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3 Dimensional Chat / FrozenCore's Thread

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FrozenCore#6
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Posted: 11th Jun 2010 22:40
Hi Everyone I Haven't been Here For A While Had Some Computer Issues And Stuff

Anyways Just To Remind U I'm Still A Noob And I Would Accept Any Critisizm

Well I Got Maya Autodesk 2011 (It Looks Cool )

And I Followed A Guys Tut. And Made A Head Model Though I Need Some Help

The Problem Is That The Tut. Is All In Japanese So I Just Followed To Pics.





Kay I Need Now To Learn How TO Make Eye Lids ... Any Help?

If ANybody Got A Good Hair Tut. Not On Youtube Plz Post Link

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mike5424
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Posted: 11th Jun 2010 23:20 Edited at: 11th Jun 2010 23:21
Welcome back! I was wondering where you went

Looks awesome! Keep it up!

Quote: "
If ANybody Got A Good Hair Tut. Not On Youtube Plz Post Link "

http://poopinmymouth.com/process/hair_tutorial/hair_01.htm

---
FrozenCore#6
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Posted: 12th Jun 2010 12:48
Ty Mike

About The Hair Don't U KNow Any Tut. Using The Hair Option In Maya xD
I Want The Model To Be Looking Movie Like

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mike5424
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Posted: 12th Jun 2010 12:57
Well, A quick google threw up some reasults that may help,
http://library.creativecow.net/articles/briggs_chad/maya_hair.php
http://wargasm.fortawesome.com/tutorials/MayaHair/MayaHair.html
http://www.paultosca.com/varga_hair.html (For game's but it may still be of some help)
http://www.creativecrash.com/tutorials/making-hair-styles-with-maya-fur-/page1 (That one should help alot )

Hope i helped!

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FrozenCore#6
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Posted: 12th Jun 2010 13:45
Wow Awesome Thnx Mike

Here Is Something I Just Finished ... It's Messed Up But I Did It Out Of Bordom (Without Using The Tuts )

Yeah It's Pretty Messed Up But Oh Well haha



I'm Gonna Try Out The Tuts Now

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mike5424
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Posted: 12th Jun 2010 15:07
Looks great! But the hair seems to be comming out of the side of the head, It should be comming out of the top

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FrozenCore#6
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Posted: 12th Jun 2010 16:01
I Know It Was Just Playing Around With Fur Options haha

Well I Tried Using The Last Tut. But It Failed Somehow So I'm Modeling The Eye Lid And Gonna Model The Ears Later On And Test Again

Kay So I'm Almost Finished With The Eye Lid Using This Tut. (http://en.9jcg.com/comm_pages/blog_content-art-177.htm)

And Now I Have A Tiny Problem .. I Made An Edge Loop Following The Tut. And Now It's Making A Wierdo Line Split In The PolyGon ..

Any Way To Smooth It Out? (Check Out Maya 2011 Looks Epic)



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Posted: 12th Jun 2010 16:33
Probably a smoothing group problem, Looks like they have diferent smoothing groups but you need it all in the same to make it blend (Well, You don't but it will work for this)

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FrozenCore#6
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Posted: 12th Jun 2010 16:33
Sorry For Double Post But .. I Didn't Apply The Eye Lid Cuz It Wasn't Going Well With My 3D Model And Re Made it ON The Model Right Away ...

Stupidly Over Written The File So I Wanna Know If It's Good Or Now Cuz If It gets Pwned I'm Really Gonna Be Sad



Soo How Is It

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mike5424
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Posted: 12th Jun 2010 16:36
Looks great!


Hahaha, You posted a second or two after me


Off-Topic, Do you ever go on msn? I added you a while back but you never seem to be online

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FrozenCore#6
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Posted: 12th Jun 2010 21:54
I'm Always Online (Offline View) Lol I Iz Ninja

Whats Ur Email Again I Have Alot Of Emails And Forget Alot xD

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Quik
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Posted: 12th Jun 2010 23:28
the eyelids is looking good, and i like the eye texture

Now Can You Please Stop Typing Like This? It Is Very Annoying.


[Q]uik, Quiker than most
FrozenCore#6
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Posted: 13th Jun 2010 01:57
Lol Ty Quik and i'll try

anyways here is the ear made following squiric's tut. and omg he said it was an easy tut.

well woot doo yoo think









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FrozenCore#6
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Posted: 13th Jun 2010 02:00
Sorry For Double Post but Wazzup With The Pics?

