vampchild opened this issue on Apr 08, 2014 ยท 337 posts
Morkonan posted Fri, 04 December 2015 at 10:07 PM
I know it's almost impossible to achieve with that mesh density...
But, V4's "diamonds" and the couple of "stars" in her face topology drive me friggin nuts when doing custom, realistic, face morphs. I hates them... I hates them forevers... There's nothing more frustrating than staring at recalcitrant diamonds that insist on burping up smooth-shading effects just 'cause someone thought it'd be cute to "hardwire" dimples... :) Kill however many of those that you can, please! I know it's tough...
I can't see everything, of course. But, I worry just a tiny bit about the topology around the chin area. It's pretty uniform and the "worry", not a huge one, is that it will naturally reduce the detail when deforming using deformers/rigging/handles without extra definition helpers wired in. (JCM/equivalent) Topology that helps to isolate the chin a bit so that it doesn't move uniformly with the surrounding area, but tends to naturally keep it's shape somewhat, would be cool. (Example: See the face topology from the "Uncharted" game figure, here: http://wiki.polycount.com/wiki/FaceTopology and note how the chin region has some isolation to it from certain flows. Also, note that V4 has some similar topology in that region. It's worth noting that, for instance, this lack of isolation contributes to "squished chin" grins with even minimally and reasonably morphed face morphs. I have no experience using rigging for expression morphs in Poser, by the way, so disregard my comments in this regard if it's not susceptible to that.)
I'm looking forward to throwing money at you... I'm running PP2012, atm, though, so I hope there's some decent scale of backwards compatibility besides PP2014. Else, your money will have to wait until Smith Micro gets theirs.... ;)