The position has been fulfilled --- Hi, I am looking to commission at least one 3D face model for an existing app that uses the iPhone's realtime face tracking. Each model needs to support the blend shapes used by iOS. In terms of direction, I'm looking for something similar to the mask style model that iOS ships with.…
oh, but this has nothing to do with uv's. It's the geometry, your faces are flipped (aka the normal of the face, points in the wrong direction) In the edit poly, select the faces and hit "flip" button or add a modfier "Normal" and check flip normals.
The faces look like projections on a screen, to me. Like Kain's face in Robocop 2. The hero's face was constantly lit, but Bridges' "avatar" was cloaked/black right up until the last moment. Looks good. Want more.
works for me, even the other way around: select some faces in UVunwrap mode and then apply a editPoly modifier: it keeps the face selection. I use this quite often to delete unnoticed and not needed faces during the unwrapping process.
Selecting the faces you want to apply the material to, and dragging the material over to the selected faces/assigning the material to the selection would also do the same thing. It automatically groups those selected faces under the same material ID :)
Hopefully this helps. Overall the lines are for harmony and to show where the different lines of the face are different. Overall the face seems too long and not as full as the david face. The size of the different elements are off and the points that are supposed to line up, dont.
Select the model, display>polgons>face normals, if the lines are too long display>polygons>normals size. This will show which direction the normal of the face is pointing, sometimes conform doesn't work properly. You can also turn off two-sided lighting in shaded view for all faces to go black if their normal is facing the…