You need to crawl the faces. So say all the selected faces are quads, you would do something like this: 1. Get all 4 of the faces border edges. 2. Go through each of those edges and find which one is connected to both your current face and the new face. 3. repeat until you reach the end of the face ring, storing the faces…
Keywords you should look into: - Bony Landmarks of the Face - Planes of the Face - Color Zones - (Primarily a drawing thing) Measuring the Proportions of the Face - Anatomy 4 Sculptors
yes but snap to face and surface modifier isn't as fast as polyboost and it has this ugly snap to face gizmo, that sucks, also you can't snap to face with an offset
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.
Hi! Out of curiosity, can you link to one of those characters with high resolution textures you're refering to? If the goal is to create a game character, I would rather look at actual game assets for reference. In both Unity Store and Unreal Marketplace, you should be able find sample projects. Can use those to learn from…
How can I improve the topology especially around the nose. It's getting a bit messy and more complicated to manage the geometry. There are some poles created which is a bad sign and the smoothing doesn't look good either at a certain point. The level of polygon density around the nose is about satisfactory for what I want…