Quickest way I can think of right off the top of my head is to write a quick script to check if the face center/vertex is facing towards or away from the source geometry's face. If it's facing away from the normal, that means it's inside the volume.
Oh look at that. I thought it was going to be something to do with the softness of the eyes but that change to the nose completely eliminated the "muzz-face" look. Out of genuine curiosity what are the proportions of your own face? Does the "muzz-face" actually match the Muzz Face?
First update post on this thread. I worked a bit on clothes and some accesories blockout. I mainly updated girl's face and started the oni one. Girl full body: Face closeup: I'm not too happy whit the face, I have to modify it quite a bit. Oni face: Quite happy with oni's face until now.
Kazu Hiro, while talking about his prosthetic FX work for Charlize Theron's face in Bombshell, provides an interesting analysis of how he's had to adjust Charlize's face to Megyn Kelly's facial proportions. Hopefully some insight as to the sort of language and line of thinking for character art and face reproduction.…
I am preparing my models for Substance Painter, but I don't quite understand how their tutorial prepare their models. - Q1: While I know how to assign a material to faces, I don't know how to verify what materials a face has in Maya? - Q2: They seem to be able to select faces by material, did they achieve that by splitting…
those seems could also be due to stretching on the adjacent faces or the facenormals facing in different directions. one way to fix those is to add cuts on flat planes and use those as UV seams so the faces on adjacent to it face the same direction. maybe that will help.