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>> No.389003 [DELETED]  [View]
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389003

The kind of hard-edged eyes on the right appear all the time in anime style characters. Using default face-making logic and topology I only know how to get the curved look on the right(after subd) while maintaining all quads and good topo.

How would you accomplish hard eye edges like this that survive subdivision while not fucking up the topology? Edge creasing? Just use triangles at the corner for extra sharpness(assuming you'll be using flat shading anyway)?

I'm also curious about how people go about repositioning eyelashes onto faces after tracing from 2d reference. I've used lattice deformation followed by vertex snapping with some good result but I'm not sure if it's the best idea.

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