Headshop 11 Questions

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  • nonesuch00nonesuch00 Posts: 18,320

    I haven’t had time to really play with the software, but here are some initial test renders.

    Stock photo model used for testing purposes is attached.  He is not smiling, but I didn’t have any resulting issues/problems.

    HS out of the box renders, except I didn’t use the eyes as they came out strange (there was too much light in them or something) (even with facegen, I usually just use another character’s eyes as it is difficult for me to generate good eye textures).  Software was easy to use.  There is a strong likeness to the original model even though I made no edits in the program (i.e., I didn’t move the reference dots or try to reshape).  Hair did not fit the character’s head shape well even after scaling up the hair (but I did not try for too long) – still a small bald spot on the top of the head.  Skin color too red (same result in facegen).  Teeth came out weird (I might have done something wrong).

    Here, I used photoshop to change the face texture to try to match the original photo color.  I did it very fast/didn’t take much care.  Could have done a much better job, especially around the eyebrows.

    Here is HS generated morph with facegen generated textures (also edited to try to match color of original model because the generated texture was way too red).

    Here is the original facegen version (includes generated eyes)

    This is the facegen version after editing skin color and swapping eyes (used character Vincent's eyes):

    And finally, the facegen morph with the headshop texture (edited version):

     

    I can't wait to try Headshop on smiling models.  

     

     

    Good set of tests. Oh FaceGen & HS it always seems the foreheads are extremely lacking in size. And in that fellow's case the chin seems not quite pointy enough (although it could be the lighting) and the eyes too big (again could be the lighting). It is still one of the better likenesses that I've seen from FG or HS though.

  • We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.

     

    What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.

     

    This looks like a lot of fun and might be my Christmass present to myself. So I have not messed around with making my own morphs yet so I am ignorant about these things, but is there a work around to fix the effects of the non-smile bug mentioned above in something like Hexegon?

  • info_b3470fa520info_b3470fa520 Posts: 897
    edited December 2018
    scot60656 said:

    We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.

     

    What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.

     

    This looks like a lot of fun and might be my Christmass present to myself. So I have not messed around with making my own morphs yet so I am ignorant about these things, but is there a work around to fix the effects of the non-smile bug mentioned above in something like Hexegon?

    This is a bug that effects the "non-smiling" heads and we are working to fix it. The current workaround is to dial back the morph (Parameters/Morphs) from 70% to 35%. This should get rid of the wrinkle in the neck. (BTW: the issue has nothing to do with the bones). We expect this bug to be fixed before New Years.

    Post edited by info_b3470fa520 on
  • outrider42outrider42 Posts: 3,679
    Will that include fixing the teeth? The teeth also warp as part of this morph. Also, when this fix comes, do we need to redo our headshop characters?

    I think the product "X-Morphs" may be able to fix the issue in the short term. It is capable of splitting morphs apart.
  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Here's one that those who watch(ed) the TV show "Merline" will recognize.  The model/actor is attached.  I auto generated the morph and textures, and made not changes whatsoever.  The front view is really good, but if I was seriously trying for accuracy I'd use morph sliders to fix the jaw.  The side view is not accurate, particularly as to the actor's nose, but it still generally looks like him.

    Here, I used Altern8 to change the skin shadings, and then I also added an expression.

    Not bad for not having done any adjusting.

     

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  • ArtiniArtini Posts: 9,723
    scot60656 said:

    We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.

     

    What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.

     

    This looks like a lot of fun and might be my Christmass present to myself. So I have not messed around with making my own morphs yet so I am ignorant about these things, but is there a work around to fix the effects of the non-smile bug mentioned above in something like Hexegon?

    This is a bug that effects the "non-smiling" heads and we are working to fix it. The current workaround is to dial back the morph (Parameters/Morphs) from 70% to 35%. This should get rid of the wrinkle in the neck. (BTW: the issue has nothing to do with the bones). We expect this bug to be fixed before New Years.

    Great to know, that you are working on the fix. Looking forward to it, when fixed.

    All the best.

     

  • I took the plunge. Did not have much problem installing. Here is my first attempt. I used my own skin and eye textures plus my own hair. Adjustments I made were increasing the nose wings by 20% and increasing the jaw height and chin depth sliders to the max. I might need to increase the jaw width the way it looks. The bottom of the nose may still need some adjustment.  Not bad. I did not spend a ton of time doing this. Perhaps a half hour.

