, like partial raytracing and POINT CLOUD DAAAAATAR. I'm not saying they will replace polygon's, I don't think that will happen any…
Tightly integrated and friendly cross development with Max/Maya! ( opportunities to iterate at the very first stages of dcc content authoring. ) http://area.autodesk.com/blogs/stevenr/project_skyline_at_siggraph Also Visa versa! would be aweome if integration would allow for, custom Maya python solutions Like IK blending…