Ok kiddo, you keep thinking that. Its not ignorant nor do I doubt you have the experience to back it up, but assuming you do I think you need to realize the roles played in larger pipelines. Yeah you probably shouldnt visit this place because you know, people who come here are “ignorant” and all that right? Kind of funny because on Polycount you have agreed with my comments before, yet here with another user name you probably never considered that there are professionals here as well, that the user base isnt homogenous to one forum or the other.
I’ll be sure to let the guys over at Sony Santa Monica (god of war) know that they shouldnt be using 3DS max to design their levels, and that they might as well be part of team ignorant. See what you are not realizing is that the 3d asset creation packages are better at blocking out geometry, and when you have a studio that writes its own tools, it can create plugins designed to aid with that process. This doesnt mean you polish the level with all its assets, lights, and scripted events in the 3d application, but it does mean you get the foundation of the level down before its exported into the game engine. Some level designers are not artists by trade, they write their level design docs, get them approved and start blocking out the levels with whatever tools they have on hand. Working within the engine is easier when they dont have to learn a 3d asset creation package, and they can script in the editor itself.
Other studios in which they pair the environment artist up with the LDs or have them wearing the same hats, generally will often use the 3d suits to create the levels first. Why? More control and better workflow.
At Naughty Dog, they can work directly in Maya and jump right into the game play. This is great because they have access to both the expansive tools within the 3d application. This includes instancing objects, far better snapping and animating on the fly. Meshes can have basic rigs placed on them and moved differently even though its the same static mesh being called on. The point here is that working within a 3d asset creation tools IS better, but it all depends on the pipeline. One still has to go into the game engine and finish up the rest.
So its ok, call me ignorant, call a lot of LDs and Environment artists ignorant, if it makes you feel superior, I dont mind, just glad I can help someone with such needs out from time to time.
Either way, we all seem to agree that FPfly mode is mostly for preview and assessment. Maybe we should keep it all within that scope and within that context rather than try to go around saying how everyone else is wrong without providing a clear and concise argument as to why. Suppose we just ask for the option to change hotkeys, what a strange concept right?