Ok agreed to an extend on the things you mentioned, but here are a few points to consider.
1 - I mentioned about modeling in response to a previous post which I got the impression of it stating that designers don’t have to have to model at all, which is not productive or true.
Also I got the impression that this thread is asking for a full fledged modeling tool that would replace actual full detailed modeling of assets done outside the engine (this was my specific problem).
2 - So you are are saying that just give a basic poly modeling tool for designer so they can layout the level roughly as fast as possible before the modelers step in. Which also goes well with my point that designers have to know at the very least basic modeling. BUT in the age and production of an indie studio the point of having just designers and just 3d modelers is very blurry.
I would much prefer to get one strong generalist who is good at designing and modeling (potentially with a good 2d concept artist) than have the departments separated like a large studio, because A) as an indie studio you can’t just afford having one person doing only one thing (unless you got tons of budget) B) By experience I can tell having few but more senior generalists on board on higher positions has been far more productive than having many specialists on board on higher positions, even in medium to large productions.
3 - I would argue that having experienced good designers who have a good grasp of 3d software would hesitate using just the engine tools to initially design their levels because they would require more tools than just that to achieve their goals. Everything from animating rough characters to simulating wall collapsing all these things can be done better and faster outside the engine and these are the deisgner’s requirements as well, they will usually sit down with art directors and directors to make sure all this fits, in best case scenarios the art director and director themselves are the designers and work with the tools to accomplish and translate their vision to the team.
In conclusion the points i’m making is this:
1 - Epic has tons to do that are far more important than the tool in question (unless its a third party then its fine), in other words a good designer will accomplish the design regardless if UE has tools or not, because third party 3d tools are widely available to do the same job and more for free. But If I need a dmn good IK system then i have to hire a very senior person(s), RnD the damn thing for at least a year (if it works) pay tons and tons of money before I could even begin the other tasks (that’s one example) that’s the level of importance i’m speaking of, one project doesn’t get made because of a missing/broken feature, the other does by installing Blender and asking the person to cope with the imports and exports for a while.
2 - Any good designer will not mind working in other 3d tools for reasons stated above.
3 - Sure its faster in UE IF you are doing a very basic layout for a basic game and you have certain expectations that could be all accomplished there.