I agree with you guys, unfortunately those who know the steps for face-making are not sharing the intel but well it's not like they're obligated to, I just wish they would be more keen to share.
That being said I've been trying to at least get a head model for an hour or so and with Frosty Editor it's actually easier (or so it looks for now)
1. Open Frosty Editor
2. Browse to: Content -> Character -> Player
3. In the Player folder you'll find subfolders such as 'player_0' 'player_1000' etc. Browse through them and you'll find more subfolders identified with the names of the players who have real faces
4. For each of those folders, click on var_0. Inside the file browser below the folder explorer you'll find all the files that build up the head model (textures, normals, etc) those labeled with the file type 'SkinnedMeshAsset' are the actual 3D models.
5. Double click on a SkinnedMeshAsset file labeled 'head' to open the model, and now click on 'Export' to extract the FBX file on your computer, after that it's a regular export, you'll chose the FBX version and the scale units.
As of right now this is as far as I've gone, while I have worked with a decent ammount of 3D models most of them are furniture, I've never worked with high detail models such as these faces. Because of this I would appreciate if anyone could explain the basic tools used in Blender to manipulate the mesh with precision.
@aurion17 I'm excited to see former face-makers return, modding made FIFA 16 a fantastic experience for me with all the different things you could do back in the old engine. I hope you can make a comeback.
If anyone would like to keep in touch understanding face-making or if you have a question which I could help with my discord is davidoneseven#7176