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morifane - It's a bit of an involved process... I figured it out by accident when playing with face templates one day. Basically, you make the sim face as close as you can in Body Shop first. Then save the sim, open their file in SimPE, and export their face mesh in .obj format. That can then be imported into Milkshape and edited however, moving vertices around. Then you run it through Meshtool with particular settings to get yourself a working GMDC again, and... well, then you have to make a full face replacement set to do it right. Which is a bit of a pain, but makes it so they breed properly. And use the edited GMDC for the adult male/adult female/whatever for your character/celebrity sim's age/gender replacement face. Then make a new sim in Body Shop using that default face and your skin, hair, content, etc. - once the sim is saved, they'll retain the face data and they'll also breed properly, as apparently the info for all that is saved independently of the templates... so all people need is the sim itself.
I started a thread on it here with more detailed instructions when I came across the technique:
http://www.modthesims2.com/showthread.php?t=207836 ... which should clarify somewhat.
With Martin, because the changes were so slight, I ended up using a GMDC imported with Unimesh first - for some reason I cannot export faces in .obj format and get them into Milkshape still uv mapped. GMDCs stay mapped, so I could apply the skin I was using and look at the face in Milkshape (
thusly). Then I did my edits there using the Move function, moving by increments of like .005 or so at a time, recording exactly what I did to what vertices on a notepad... And then repeated the same edits to the plain grey .obj format face, which ended up exactly as I had edited the one I could really preview my changes for.
If it sounds confusing and complicated... it is.
my simblr (sometimes nsfw)
“Dude, suckin’ at something is the first step to being sorta good at something.”
Panquecas, panquecas e mais panquecas.