Face shape
Face changes the shape of a head. You drag sliders for eight parts of the face and watch the ped change as you drag.
Open the panel
Open Head in the category rail and choose the head you want to shape.
Press Face in the inspector. Only heads have that button. The panel takes the inspector’s place, and Done at the bottom or Esc closes it.
Good to know
If the head has no model to measure a face on, the panel says “This head cannot be shaped: it has no model to measure a face on.” instead of showing the sliders.
Shape a part of the face
Choose a part: Nose, Eyes, Cheekbones, Mouth, Chin, Jaw, Brow or Ears. It opens with its sliders, and the part lights up on the ped so you can see what you are shaping. One part is open at a time.
Drag Size, Width and Forward. Each slider runs from −100 to +100, and a tick shows where zero is. The ped changes as you drag, and when you let go the whole drag becomes one step in the history. With the keyboard you move a slider with the arrow keys, and each press is a step of its own.
PedForge works out which way the face points by itself. If the part lights up on the back of the head instead of the face, it guessed wrong: press Flip the face to turn it round.
Tip
Eyes, Cheekbones, Jaw and Ears sit on both sides of the face and are always shaped alike on both, so the face stays symmetrical.
Start over
Reset region sets the open part’s three sliders back to zero, and Reset all does it for the whole face. Both are one step in the history, so Undo brings back what you had.
The shape is always worked out again from the head’s original model, so you can drag back and forth as often as you like without the face getting worse. With every slider at zero the head is as it was to begin with.
What it costs
A changed face shape costs 10 credits per head, charged when the export succeeds. Shaping the same head again later costs nothing more, and a head with every slider at zero is not counted. Only the model changes; the head’s textures and variants are left alone.