http://baolongzhang.blogspot.co.uk/search?updated-max=2012-06-21T22:57:00%2B01:00&max-results=90 There's no reason you can't do both. Just be awesome at whatever you do!
Your thread "2d/3d art thread (RJBonner)" was started in 2010, which apparently precedes the addition of the database field for total number of views. Looks like this data point was added in 2012. Sorry.
yeah, I was too concern about working with limited resources and forgot the main point is making the environment looks great. It 2 x 1024 and 1 x 512, kinda old school game.
I'm not sure if it's GOOD WAY, but it works... And what is also important, BG(first?) value should be someting near 0.2, not 1 (or any other color), because it will create white outline between channels.
im not sure if youre aware of the classof command - its really usefull for stuff like this: https://davewortley.wordpress.com/2012/06/21/classes-superclassof-and-classof/ sorry no idea whats up with the problem itself..
If updating doesn't work, try adding a Turn_To_Mesh modifier, or an Unwrap_UVW modifier before exporting. I seem to remember doing that for Max 2012 and 2013. Reference: https://dl.dropboxusercontent.com/u/2904948/Temp/FBXBinormals.png
Nice work! It's great to see other people learning this stuff as there are so few resources available. Looking forward to Maya 2012, hopefully we will get alot more support for advanced CGFX stuff.
Amazing work. Looks like Viewport 2.0 has had some major improvements over what it was in 2012. Looks as good as Marmoset or any other real-time game shader I've seen.
Working at double res for small assets is usually a solid option. I don't think I would do a 2k map for an asset that was going down to 512, 1024 makes more sense for that situation.
512 faces / 1005 tri. Still have a lot of optimisation to do. So far I've unwrapped 1 window panel and a column. More updates to come, just not tomorrow. I'm going fishing! =)