It's not weird at all. Those faces on the sides are taller than the faces that are facing us. The point represents the center of the face, and the faces in your examples are of different height/width.
There seems to be no way to move faces along the face normal in ZBrush (A simple alt + S in blender. This is essential because when I extrude something, how do I change the extrusion depth without scaling/moving along normals. And yes the face move tool has move along normals. But when I have polygroup on, it moves all the…
Here's a good cross polarized reference https://www.artstation.com/artwork/zWma2 Can anyone tell me if that's makeup on her face below her eyes on the last image.
Hello I am looking for a character artist for games who is good at modeling realistic faces and hair (hair cards)+ anatomy and eventually armor inside Unreal Engine 5. Price is negotiable. Please send your offer and portfolio to this thread.
I have also retopologised her now and so now her base hair, face-framing tentacles and ears are connected to her body mesh! The tentacle ponytail has 3 different tentacles depending on the layering.
Hey everyone. I'm importing a model into Unity that has a hopper at the top. However, with the normals facing outward the inner faces disappear when viewed in the Unity engine. Of course if I reverse the normals, the outside faces disappear. So how do I approach this? Do I need to extract the faces a bit to provide two…
Hey I know its dumb but do I unwrap this how I have or have each face as a seperate thing? I only mention because someone said to have uvs stop at hard edges, so wouldnt that mean I have loads of single faces, which Ive also been told to avoid. The highpoly has beveled edges btw.