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zeroSlave
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Posted: 13th Jun 2010 02:36 Edited at: 13th Jun 2010 02:38
http://i433.photobucket.com/albums/qq60/omardemiro94/My%203D%20Models/Ear1.png

It's the spaces in the [img[b][/b]] tag. Apollo is not a fan of them. Good job on the head!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
FrozenCore#6
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Posted: 13th Jun 2010 13:04
Goodmorning everybody

I had Elves for breakfast !!




I didn't know how to stick the first ear to the model so i made this one starting from a small triangle at the sides luckily that triangle covered the exact place from where the ear comes out ...

anyways the flow sucks since it's a deformed shape and i added some edge loops & smoothed 2 times

soo how is it?

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lazerus
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Posted: 13th Jun 2010 14:31
Your better using a symmetry modifier instead of mirroring half the mesh. Itll auto weld the seam making it easier and much more /ergonimic? (cant think of the word) But it looks pretty good so far, keep it up. Oh and stop turbo smoothing/subdiv. its gives that plastic look and removes any definition.

FrozenCore#6
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Posted: 13th Jun 2010 16:46
Symmetry Who? xD

About Smoothing I'll Try Not To Do it Alot In My Next model .. This Is Only My second head model xD



How Is It?

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FrozenCore#6
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Posted: 14th Jun 2010 02:44
WEll Obviously This Head Failed But Atleast I Learned More About Using Fur ... And I Now Fully Understand Why I Should'nt Smooth Too Much xD

Anyways Here Is The Textured Model ... The Eye Brows Are A Part Of The Texture ..

Oh And Sorry I Was Just Playing Around With The Animation TimeLine And Something Got Messed Up .. If U Can Tell me How To Fix it Plz Tell Me



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JLMoondog
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Posted: 14th Jun 2010 03:27
Is that Nero's model in your sig?

lazerus
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Posted: 14th Jun 2010 13:25
Yeah, neo' gave him permission a while back to use it for photoshopping.
At a guess Overlay, filter wind, pencil, maybe blur. Flatten, burn for highlights. Hes also got a Extrude/emboss going there too. Sorry its a force of habit to break stuff down lol.

Though its quite misleading since well neo did all the work

As for the hair, well i cant help you there mate, i normally use planes with alpha since i have more control and theres no poly wastage, that an its a royal pain in the ass to animate fluidly. 2-3 seg planes are plently to make bounce effects with wind flow ect

Just keep it up anyway, you'll get better as you progress.

FrozenCore#6
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Posted: 15th Jun 2010 15:06
WEll I Did Use Overlay And Blur / The rest Nope

Can't really Remember What I used but I'm Sure I Didn't Use Those xD

about the hair thingy I Just Selected The Whole Model And Moved it ... Then After Deleting The Key Frames Or Whatever It Stll Gave That Effect To the Hair ...

Anyways Thnx

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FrozenCore#6
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Posted: 17th Jun 2010 13:26
Okay This Is Propably The Worst Uv Map / Texture Ur Gonna Ever See ..





Can Anyone Seriously Tell Me How To Uv Map And Color This Thing .. ? And Should I Smooth Before Of After Uv Mapping? ?

Here Is Obj File If U Wanna Take A Look http://depositfiles.com/files/ik39f2kya

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Quik
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Posted: 17th Jun 2010 13:43
first of, gief another backround colour for that uvmap, i can barely see anything.

and i dont think the UVmap is too bad

and the texture looks fine:3


[Q]uik, Quiker than most
FrozenCore#6
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Posted: 17th Jun 2010 14:40
If U Download The Obj. File And Look Upclose , It Looks Like A Toy ... I Recolored The uv Map On photobucket

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Maindric
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Posted: 17th Jun 2010 17:53
Why would you need to smooth a sword? And trust me, I have seen/done worse UV maps. My biggest prob with your map is that there is way to much wasted space. Try making the long parts diagonal on the plane or enlarge some other aspects, right now, there is to much white space.

zeroSlave
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Posted: 17th Jun 2010 18:50
Quote: "And Should I Smooth Before Of After Uv Mapping?"


What do you mean by smooth? Mesh smooth, or are you talking about smoothing groups? I personally do the smoothing groups before I unwrap the UV map. The UVW map looks pretty good, but as said before, you should compact all the pieces together to get rid of as much empty space as possible. Also, the pieces in the bottom right... I would keep the piece on the right since it is straighter and easier to manage, and delete the piece on the left. I'm not sure if that part is the blade or what, but you can mirror the piece on the right, and overlap them on the UV map. If you don't want to overlap, after you mirror the object, flip the uvs for it horizontally so that they are evenly proportioned to the object on the right.