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  • scot60656 said:

    I took the plunge. Did not have much problem installing. Here is my first attempt. I used my own skin and eye textures plus my own hair. Adjustments I made were increasing the nose wings by 20% and increasing the jaw height and chin depth sliders to the max. I might need to increase the jaw width the way it looks. The bottom of the nose may still need some adjustment.  Not bad. I did not spend a ton of time doing this. Perhaps a half hour.

    Remarkable, given the low resolution photo you worked with

  • nonesuch00nonesuch00 Posts: 18,320

    Here's one that those who watch(ed) the TV show "Merline" will recognize.  The model/actor is attached.  I auto generated the morph and textures, and made not changes whatsoever.  The front view is really good, but if I was seriously trying for accuracy I'd use morph sliders to fix the jaw.  The side view is not accurate, particularly as to the actor's nose, but it still generally looks like him.

    Here, I used Altern8 to change the skin shadings, and then I also added an expression.

    Not bad for not having done any adjusting.

     

    I never heard of that actor but it does favor him. I think it reminds my more of the guy that plays Ducky that was in The Man from U.N.C.L.E. but maybe that's because the hi-res details in the 60s TV show and the textures you used here are similar in the amount of details. 

  • Has anyone figured out why there is a bump under the jaw near the neck and how to fix it?

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  • outrider42outrider42 Posts: 3,679
    There is supposed to be an update to fix it. For now it works better when the source picture has the subject smiling. The line does not appear when the subject is smiling.
  • There is supposed to be an update to fix it. For now it works better when the source picture has the subject smiling. The line does not appear when the subject is smiling.

    Under the neck is a fold and was trying to figure out how to remove it

  • Anyone else having issue putting hair on characters of the face morph has be added?

  • outrider42outrider42 Posts: 3,679
    There is supposed to be an update to fix it. For now it works better when the source picture has the subject smiling. The line does not appear when the subject is smiling.

    Under the neck is a fold and was trying to figure out how to remove it

    Yes, that is the issue I am talking about. It has been covered in this thread. There is response from the vendor just a few posts above, and several other times in this thread. The hair issue you mentioned I believe is also related to this same, and I mentioned it in my review of HS11 on page 3 of this same thread. I suggest looking at the thread a little more. Its only 4 pages long.

    Once an update comes out to fix the issue, just redo your photos in HS11. Otherwise the only way to fix this now is to use a modeling program like Hexagon to smooth out problem areas and import it back to Daz.

  • Good news: neck issue is fixed. Once we done testing (a day or two), a free update will be available.

  • jake_fjake_f Posts: 226

    Just discovered Headshop today, thanks for this thread.  

    I'm very new to DAZ and 3D, though I've been doing similar tasks in 2D for awhile, and have explored a competing product a bit. 

    Before I start asking questions could someone point me to sales materials and any other information I can use to educate myself about Headshop?  I'm hoping for a sales website, manual, many samples etc if possible.

    Many thanks in advance.

  • This reminds me of ModtheSims when people try to create celeb sim textures..lol

  • jukingeojukingeo Posts: 711
    edited February 2019

    Hello all, I have a question and it might have been asked within the previous pages, but as of now I am lacking the time to read through them all.   I am wondering, that since this works off a picture, do you still have use of the facial control of the eyes?  I have seen examples of the face still being able to be controlled by morphs, but nothing in regards to the eyes.

    Thanks!

    Post edited by jukingeo on
  • julesduqjulesduq Posts: 16
    edited February 2019

    Are the hairs above from Headshop 11, Cause what I am getting is horrible for hair. Can we please get a full tutorial on adding the hair to character,With the opacity and all.From beginning to end just the hair.

    The Hair seams to not follow the proper path on some hair cards. And there is no opacity.

     

    Post edited by julesduq on
  • julesduq said:

    Are the hairs above from Headshop 11, Cause what I am getting is horrible for hair. Can we please get a full tutorial on adding the hair to character,With the opacity and all.From beginning to end just the hair.

    I have never used the product, though i for certain know, the hair is not part of headshop. You just use other hair with the characters you make. 

     

  • jake_fjake_f Posts: 226

    It seems the point of Headshop is to create a realistic likeness of a 2D photo in a 3D object.

