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You're totally right about the rim of skin. It was kind of hard to avoid that because the mesh is modeled in one piece (except the eyes, eyelids etc.) and after the MeshSmooth the first continuous poly loop to form a looping edge for the fur part is outside the rim. That's one of the reasons I asked Vlado to include a vertex color channel option to indicate where the fur must start/stop.
But if you think of the final goal for this model: a toy design, the rim might as well be necessary after all. Speaking of toy design: if anyone over here happens to know anyone that's inside that business I'd love to know! Thanks very much in advance!
Maybe a chamfer around that edge would tuck it away just enough
Would it be real fur on the physical version of this toy or rubber like fur? If it's real fur then maybe splitting the mesh would be a better solution because of the two materials used in manufacturing.
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