Hey everyone. I thought you all might find this helpful, particularly those who might be struggling to create a "decent" face. The vast majority of human faces share the same basic proportions, and if you follow these general principles in your character creation you'll end up with far more realistic faces and better in-game facial animations. This is a rough guide based on statistical regularities in the human global population. Individual humans often vary somewhat from these general proportions - for instance, my own face doesn't obey (4). Many aspects of appearance are not be determined by these general principles, such as cheek placement and width, lip width, eye vertical size, brow type, forehead width, and complexion. Ultimately, the beauty of your character is dependent on your own taste, eye, and idiosyncrasies.
I've revised this first post in light of my experiments with my third character over the past day or so. The effects are often subtle, but I think the end result is far more balanced than my original (unmeasured) build. In particular, the eyes in the first build seemed too high, while in the new build the eyes are lower and more proportionate to the face (in-game).
Here are the eight basic principles of realistic facial proportion, adapted to the creation system:
1. The eyes sit at the vertical center of the head or just above, about halfway between the top of the skull (not the hairline) and the bottom of the chin.
2. The bottom of the nose (not the bottom of the nose tip, which can be angled however) sits halfway between the brow and the chin.
3. The ears stretch from the eyes to the bottom of the nose.
4. The width of the eyes is roughly 1/5 of the distance from outer ear to outer ear. In wider faces, this doesn't apply.
5. The eyes are one eye-width apart.
6. The width of the nostrils is the same as the width between the eyes.
7. The center of the lips is located 1/3 of the way down the distance between the bottom of the nose and the chin.
8. The width of the lips (from side to side) is roughly pupil to pupil.
Other than that, human faces vary widely. You can use measuring tape to measure these proportions without risking damage to your TV. Here's a graphic that can serve as a rough guide:

(Image courtesy of Arngeld).

Obviously, there's no reason to think these are realistic proportions for qunari, dwarves, and elves. Really interesting qunari, dwarves, and elves could likely be generated if you change these basic principles. For instance, I imagine that dwarves tend to have longer chins than humans.
Here's the comparison of my third character:
Original face

Original face plus horizontal proportion

Original face plus horizontal and vertical proportion

A few in-game shots of the original face
A few in-game shots of the original face plus proportional adjustments
















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