I take that back. Unless I'm doing something wrong. Is there a way to constrain the alignment to the Edge or Face for when working on curved surfaces so I can produce a straight line in one viewport and it won't mess up the form?
malcolm> I'm not sure what you are getting at to be honest. Is this used in some form of game engine? Is the skybox following the camera's translations? Or are you trying to re-create this scenario in Maya? Did you point constrain the skybox to your camera?
I would create a null (or call it bone) for each metalplates. On the underlaying character mesh i would create point clusters for each polygon loop. The nulls can be constrained to the polygon loops so they will move when the character moves
Ah, i should read your post before replying... so you already have a jiggle on a curve. Use a polygon instead, attach hair follicle to that (which follows the deforming geometry) and parent constrain your joint to the follicle
cool They're hand placed. Modo has backround constrain. I can put the skull and staff in the backround layer and whatever i model and move in the working layer, will snap to the surface of the staff, without letting me clip through it.
Totally. You may only want to constrain yourself to the laws of PBR if you are attempting to create photo-real art. However, deviation from reality is part of being an artist!
Thanks for the answers guys I was a lil spun out reading this :) One of the assets to create seemed a lil overkill to have that many textures but it should make things less constrained.
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Oh. I misunderstood. If it's just 1 uv vertex you want to slide, I would simply use the move tool. If the island edge is vertical or horizontal, you could use the move tool drop-down to constrain it to one axis...