Marines are really the best thing vs void rays, you can't let them mass void rays, gotta hit them when you scout it. Vikings/bc's aren't too great vs them, besides the y-cannon, maybe.
maya ctrl click one of the arrow to constrain the axis when moving, for example ctrl click y axis will change the 'yellow box' in the middle to xz plane, so it will always stay on the ground when you move something from perspective view.
sweet work, dude. looks very tattoo-y :) I've got a half-sleeve - my right forearm is covered - and a couple other retarded tattoos. Weirdest part was having a shaved arm for close to six months, with all the sessions and touch-ups!
Another problem. When I applied the normal map all of the seems were visible and certain areas were inverted. So in the normal map parameters I checked the box for 'Flip Green(Y)' and now everything looks fine. what is the deal with that?
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Most likely it is too late for you but maybe this will help someone else as I was struggling with the similar problem. This happens because sometimes 3dsmax can't recognize which is the mirror bone so it picks the same one or a wrong one. In mirror mode you can see blue, green and red bones and red ones are those who…
Some thoughts. * Quality over Quantity * Everyone wants a job as quickly as possible. Therefore, taking time to make sure your work isn't screwed over by this gives you a leg up (well executed work under pressure is a game artists' job, after all). * You're competing against the best of the bunch, not the basic minimum for…
+1 Also It would be great to get rid of the put map (x) in the alpha of map (y), It'd be much better from a workflow perspective to composite the 2 images when they're loaded and hide this step totally.
@aaronaton The isolation can still be maintained with supporting environment props. Subtly is key. Every man their opinions though. You can discard mine at will Clint, it's still a great piece as it is right now either way (Y).
This is great post explaining all that. https://www.riggingdojo.com/2014/10/03/everything-thought-knew-maya-joint-orient-wrong/ main thing is consistency in the joint chain, whether X is twist axis, or Y or Z.