Great tutorials, but a little more context would be even better.
I'm currently going through the materials and next-gen texturing tutorials, and in both I've noticed there's a spoken disclaimer saying "this in no way represents an actual game environment, it's more of a demonstraion of the tools". While I'm sure that's not the exact verbage, It's basically something to that effect.
I understand that how your enviroment is made (the geometric/shader complexity) is totally dependant the scope of the game/project and the processing limit of the end user's machine.
However, it would be nice if with the video we could get some even loose corrolaries.
For instance, maybe a little demo detailing what you could get away with this a interior warehouse space given a max of say 4 characters on screen that are less than 12k polys.
I know the comment is a little convoluted, I suppose I'm just frustrated when people making tutorials say, oh, by the way, in games, you wouldn't do it this way, you'd do it some other way I'm not going to tell you- but, you would be using this tool .
All of that aside, I just wanted to say that these really are great tutorials, and they've be very helpful thusfar.