Sculpting the Cheek Puff Area
Sculpting the deformers is one of the main ways to get the face to look the way you want it, especially for extreme or unusual expressions that often require tweaking.
This section describes how to sculpt the cheek puff deformers, but for general information on sculpting, including symmetry issues and the sculpt history, see Overview of Sculpting.
To sculpt the cheek puff area
1. On the face in the viewport, select a cheek puffer animation control and position it where you want it in relation to the sculpting you will be doing.
2. In the Sculpt area at the bottom of the Tune panel, click the Puffing button.
Face Robot generates a special cheek mesh that lets you sculpt separately from the actual face mesh. An outline of this special sculpt mesh becomes translucent and blends with the rest of the face.
3. Move the points on the sculpt mesh as you like to adjust the cheek’s geometry. You can use any modeling tool, but these are some that you’ll find useful:
- Use the Relax tool on polygons (choose Model > Modify > Deform > Relax on the main menu bar). To find which ones to adjust, move the puff animation control until you see a crease between the mouth and the cheek bone. Select the polygons where the crease is and use the Relax tool on them.
- The Tweak Component tool - tag the points (press T) and press M, then and move points, edges, or polygons.
- The proportional modeling tool - click the Prop button on the main command panel, then press M and move the points.
- Weight painting tool - press W and paint values on a weight map (press Ctrl+W to open the paint brush properties). See Painting Weight Maps for tips on painting.
4. Click the Sculpt > Apply button when you’re happy with the results of the sculpting. This bakes the changes you made to the sculpting mesh back to the face’s geometry.
The sculpt is saved as a pose shape that you can then mute, apply, or delete using the sculpt history — see Working with the Sculpt History for information.
Click the Sculpt > Clear button to undo the edits and start over.
5. When you’re finished, click the Act button at the bottom of the Tune panel to go to the Act panel. On the Face > Select tab, click the Reset All button to return the animation controls to their default positions.
6. Now when you move the animation control to the position it was in when you started sculpting, you’ll see the adjustments you made to the geometry.
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