0
$\begingroup$

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?

enter image description here

$\endgroup$
  • $\begingroup$ 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
  • 1
    $\begingroup$ 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

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.