I attached a pic of a bit more efficient way to do the map. It is a 512x1024 map. I find that for maps with long pieces, a 1:2 ratio in size works well.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.

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Asteric
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Posted: 17th Jun 2010 21:45
Do you mind if i record me mapping it, to give you a hand?

FrozenCore#6
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Posted: 18th Jun 2010 09:18
@ Maindric : Thnx

@ Cough Mist : I Still Really Dunno The Diff. BEtwwen Smothing Groups And Smooth ...
The Pieces At The Bottom Right Are Pieces For The Black Thingy Which The Blade Fits IN (Soz Forgot Name XD) And I Accidentaly Split it into 2 (1 Bigger Than The Other too D: ) In Uv Mode So That's What I Got XD

@Asteric : I Don't Mind At All - This Is Actully The Type Of Help I Really Need Right Now, Cuz Seriously I Can't Understand Most Text Instructions

thnx For The Posts Guys

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FrozenCore#6
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Posted: 21st Jun 2010 14:24
Hey Guys I Need to Ask One Thing .. Is There Any Way To Shade Uvs In The Uv Map?

Or Do I Have To Cut Out The Uvs?

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FrozenCore#6
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Posted: 21st Jun 2010 19:01
Hey Everybody I Was Too Lazy To PLay Online So I Editted The Uv's A Put Some More Cuts And Moved Em A Bit

Gave it A Better texture On Photoshop And There it Is



Here Is A Wierdo Preview Error Which I Wanna Get Rid Of .. Any Ideas?
http://www.youtube.com/watch?v=s-22abOntFw[img]null[/img]

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zeroSlave
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Posted: 22nd Jun 2010 05:53
Looks cool, hombre. It looks like the golden area has some overlapping on the UV, but since it is more or less a solid color, it doesn't matter much.

I'm not sure about the error. I watched the youtube video, and it looks like some zdepth problems occurring. Don't know how to fix it, though. :/

Also,
Quote: "Is There Any Way To Shade Uvs In The Uv Map?
Or Do I Have To Cut Out The Uvs?"

I'm not sure what you mean by this. Maybe too late since you already have the texture done, though.

Good job. The sword is really coming along!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
FrozenCore#6
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Posted: 22nd Jun 2010 13:42
Thanks Mate

Quote: "Is There Any Way To Shade Uvs In The Uv Map?
Or Do I Have To Cut Out The Uvs?"


Like After U Finish Unwrapping ... If I Wanna Mark Certain UVs So I Don't Get Mixed Up While Coloring It On Photoshop

Is That Possible on Maya?

Or Would i have To Cut Those UVs Like In The Latest texture

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Asteric
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Posted: 22nd Jun 2010 18:09
If maya supports baking, not sure, then it should be very possible, i just add materials with different colours to each major section, on 100% self-illumination and bake a diffuse map.

FrozenCore#6
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Posted: 23rd Jun 2010 15:58 Edited at: 23rd Jun 2010 15:59
Kay I'm Working On A Usb Cable And it's Pissing me Off ..

http://cg.tutsplus.com/tutorials/autodesk-maya/model-and-texture-a-photorealistic-usb-cable-with-maya-and-mental-ray-day-2/

I Finished All The Steps Till Day 2 Step 41

After That I'm Totally Confused And Dunno How To Follow The Tut..

The Guy Is Saying Create The Layer And Copy The Objets ... By That Does He mean Copy verything Including The Camera , The Light , And The Plane poly?
Or Only The Usb Cable??

I tried The Depth Thingy Several Times But It Always Turns Out All black Or All White .... any help?

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zeroSlave
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Posted: 23rd Jun 2010 18:50
I'm not super sure, but I would assume that he means just the objects.
"add all the objects in the scene to it."

I wouldn't consider the lights and camera as objects if I am to take what it says literally. I would only copy the cable, the surface it's on, the backdrop and such.

