Joshea wrote:I tried sculpting in the forehead wrinkles, however, rendering became a major problem. The modifier, multires, creates too many vertices. Slows down my mac mini way too much.
The answer to this point, put a hat on the character that covers the forehead. Thanks all anyway.
Here is another workflow: if you are already in Blender, also need the geometry for wrinkles and do not want a normalmap you can do the following:
just select the faces of the forehead in edit-mode, then select "mesh" "edges/subdivide" with e.g. a factor of 2. Then only the forehead is subdivided. The skin texture will not be destroyed, weights and groups will be copied so it should work while posing.
... now do your weight painting ... I did a quick test on one of my characters ... not very natural, I know. But it show that it works.
Btw.: This should also work on a Mac Mini. For posing etc. switch subdivision surface off in edit mode, if you use that. The first 34 pages of the "gallery/the daily life of models" were rendered on a small quad-core MAC Mini.