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´ve 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´m 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´s 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´t 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 <[email protected]> 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.