I made a human prototype mesh and get these odd stretches across the facial region. I'm not sure if this is a vertex issue in Edit mode or needs to be worked on in Sculpt mode. I have never sculpted before, but was wondering what the best method is to fix these odd stretches?

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  • $\begingroup$ I'm not an export, but your topology seems a bit off. Anyway it looks like artifacts from low subdivision. Increase the number of subdivisions in your SubSruf modifier $\endgroup$ – Duarte Farrajota Ramos Oct 3 '16 at 22:32
  • $\begingroup$ It looks much better when I use a subsurf modifier but I'm going for a low poly character for a game. $\endgroup$ – Pharros Oct 3 '16 at 23:37
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    $\begingroup$ In that case baking normal maps from a high poly mesh to a low poly one may help $\endgroup$ – Duarte Farrajota Ramos Oct 4 '16 at 1:54
  • $\begingroup$ also try selecting your mesh and pressing ctrl + n, to recalculate your normals. i think your mesh may simply be too low poly, which can make smooth shading look a little off. this shouldn't show up in renders. $\endgroup$ – Otto Oct 5 '16 at 15:58
  • $\begingroup$ I tried recalculating the normals as well. Unfortunately the oddities still show up when the mesh is exported. $\endgroup$ – Pharros Oct 7 '16 at 13:11

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