I tried looking for an answer to this question in the stickies posted here but found a lot of links were broken, so if this has been answered somewhere already I apologize.
I’m in the process of modelling a character in ZBrush that I plan to fully rig and have blendshapes driving facial animation. My question is this: As I am modelling the character as a whole, how do I create the target meshes to drive the facial blendshapes? Do I simply use a full mesh and paint blendshape weights just around the face, or do I split the mesh at the neck? If I split the mesh, how do I reconnect the two together again while retaining blendshape integrity and having no visible seam at the neck while animating?
I’m using Maya 2010 for animation, ZBrush 3.5 for modelling.
Thanks.
