jamminwolf opened this issue on May 23, 2015 · 215 posts
Morkonan posted Fri, 05 June 2015 at 6:14 PM
And you are correct, I didn't market Tina Perez well and tell what a great product she is, thus low sales. That will change though, thanks to all of you for pointing out what I was doing wrong :)
The only thing you did "wrong" was starting off with nail polish and eye texture options. The rest was guilt by "omission", not necessarily by conduct. ;)
Cleft in the bottom lip, you talking about a minor crease in the middle? Never even thought of that, and it's one thing that's overlooked by most vendors and customers. I'm not changing Tina's face any further, but I'll think about that on my next adult character.
It's called the "Bottom Lip Cleft" morph area in V4's standard face morphs, IIRC. Sec...
Move the indicated edges on the bottom lip out a little bit, to define it better when morphing. (So it doesn't flatten out a lot.) The bottom lip "cleft" is that indention below the lip. Move that in, slightly. (You'll have to do that after you move the bulge of the bottom lip out a bit and then judge how much you need.) You may need to favor the faces/edges lower on the face more than the ones closer to the bottom lip region if there's not a lot of real-estate to play with when emphasizing that cleft. Check the morphs, after. Also, the chin edges tended to crawl up during certain morphs. After your done with adjustments, watch for that and see what effect it has. On undefined chins, it can wipe them out to a flat surface. On well-defined chin morphs with deep clefts and short separation between the bottom lip and chin, it can push the top of the chin into the bottom lip. You shouldn't have that issue, since you've got a lot of space there, but I don't know how many faces/edges are between the chin and bottom lip. If too few, the morph effects will be magnified. Yes, these are all little nitpicky things. :) But, every bit of attention to detail is worth it and these sorts of adjustments don't take a lot of time for someone who is used to working with V4's face.
This is something I can't do with most custom morphed figures I bought from other vendors cause they "cringe" and look bad, or you simply can't recognize them (This is why most characters' promos have no expression, to hide their deform when expressions are applied) I always have at least one promo in every product with an expression or two to show that she can handle them...even in my very first product promos, Tindra Thompson (in fact, look at this render http://www.renderosity.com/mod/gallery/index.php?image_id=1949720 ) Hell, even my Lucy Zepp teens/kids have expressions written all over them on the main promo.
Ok, here's a render... First image, you're giving her a candy so she gives this excited "open mouth" smile. Second image... frown??? Hell, let's go for the extreme, let's go for a big pout, you just told her to clean her room and now she's having a cow... lol
You're right and this is good work. Child faces are a little difficult due to lack of real-estate needed to make corrections for standard morphs. However, one thing that does help is the "Face Size" morph in the main V4 Facemorph channel. Giving that a .2 or so generally gets you a decent set of proportions to work off of, since a child's face is smaller, proportionally, to the flesh/skull of the head. Widening the distance between the eyes, shortening the nose, making the gap between septum and top lip greater (depending on age) and making the jaw narrower/smaller tends to round out most of what you can do. Emphasizing the forehead with a separate morph, enlarging the upper skull area with a custom morph (V4 doesn't have a standard one for that.) and enlarging and lowering the ears, to again emphasize the cranium proportions, sort of finishes things off a bit. After that, it's a morphform headsize setting slightly larger than normal along with all the rest of the necessary developmental proportion percentage changes. (Morphforms are teh evil.... ) Needless to say, making a good child face is very difficult with only default V4 morphs and it takes some tweaking. However, V4 has a goodly number of verts in her face and it's not too difficult once you get used to working with the topology. Expressions, however, are very difficult to work with and often move parts of a custom morph that shouldn't be moved. What you can do is enable the expression, export the head, make the corrections in your chosen app, import that head as a morph target and then back-out the expression with a negative value, save that resulting morph as a dial-controled morph hooked to the expression it was created for and then, walla, instant fix. :) Easy, right? :D