How do i insert a Facegen Modeller Face in a Daz Character

How do i insert a Facegen Modeller Face in a Daz Character.

I am unble to figure it out..

Comments

  • Which figure are you using? As far as I am aware it should create a morph, but I don't have the application/plug-in.

  • Facegen Modeller can export a head as a Wavefront .obj, .ma, .xsi, ..wrf, .lwo, .or 3ds file.

    Any figure that comes with Daz3D will do, as i am in the learning stage.... G8, G3, G2, G1 or even V4 will do.

    What i am trying to figure out is how do i start to insert them with the Daz Characters  ....

  • Seven193Seven193 Posts: 1,111
    They sell more than one product, Facegen Modeller and Facegen Artist. Facegen Arist is the one that works with Daz Studio. Facegen Modeller doesn't.
  • nonesuch00nonesuch00 Posts: 18,316

    Facegen Modeller can export a head as a Wavefront .obj, .ma, .xsi, ..wrf, .lwo, .or 3ds file.

    Any figure that comes with Daz3D will do, as i am in the learning stage.... G8, G3, G2, G1 or even V4 will do.

    What i am trying to figure out is how do i start to insert them with the Daz Characters  ....

    I think you can import the FG Modeller obj as a waredrobe obj item and then carefully position it and use the DS 'fit the Genesis model head area' to the FG Modeller OBJ. You'd then want to export the Genesis model to Blender or something and sculpt it some more to more closely match the FG Modeller obj. 

    And there are probably lots of other approaches you could take too.

    Or you could buy FaceGen Artist Pro in the DAZ Store or at their site where that is already done for you within the program & with a lot more testing than you'd likely do.

  • outrider42outrider42 Posts: 3,679

    BTW, the ".fg" files will work in any version of Facegen. So if you pick up Facegen Artist you can easily import all the faces you have saved previously in the modeler.

    And trust me, its easier that way. I'm sure you might be able to make something work with just the modeler, but it will be a tedious and painful experience, LOL. With Facegen Artist it is one click to export to whatever Genesis 1,2,3,8 model you prefer. Facegen Artist has a free demo at the official facegen website. The demo is limited to export only G1 and G2 heads, and it will brand them with a "FG" on their forehead. But you can see what the app can do without having to invest in the paid version, and again, if you save the faces as .fg files you can load them up in the paid version or any other version of FaceGen. Give it a try.

  • Seven193Seven193 Posts: 1,111
    edited November 2018

    It would be cool if you could take a head .obj and "project" it onto a Genesis head.  Then the Genesis head could be brought back into Daz Studio via GoZ.  Can this be done in ZBrush?

    Post edited by Seven193 on
  • outrider42outrider42 Posts: 3,679

    If you are taking an obj and just applying it to a Daz figure, this will create a whole new mesh obj and not be recognized by Daz as a Genesis model. You would have to rig it. This can be done by using the Transfer Utility for a simple rigging. The figure will now pose, but the head will likely have issues trying to do any expression. To get better rigging you would have to manually rig the face, and that is not an easy task by any measure. There are tutorials for this.

  • nonesuch00nonesuch00 Posts: 18,316
    edited November 2018
    Dave230 said:

    It would be cool if you could take a head .obj and "project" it onto a Genesis head.  Then the Genesis head could be brought back into Daz Studio via GoZ.  Can this be done in ZBrush?

    I don't have zbrush but if you make sure when you project the DAZ Genesis figure such that it's shape changes to fit your FaceGen Modeller Head so that the number of polygons in the Genesis shape stays the same then it should work. If you are really good at it then you will get as good or better results as the FaceGen developers have done programmatically with FaceGenArtist Pro. You should know that that those developers likely use sophisticated mathematics to get nearest neighbor vertices & such which might get better results than you 'eyeballing it.'

    So the zBrush sculpting Genesis model to fit the the FG Modeler obj should work very similar to the Poser 'paint a morph' onto a Poser model from another Poser model or obj file, if you've done that before.  

    Post edited by nonesuch00 on
  • Cris PalominoCris Palomino Posts: 11,671
    edited November 2018

    Sometime back when I was taking a ZB course, we were tasked with taking photos from the side, front, back, whatever we could find, and modify a base head and then use Spotlight and polypaint to recreate the source. I had to modify skin colors to match and fill in what the photos did not give me.

    zbspotlight.jpg
    1063 x 809 - 80K
    Post edited by Cris Palomino on
  • OdaaOdaa Posts: 1,548

    If you export as obj, can't you use morph loader to load it as an morph for the figure?