As far as the depth of field rendering, I'm not sure. I always use 3dsMax and Vray for rendering scenes like that.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
FrozenCore#6
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Posted: 25th Jun 2010 00:44
@CoughMist

I tried The Objects Only But Still Same Problemm


Anyways

This Is A Quick Roof Scene I Made Due To Boredom Was Gonna Texture It But Too Lazy lol



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FrozenCore#6
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Posted: 30th Jun 2010 12:12
Okay Here Is The Usb Cable .. Not The Greatest Screen Shot But I'll See If I Can Do Anything About The Lighting And Depth



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Azunaki
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Posted: 30th Jun 2010 21:10
sigh when your model is black use white and gray backgrounds when you model is white use darker backgrounds... can't see anything in the picture other then some white and gray squares. (looks more like a face then a usb as is)

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FrozenCore#6
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Posted: 1st Jul 2010 01:41
@ Azunaki yah I Know .. I Already Said It's Cuz Of Lighting Errors Or So .. And I'm Not Really Understanding That Stuff Yet So I'mma Fix it Later

Anyways Here Is A Knew Head Model And This Time I ment It For A Girl .. Turned Out To Be A Serious looking Girl haha




So How is It Guys

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FrozenCore#6
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Posted: 1st Jul 2010 16:10 Edited at: 2nd Jul 2010 19:02
Kay New Update On The Model And I need Ur Help please..

* I Fixed Up The Cheeks Since They Were A bit Flat .. And Modelled The Mouth Without using A Tutorial *

Soo If I'm Gonna Animate This Model Later On .. Should I Speprate The Tongue From The Inner Part of The mouth? ... And How Should I Model The Teeth? XD

I Just Want It A Simple Mouth For A Talking Animation or So .. Also Should I Seperate The Inner Mouth From The Model .. For Uv Mapping ?




How Is It?

mike5424
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Posted: 3rd Jul 2010 11:36
Awesome work! I haven't done any facial rigging so i'm not 100% but I think that it doesn't matter. I'm guessing the rig around the mouth would be the same weather the inside's attached or not

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Azunaki
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Posted: 6th Jul 2010 00:28
alright so the lips them selves need a little work for one you forgot the dimple at the center of the top lip(or it looks like you did) and then the lips are rounded not flat and need to be that way because well round is just more pleasant to look at. a curve has substance while a flat plane is just boring.



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FrozenCore#6
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Posted: 6th Jul 2010 15:46
Yeah I Know .. The Lips Got Messed Up cuz Of The Mouth / I'll Fix Em After I Finish the Inner Mouth ..

Soo Back To Original Question ... Should I Split The Inner Mouth From the Outer Or No?

Quik
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Posted: 6th Jul 2010 15:48
i dont see why you should?


[Q]uik, Quiker than most
Mazz426
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Posted: 6th Jul 2010 16:23
think you shoild seperate the tongue, but keep the main part of the inner mouth attached

FrozenCore#6
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Posted: 8th Jul 2010 16:50
Woot Mazz Visited My Thread

Ty Mazz For Ur Reply

Here Is A New Update :

*I Seperated The Tongue . Fixed Up *ALOT* Of Flow Errors / Ofc There Might be Some More .. But Oh Well It's Gotta Do For Now XD

Then Added Edges At The Lips To Make It Round ..
Now Just Gotta Find A Way To Design The Teeth And Attatch Then To The Inner Mouth And Fix Up The Sides Of The Lips



FrozenCore#6
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Posted: 8th Jul 2010 17:28 Edited at: 8th Jul 2010 17:35
Ok Here Is Another Edit :
(Btw Sorry For Any spelling Mistakes ... I'm Kinda .. Too tired? XD)

I Editted The Eye Lids ..



And Here Is Explanation To How I Editted It ...



Soo What Do U Think Guys

Quik
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Posted: 8th Jul 2010 17:41
what is that extrusion into the eye..? looks bad and wrong. why did you do that? oh and can we get a picture of the whole head now that you did so many changes?


[Q]uik, Quiker than most
Mazz426
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Posted: 8th Jul 2010 17:55
I've acctually been looking into your thread for a while but didn't have much to say until now. its good that you've modelled the eyelids completely, if you're intending to use this for sculpting or, well anything other than an in game character i'd strongly recommend having the interior of the eyelids modelled so that it wraps around the back of the eye, you don't have to do that you could even have a set of shear faces. the mouth looks a lot better and the work around the nose is great; and Quik do you mean on the eyes themselves? because during the modelling process its good to have a solid representation or the orientation of the pupil or iris, that'll be why he's extruded inwards, that effect will later be recreated through textures im guessing but do remember to later account for the bulge on the eye, looking good.

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