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Shading Reference Face

The way objects are drawn and lit in the 3D View is referred to as shading. Box Bounding Only displays rectangular boxes that outline the size and shape of an object. Wireframe Objects are represented as a mesh of lines that represent the edges of faces and surfaces. Solid The default drawing mode, which employs solid colored surfaces and basic lighting. Textured Displays meshes with an image applied to them via the mesh's active UV map. The image for Cycles materials is the last one selected in the Node Editor. The UV maps applied face texture will be displayed for other render engines. Material A quick approximation of the material used. Rendered An accurate representation created with the Render Engine of choice and lit with the visible scene lights.

It's worth noting that the object's outline is still heavily faceted. Activating the smoothing features does not change the geometry of the object; it changes the way shading is calculated across the surfaces (normals will be interpolated), creating the illusion of a smooth surface. Select the Shade Flat item from the Object menu to restore the shading (normals will remain constant) to the first image above.

These muscles contract and expand, resulting in markings on the face's surface. The skin crumples up and reacts to the pushes and pulls of the muscles, prominent bones, and so on where muscles converge. The skin reacts similarly to how the earth's surface reacts when the plates beneath collide, resulting in an earthquake.

The most difficult aspect of drawing an eye is that it is slightly reflective. The good news is that you don't have to go into great detail to create a reflection. To indicate a highlight, use a small kneaded eraser to remove parts of the graphite or charcoal. You might also want to think about using white-out, which is a quick way to add a bright area without having to worry about erasing anything.

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