After being distracted with the likes of Deep Space, Fable 2, and Fallout 3, I finally started working on personal projects again. I remodeled my previous character’s head with extra topology to let me model in more detail in the blendshapes. I also textured his head so he looks more human now with his eyebrows and lips. Following the advice of one of my coworkers, I’m not modeling with any symmetry which I’ve noticed gives a lot better results that look more organic. I plan to add a few levels of combination shapes, that is, blendshape targets that make combinations of other blendshape targets look correct. It should add a nice level of complexity to the face and prevent it from looking too mechanical.
