Another way I've heard of systems interpreting mirroring is for the exporter to look at the UV face winding... so then inverted faces (facing -W) are interpreted as being mirrored.
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.
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.
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…
if you have access to the sdk the way edges and faces are constructed is in the file c:\..\maxsdk\samples\modifiers\uvwunwrap\TVData.cpp though it ain't pretty :?