  • Seven193Seven193 Posts: 1,111
    edited November 2018

    Facegen uses its own head model, so the verts and polys won't match the Genesis head.

    The more that I think about it, vertex projection is probably the wrong way to do it.  The Facegen and Genesis head models are too different.  I think Facegen is marking facial points on the Genesis model,  which they have in common with their own head model, and then they run all vertices through an iterative solver or a morphing "black box".  That's why Facegen unintentionally warps the eyes and jaw.  So, in other words, they're transferring facial feature rules only, like the distance between the eyes, and then solving for those rules.
     

    Post edited by Seven193 on
  • outrider42outrider42 Posts: 3,679
    Dave230 said:

    Facegen uses its own head model, so the verts and polys won't match the Genesis head.

    The more that I think about it, vertex projection is probably the wrong way to do it.  The Facegen and Genesis head models are too different.  I think Facegen is marking facial points on the Genesis model,  which they have in common with their own head model, and then they run all vertices through an iterative solver.  That's why Facegen unintentionally warps the eyes and jaw.  So, in other words, they're transferring facial feature rules only, like the distance between the eyes, and then solving for those rules.
     

    I think you are right with that assessment. That's also why many FG made heads have a lot of similarities. Plus the Genesis head that FG creates is almost never just like the head you see in FG itself. My heads often come out looking fatter than I expect, and that drives me nuts. I'd really like to see FG fix that eye warping issue.

    I still think Facegen Artist is great starting point, and over all I love it. The texture alone it is worth it, IMO. Sometimes the head shape works great, too, but I don't depend on it.

  • The Facegen product comes with a set of starting maps of a head.  First, you'll need to find the set for your DS model base.  If you have built a model body etc of your own, you are SOL.

    In any case, you can download the mapping you need, just look up the download for the model base you wish to use as your template.

    Case one:  You've designed your own model\rigging\mapping set

    This is a tough one, but not impossible.  You will have to use python or another compatible scripting language to do this quickly, but you can do this by hand and slowly if you're not practiced at programming.  The idea here is that you will not be exporting your native model, but a base model that has been fitted to your form using a difference morph creator (which calculates the differences and generates body and face morphs accordingly), or using a hand tool to create each morph on the base model to get it to match your native model.  Once you've converted them, you can save the model and await the overlay of the face.  At this point, if you haven't downloaded the faceset for facegen that matches the base model, you should do so.  Install the base set into facegen and open it.  Now you can create your new face in facegen, using whatever method you find capitol among its toolset.  Now you should be able to export the face to DAZ studio.  Technically, the Artist version of facegen has the ability to do this directly, but you can utilize the same tools I describe above to match your native face to the modelled face, and tie it all up into a nice morph set.

    Case Two: You are using the base model set

    Download the base model face set from Facegen that matches your base model in DS.  Using this set, you should be able to get a face design from the Facegen app.  There are two ways this can work from here on.  If you have the Artist version of the Facegen software, you will have the ability to export to a DS compatible format, and it should work as a morph for the base face.  If you have the Modeller set, you have access to the capability, but not so directly.  You can download the artist version and run a fully functional trial (no watermark) in order to export the face, but you may have to reinstall every time, and you'll have to mess with your registry values to wipe a few things.  Not fun.  If you have both versions as a package deal, which they have pushed in a few instances, you should be alright, create the face in modeller, open it in artist and export to DS.  If neither of these fits you, you'll export something you can import into DS as an object or garment, then you'll either use a script to map the morphs for the base face, or you'll morph it yourself.  Technically, the object should contain the same mapping information as the base face, but the sizing measurement standards may be different.  If so, you can also reset those for the object in hexagon or other software, then copy them and paste them over the mappings of a copy of the base face, save that from hexagon to ds.  This can get slow, but it can work.

    Personally, I prefer Reallusion software to facegen.  They have an addon that allows you to import and export to different modelling software and they can mold their power to your pipeline.  Facegen is more for the still life, and can be very helpful when creating still imagery or concept, but other than that, it just has too many limitations.

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