Using Celebrity Muses
I'm new to the whole Hexagon morph making scene. But It appears I've got a natural talent for sitting for hours on end and clicking a vertex, moving the vertex, rotating the object, clicking a vertex, moving the vertex, rotating the object. In happy perpetuity.
Recently I've discovered the soft tools and the tools located under UV but I have a distaste for raw randomness of the vertex moves. So for now I'm sticking with what I'm good at, moving vertices one at a time.
My other talent is spatial cognition. I pretty much think in images or action. Downsides are, if I can't visualize it or never done it or seen it done before, I really can't grasp a concept.
However, the plus side is if I have a perfect profile, portrait and (if possible) Isometric view of someone, I can visualize the face in all angles in between.
This is the third face morph I've done, but this one seems to have turned out the best of the three by far.
I might even sell it (once I teach myself how to make skin textures.)
Right now I'm around 90~95% image fidelity. There are still a few refinements I still need to do on the mouth and nose and I haven't yet put the vertices in expression friendly locations.
The things that aren't right at the moment is textures which has a big impact on facial recognition. The textures I'm using is as close a match as I can get to the original celebrity coloration.
I'm using the the Teen Julie as a starting point for this morph.
[EDIT]
Removing two of the original 4 images to clean up the thread a little. They're out dated and a little too dark to get some of the detail anyway. Keeping the other two to show progress.
[/EDIT]
Comments
With that nose, Selena Gomez. (Also, top lip with very few peaks/curves.) Your lacrimals might need to pinch more and have more slant. Hard to tell.
The Cheek bulges are really not pronounced unless she is smiling. No Idea how to fix that into the Face Morph though.
Do you agree that it is Selema? (And good morning.) :)
Do you agree that it is Selema? (And good morning.) :)It is also in Commons so the secret was out. And Morn to you too.
Oh! I honestly didn't see it. I don't have much time for The Commons as I'm busy with my own thread over here. So I guess I was right :) They ought to link the thread here then. Why is it over there if it's over here?
Heh, I originally posted it here but I'd gotten a quicker turnover response in the past in the Platinum "Member's only" forum.
So I put it up on that one too. (I think Jaderail meant there, not the commons unless someone was talking about it there, which is cool by me.)
Yes that's the Actress's name.
I'd made some more improvements since those renders.
There's a few locations that need to be refined and I haven't yet done the ears and teeth. But once I'm done I'll also make a unique smile expression morph to better emulate the actresses real smile. Then, all I need to do is teach myself how do do textures.
Here's what she looks like now...
Here's my first attempt at a modified smile for this face.
I'd put in about 30-45 minute of work into it and it's far from complete. But it's coming along nicely I think.
The second render is the modified closed smile, the lips are pressed closer to the teeth, a crease is added to the lower cheeks and a more defined line on the mouth corners and between the cheek and nose.
Also, Novica is right about the lacrimal and the actress muse. Heh, I'll make the adjustments to eyes next.
And Jaderail, I figured out how to make expressions through trial and error. As I learn best by figuring something out by myself, I feel it's cheating to ask someone else. I only do that or google the question as a last resort, by then I'd be able to fully understand what they are talking about and permanently retain it.
Use 'Reverse Deformation' to make an expression, here's how;
Put in a generic face expression you wish to use as a template, Send the character to Hexagon. Back in DAZ remove the [removed]only the expression.) In Hexagon, (after making sure 'symmetry X' is on, or off for a one side expression) move the vertices to where you which them to be.
Once complete, export it back to DAZ (first make sure you have the Advanced morph function set up in your preferences.) Say yes to 'Reverse Deformation.' I'm somewhat sketchy as to preserving the delta sub-selection does, but I do know it's not important for this.
Reverse Deformation only makes a morph based off the vertices that are different between Hexagon and DAZ. Additionally, Each morphed vertex uses a relative X,Y,Z start point (Always being 0,0,0 no matter where it's at, unlike an absolute X,Y,Z) to the morphs Delta'ed location in a straight line.
This means the modified smile will also work for most face morphs.
The last image is the same modified smile used on a Basic Vic5. It's a little raw, but not bad for less then an hours work. I'd classify this smile as more of a "smirk."
Not bad for someone who's been only been making morphs for not even a full month.
Now, if only I could force myself outside my comfort zone again and get to work on textures...
That last set looks no where close to her. I think the version in Members Only is much better.
Made find tuning of the lip contours and calibrated the vertex locations to minimize vertex bunching and polygon clipping when using maximum generic mouth settings.
The pictures are a before and after close-up of the mouth and the current state of the face.
[EDIT]
Just remembered, I also did some teeth adjustments. Adding a picture of how the teeth now look.
[/EDIT]
Is there any feature I should stop fiddling with? Instead of what looks wrong, what looks right?