Thanks for the reply guys, I'm on 2011, and keep faces together seems to work, even if its a lot of effort to then stich up the faces, lol. But ah well, good enough. Can't wait until I get to go back to max :P
I think the pupils also look a little dilated along with his face being a little exaggerated, his forehead's not that big and his face's generally more defined. Evidence of facial hair kind of makes him more authentic looking too.
The main one being: If I stand 20 paces from you, and point my lightsaber at your face, it means "let's go, sucka!" If I stand 20 paces from you, and point one of these at your face, you're going to the hospital.
polyboost or max2010 lets you select faces that are facing to the perspective, with ctrl + i you can select the inverse. It ccould be though that you need to do that multiple times with a moving camera and perhaps write some script that merges the inverted selections to a whole.
You probably have the normals of the ear and the head facing different directions. Try turn on backface culling in the viewport. Then use Normals > Conform to flip all normals to the same direction, or select the faces and reverse. After that you should be able to soften the normals.
Project: Design and Create a Cute Stylized Alpaca character model for a game, within reasonable ~4 week timeframe(negotiable) to style and standard expected. The Alpaca is meant to be cute, fluffy(no hair or fur simulation, just mesh) and have a very defined cute expressive face. For this project, keep in mind that there…
his belly skin looks like cheese cloth, not very skin-like his face as a long vertical seam [?] down the middle of it the complexity of his face sort of weighs down the model. The rest of his body looks WIP, like a lot more detail could be on it
Do you want to go further with this guy or is it only your first character work? I'm asking because if you want to make your head better, check the anatomy of the head and the face. And take a closer look on old people faces to have a more believable result :)
Thanks hedi. Took some time but figured out what to do for the dioramas. Will use the same base with different props and lighting settings. And some progress on the character sculpt, mainly concentrated on the face and upper body. Although much of the face will be covered in the end. finishing character sculpt....
I haven't run into this issue. I did notice that selecting a large number of faces and hitting Get will result in slow calculation time but that's because it has to average all the UVs that are selected. Does your problem also occur when running the Get command on a single face?