Face Robot cannot wrinkle any area of the face that doesn't have wrinkles already modeled into the mesh's geometry. The goal is to model the skin in its relaxed position and make sure to add sufficient geometry in the wrinkle areas so that the deformation can convincingly occur there.

A good starting point is to look over the expressions that you want your character to have and model the wrinkles into the geometry with these expressions in mind. You may want to use a textured wrinkle map as a reference while you're modeling the wrinkles.

The following diagram shows the main wrinkles on a typical Face Robot character. See Painting Wrinkle Maps for more information.

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