AuroraForge NT100 · Tools

Face Calibration + In-Game Correction Workflow

Compare your source face texture against the in-game result, mark what shifted, and generate clean correction notes for the next pass.

Guided workflow

Turn test screenshots into real correction notes

This workflow is for the moment after your first face texture test. If the face lands in the right general area but still looks wrong in-game, this page helps you describe exactly what shifted and what should change on the next texture pass.

Upload Source Texture
Use the flat face texture you tested in the game.
Upload In-Game Screenshot
Use a front-facing screenshot from the Face Position screen or another neutral view.
Mark Problems
Select issues like brows too high, tone too warm, face too compressed, or detail too harsh.
Generate Notes
Create a correction brief and revised prompt notes for the next pass.

Source face texture

Use the face texture PNG you built or tested.

No source texture loaded yet.
Source face texture preview

In-game result screenshot

Use a clean screenshot showing how the texture actually landed in game.

No in-game screenshot loaded yet.
In-game result preview

What to look for

  • Did the brows or eyes land too high or too low?
  • Does the face feel vertically compressed?
  • Is the forehead or hairline taking up too much space?
  • Does the skin tone clash with the body?
  • Did beard, brows, or pores become too harsh?
  • Is the mouth or chin shifted or compressed?
  • Does the overall face scale look too large or too small?
  • Orientation check: was the final game-test copy flipped vertically before DDS conversion?
Calibration profile

Correction strength

Primary goal

The brows or eyes sit too high on the in-game head.
The face is falling too low and leaving too much empty forehead.
The top region is consuming too much usable space.
The actual face reads too small inside the texture area.
The face appears oversized or crowded.
Features feel squashed together vertically.
Brows read like dark paint or heavy blocks.
Flat facial hair detail becomes muddy or too dark in game.
The face looks too orange, too dark, or mismatched to the body.
Lower-face shading or edge blending feels too abrupt.
The mouth or chin appears pushed too high.
The mouth or chin is sagging lower than expected.
Outer face or side content is confusing the final read.
Small pores or marks disappear or turn mushy after testing.
The face map may be upside down or vertically inverted because the final game-test export was not flipped.
Model / test notes
Freeform observations

Use this output as the source-of-truth note set for your next face pass or your next AuroraForge NT100 project file.

  1. 1Generate an original face or revised face texture in Face Texture Studio.
  2. 2Test the texture in game and take a front-facing screenshot.
  3. 3Use this calibration page to compare source vs in-game result.
  4. 4Generate correction notes and save them into your project files.
  5. 5Run the next face pass using the correction brief instead of guessing.