Your textures are assigned to your UV map. Your UV map is locked to vertices on your mesh. When you scale faces, unless you check a certain box, your UV map will not be affected, because each corner of the face is assigned to a static coordinate in the 2D UV texture.
Double face? Blur? I'm not saying they would solve it (I don't know what double face means) but why would that change the opactiy of a vertex paint from save?
You probably have Keep Faces Together set to "Off" in your channels after you extrude. Or if you're using the Modeling Toolkit there's a check box for Keep Faces Together
Impressive start. I would recommend taking off that cloth and reworking the face. People may see covering the face as a skill based choice rather than an artistic one.
great... not a fan of the cloth over the screen right part of the face - feels a bit too obtrusive and straight, sort of detracts from the face especially that his fingers point to it too
Fixed shadow issues and gave it a less distracting background. Water shader used from Infinity Blade Grass Lands. 58K faces with props. 44K faces without props.
Okay i can work around it, but it would be really cool if i could drag select polygon faces through an object, while partialy selecting said polygon faces.
If you want to achieve likeness you might have to modify the face and his muscles a bit, if I remember correctly he has more of an anime face and he is skinny.