Upcoming project requires a naked human with full body (muscle) and facial setups.
At current Im using a Wrap sub D display mesh, where a low poly is blendshaped by SetDrivenKey's on the skel.
for the body deformations, the "un-Accuracy" of having a Wrap translate the deforms from a lower poly mesh is acceptable, but I am worried about when its face time.
So I have 2 questions:
1) is there a better way to layout my character than as 1 mesh / subd wrap? ie. could I seperate out the Face (or head) and still have it act as if connected to the main mesh (no tearing/vert misalignents....I'm guessing would havto seperate the meshes on a rigid rather than smooth bind?)
2) when it comes to creating my blends, is it sensible to have the whole mesh cloned for body AND face deforms? (ie. probably looking at 50+ blend shapes?)
I guess the two questions are essentially the same , and I'll start experientation this weekend, just wanted to get the fabulous views of all of you wonderfull people who might have some ideas on the matter aswell :):)
Many thanks for any thought given to your answers :)