    I'm on the fence about purchasing this product and I'm hoping to find an exhaustive porfolio showing both the original photo and the head created by Headshop.   Most of what I've found shows only the end product, which doesn't tell us much about how well the likeness was acheived.

    If I understand correctly, this is the vendor's website.  http://abalonellc.com/ ; I see no before/after portfolio there, nor on the Daz sales pages, which is puzzling. 

    I've dug through as many Headshop threads as I can find on the forum, and there are a few A/B comparisons, but not much.

    Interesting product in theory, and the vendor seems like a good fellow, but without a good portfolio purchasing seems a roll of the dice.  I know refunds are available, but I'd rather not have to learn how to install Headshop and learn how to use it (a day long process at my stage of Daz knowledge) only to see if I can be satisfied with the quality of the output, and then have to learn the refund process if I'm not. 

    It seems it would be in everyone's interest that an extensive Headshop portfolio be available somewhere.  Does anyone know where to find such a thing? 

    Many thanks.

     

     

  • info_b3470fa520info_b3470fa520 Posts: 897
    edited February 2019

    DAZ store is featuring 6 before/after promotional images (see attached).

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    Post edited by info_b3470fa520 on
  • jake_fjake_f Posts: 226

    That's a start, thanks.   I'm on a Mac so I didn't investigate that page closely enough.  And the photos on the Mac page weren't getting the job done.

    Should I expect similar results from the Mac version as the Headshop Win 11 version?  Should I expect ver 9 is the last Mac version?

    Oops, I see now the sale is already over and I missed it.  Ok, no problem, that settles the question for now.

    Here's my vote for more before and after shots, the more the merrier.   If you had a big pile of such photos for the Mac version I'd already be a customer.

  • julesduqjulesduq Posts: 16
    edited February 2019

      HeadShop 11 comes with 3D hair models, and you can place them in the Headshop 11 software. But when I export only the head of my Genesis 8 character changes, and there is no site of the hair. If I setup Hair, and accesories in head shop, it would be nice to see it all transfer to Daz, once Headshop 11 closes. I love working with 3D, but the price of 3D hair is rediculous. 

     

    I wish some one would make a software just to generate 3D hair. For gaming. Like Marvelous Designer is for clothing. Export as obj, so I can create hair styles for Character Creator 3. Generating Beards,moutash body hair would be nice as well.

     

     

    Post edited by julesduq on
  • HairShop from Abalone?

  • videoninja719videoninja719 Posts: 343
    edited April 2019
    julesduq said:

      HeadShop 11 comes with 3D hair models, and you can place them in the Headshop 11 software. But when I export only the head of my Genesis 8 character changes, and there is no site of the hair. If I setup Hair, and accesories in head shop, it would be nice to see it all transfer to Daz, once Headshop 11 closes. I love working with 3D, but the price of 3D hair is rediculous. 

     

    I wish some one would make a software just to generate 3D hair. For gaming. Like Marvelous Designer is for clothing. Export as obj, so I can create hair styles for Character Creator 3. Generating Beards,moutash body hair would be nice as well.

     

     

    yeah i second this. hair generation is a nightmare. i only got zbrush but the fibermesh is kinda challenging to use. using hair cards and i dont know how to texture the hair. maybe i lack practice. i wish someone can make a headshop or facegen version for hair into 3d hair mesh than can be used with genesis models. my purchased hair from daz store is but less than 15. i wish i have more hair too but its a bit pricey. and we can't morph hair into another hair like we can morph genesis body and faces.

    Post edited by videoninja719 on
  • Hair (or accessories) are all deposited in the same folder as the morph files: Users/Public/Public Documents/My DAZ 3D Library/Runtime/FaceShop. Please read manual!

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  • edited April 2019

    Hey all, I'm playing around with Headshop and having fun, but wow, the skin color on the imported head looks NOOOOOTHING like the skin on the rest of the Gen8 body. (For some context, I've used Daz off and on for a long time, but I always end up having to take long breaks, so I never feel like I know enough about what I'm doing. There might be an easy answer, and this might be a dumb question!!) I can post a pic of my result later.. when the computer decides to cooperate.... But for now, what have people done to try to match those skin colors/tones when they end up being radically different for the head/face and body?

    Post edited by anise_leinen_390fa63a2b on
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