trepleen opened this issue on Jan 02, 2013 · 270 posts
hborre posted Wed, 02 January 2013 at 12:19 PM
"Proper faces for V4" is a very ambiguous statement which lacks definition. As LaurieA posted, there are many V4 based characters available that will make convincingly real renders. But there are other factors that play a role in bringing out the realism, if that is what you truly want to achieve. Facial features can be dial spun or the mesh modified in a 3rd party program (custom). Dial spinning will most likely contain traces of the original V4 base, unless you have hundreds of facial morphs at your disposal. This is by far the easiest way to construct features. Or export the head as an morph target object into a modeling program and sculpt the mesh to your liking. Not an easy task, and there are few users that are successful at it. If you are a vendor relying on 3D content as extra pocket change, you would like to turn out as many characters within a short time. This means performing a workflow which will save time and give results quickly. Granted, this method may carry over base features but, in most cases, time is money.