And use this as a guide for your hair. Do not move/scale/rotate it. If you'll be using FaceGen for rendering, it does support texture image transparency, however to avoid rendering artifacts avoid intersecting polys.
Apply expression morphs and accessory models. Modeller comes with over 110 morph targets including the entire Facial Action Coding System (FACS). All expressions and accessory models are automatically adapted to each face:
FaceGen Hair Models
There is an nVidia hair demo called Nalu that you can find in the nVidia samples here: -graphics-sdk-11-direct3d. The shader used is called Marschner shader and you can google more info about it. Ofcourse there are many other techniques for hair rendering and many other shaders.
One way to do this is to render the entire particles lifetime all in one go, as opposed to rendering a specific point at a specific time. Used alongside something like bezier curves you can get some really realistic looking hair. You can even go further and simulate wind blowing the hair etc, simply by manipulating the path of the particles using a vertex field or something similar
At first glance, facegen looks like it's just laying down the hair polygons with alpha blending based on the texture, and UNLIT so that sorting issues for transparent are hard to spot. The choice of hair method depends on many considerations, including the kind of renderer (forward/deferred), the required performance, whether you're willing to sort the hair polygons (or chunks)...
mind that you need an egm for every nif you have, if one has none and you hit "update facegen data" your other hats will eventually hang on the head sideways,to prevent that use FOMM to delete all hat entries you didnt want to modify with your mod (under ARMO) ater you updated the facegen data.
I have Face Transfer for some time now and, despite the pitfalls of an algorythm that tries to recreate someone's facial structure solely from a single picture, the quality of my results are increasing exponentially. I'm not advocating here that I have the exact same face from the picture, but some results are really, really good and similar.Please note that my process is far from one-click. I choose the picture carefully, pre-edit several small details (I remove all the hair from the forehead, try to equalize the light when there are shadows over the face - even small ones like the nose shadow, and so on), and more often than not I pot-edit the face and lips texture to remove teeth from the lips (when the person is smiling), rebate one side of the face to the other when there is some unsolvable problem in one of the sides (like hair covering part of the eyes or cheeks(, and I finish adjusting some facial features (jaw, nose, cheeks, etc) to try to emulate the original sizes.Last week I gave Facegen a try. Even with the Windows 95-like interface and the 90's website, I was hoping for better results since it allows the user to pinpoint some facial features, but after trying some of the same faces I had tried in Face Transfer (including some with lateral views to help, something Face Transfer doesn't offer) the results were VERY poor.After giving it some thinking, I came to a few conclusions about which I wanted your input:- Facegen doesn't generate a texture (at least I didn't see how to do it). The preview inside Facegen is fantastic, looks absolutely like the person in the picture and is already in 3D, but when it generates a morph and we use the default G8 texture, the look goes away. Face Transfer, on the other hand, generates a texture and although the color is normally WAY off the real skin color, the facial features present in the skin are paramount to the similarity between the subject and the 3D model, at least when in frontal view- I think Facegen asking us to pinpoint the facial features is NOT an advantage, but the opposite (and here I'm simply guessing, I can be wrong). Face Transfer uses an algorythm to FIND OUT where these points are and, although it would be nice if it allowed us to see and correct these guesses, the algorythm decides. In Facegen's case, I have my doubts if it does anything by itself - it relies in the points we check.Am I wright or am I wrong?As an afterthoughy, I REALLY think that today's technology is more than capable of producing a piece of software that we can run at home, using maybe four or five angled pictures of someone, and generate a really good 3D model of the person. The problem is that these softwares are expensive because almost nobody uses it (and the other way around).
@khryss666 , I don't know how much experience you have with Photoshop and similar programs (I use Paint Shop Pro as Photoshop is too expensive for my use case), but what I did was to use the available tools (like the "clone" tool, painting over, etc) to "remove" the hair and paint it over with the same texture/color used by the head. Sometimes I do it in the original picture (BEFORE running it through Face Transfer), sometimes AFTER (in the converted skin). The results are highly dependant on the original picture's quality, resolution, lighting, etc.
Version 2.0 of the FaceGen to PES 2014 Model convert method.Also download Version 2.0 Morph sliders fixNew hairpack for FaceGen released - DOWNLOAD Thanks again to sxsxsx and Jenkey for their outstanding work on modding the game. Also would like to thank Cherif Nour and du_oro10 for the inspiration. The download archive is about 800MB. The size is huge because I've integrated 263 out of 274 custom hair models of players to FaceGen. Tools needed:FaceGen Modeller 3.5 Blender 2.67 (zip version)32-bit64-bitI installed Blender 2.67 outside of Program Files or any Windows system folder. I recommend you do the same. It will spare you any administrator problems. File Loader by Jenkey1002 File Explorer by Jenkey1002 or PES CPK File Manager Tool by sxsxsx Face/Hair Mod Tool 1.7a by sxsxsx Like in previous version use face_high_win32.model in Base MODEL folder. There's no point of using other .model files with this method (different vert number, vert order and so on) Instructions are included in the tutorial below. This time it's longer, watch it carefully, especially if you are beginner level facemaker WATCH THE TUTORIAL HERE 2ff7e9595c
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