Ok better and worse, hah. Now that the eyes are more defined I need to define what makes beautiful eyes. I'd love some critiques on this as I'm having trouble figuring out whats not right. Thanks
You can do that for quick results, but it's best to define the materials properly. A gloss map can often be fields of solid colour, defining where you have different materials on the model, ex. metal, wood, etc.
This works cmds.polySoftEdge(a=0) so does this: def softnormals(*args): mel.eval('polySoftEdge;') but how would i define the angle? for example I thought this would work but it doesnt? the "def softnormals" is the button that is linking to QT so that line cant change: def softnormals(*args): mel.eval('polySoftEdge(a=180);')
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?
Looks really good~ My only suggestion would be define the brow a little more. Perhaps, a little more planar maybe, or it could be achieved through more defined texture painting yet to come? Anyways, great work :)