Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
This model came from 3DS Max. All the UV segments are constrained to a single tile before export, but for some reason they get thrown way to the right after sending the model to Mudbox.
Actually, it looks like your neck bone and your root bone (the bone that splits off to go down to the tail or up to the spine) arent moving at all. Are they point constrained to anything?
Ah yes, the one I wrote is basically just for mass bridge-capping on lowpoly models, miauus one is more for highpoly and stuff that's not geometry constrained. Both are useful for different purposes.
jiggle does not respond to gravity. You can use a dynamic curve as a spline IK curve though. By constraining only the base of the curve, you can get the effect you're looking for.
Hello All, apparently it was this little check mark called 'constrain aspect ratio' on the camera properties that was causing all the clipping on the decals. :)
UPDATE: An environment art test has been created. Those who have already applied should receive this from our HR team however this is now open to everyone. Please note that whilst we are looking for a Senior Environment Artist, we may be considering Regular Environment artists for Runescape/other teams: RuneScape…