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That's a really easy fix. Shaping >> Eyes >> Eyes Iris Size
And "dry marbles"? Sounds like you're using the wrong shaders or something.
If you have the head morphs from DAZ they have a eyelid thickness morph that might help. If you look at the original picture here eyelids to seem thicker than average.
See, in this one, I actually prefer the un-edited original.
Verse the edited brad, his eyes 'shopped, probably...
Here you get the perfect marble, but it fills his socket..
And then there's two different eyes next to each other.
Unless I'm ultra close, I never see that much eye detail.
Looks un-natural to me in most scenarios, but that's just me. No one has to agree.
Looking at my own work, the "point/look at" function needs some tweaking. That's what bothers me most - but even that is edible.
She turned out great!
Thank you! :) I appreciate the comment!
I was trying to find a Transylvanian doctor. Just a quicky...
really caputered Tim Curry there
tried one but was't a good referance picture but just curious anyone else tried creating a non white character? That's another area this gets bonus points since it can create a matching all body skin texture because in others that only do face skin tones/textures it was a real bugger trying to match a body skin texture to the head of a darker skin character/non white
.
Here are some quick renders using a photo of Chris Rock. G3M with Anagenesis 2 (essential to getting these skins to look their best IMO). Hope this helps.
Not perfect but if I was finalizing it I would do some work on the Eye and Face Maps.
Nice Chris Rock, will have to try that one myself.
Here is a Will Smith I tried, I could probably get closer if I had some face morphs for G2M to make him a little more "chiseled" and less round
turned out pretty good including matching body skin texture which to me isone of the real advantages facegen has creating a matching skin texture for the body especially with g3 characters g2 though been having miss match in parts of the body though
think he looks pretty good and can tell it is him think his facial structure here is close to what he was at one stage in something maybe fresh prince days and this demo did it create the body skin texture too? pretty good
in one of the old demos their emblem was middle of forehead and sort of a bumpy tattoo look easy to get out most times see they make it harder to remove going over eyebrows costs a bit even on discount but me I'm very happy I bought it and getting matching body skin tones to the face is great for g3 but been getting some miss matches in areas for g2 bodies
FaceGen G3F.
Full render in my gallery:
http://www.daz3d.com/gallery/#images/321261/
I've been going back and forth from a PC to a Mac, also. The shaping sliders within DAZ Studio? I think you mean the morph you've created, right? Well, I find mine under Head in the Shaping Tab. Whatever name you've given to your character, the morph should appear there with that name.
I didn't understand what someone wrote above about how to transfer the morph to another character, I think. Well, I find that the morph just shows up. If I bring in a figure I've bought, and go to the Shaping Tab, I can still use that FaceGen Artist morph on the store-bought character also.
I got this also on one of the faces I rendered: some skin seems to be placed on the eye white. I removed it in Photoshop (Well, Affinity Photo, acutally), but why does this happen?
I'm not entirely sure why it happens. I think maybe because the original pose of the eyeballs is not centered from top to bottom. So, the program thinks that the iris should extend down to the top of the bottom lid and compensates by pulling the texture up...just a guess. If it looks terrible, I just replace the sclera texture without changing the iris or pupil.
But sometimes, it actually makes the eye look better, more depth...at least, when it's not too pronounced.
Awesome!
I got this also on one of the faces I rendered: some skin seems to be placed on the eye white. I removed it in Photoshop (Well, Affinity Photo, acutally), but why does this happen?
I'm not entirely sure why it happens. I think maybe because the original pose of the eyeballs is not centered from top to bottom. So, the program thinks that the iris should extend down to the top of the bottom lid and compensates by pulling the texture up...just a guess. If it looks terrible, I just replace the sclera texture without changing the iris or pupil.
But sometimes, it actually makes the eye look better, more depth...at least, when it's not too pronounced.
I pretty much never use the sclera facegen makes. Unless you have a perfect pic where they open their eyes wide, its a no go. As good as facegen is for matching the skin textures on the body, its not good at the eyes.Yes, and for the textures it generates, it should be in Runtime>Textures>FaceGen> and then in a folder with the name you have given to the morph. There are several texture files, for the torso, face, limbs.
I'm just using the Demo version and genesis 2 figures. As for the texture files, if I apply those FaceGen creates, are they all from the photograph? Are they a combinaton of the genesis 2 base figure, or what? It seems that, for the face texture, that has a great deal to do with whether or not the render I do will look very much like the original photograph. If I apply another genesis 2 texture (from Materials, say) to the figure with the morph, the render may lose a good deal of the similarity to the photograph.
Does that really work? Do you have the URL to the site where it discusses adding an external Nvidia card to a Mac?
Not trying to trash FaceGen or anything, or this work you've produced, but here again I see what looks like skin over the bottom portion of the eye. Wish FaceGen would not do that.
To all FaceGeners out there:
if you're a paid subscriber to National Geographic magazine online, this link might be helpful.
Is that actually on the eyelid or is it on the sclera? I'm noticeding in a render I am doing not the eyelids are not sufficiently thick. There is a morph for the eyelids if you have the DAZ head morph kits.
It appears facegen basically superimposes the texture it creates over the Genesis model you choose. The body textures are basically identical to the default Genesis model you use, except the color is matched. Unless you are some kind of wizard, you are almost guaranteed to get some degree of eye problems. Just use whatever eye textures you have in your runtime. Eyes in general are problem for facegen, and I always use an editor to touch up whatever facegen generates. Eyelashes will show up in the face texture itself. Sometimes the eyeball will overlap a bit into the face texture as well.
The demo is EXACTLY like the full version, so your results in the demo are going to be the same in the full version, only the full version ditches the branding on the forehead and unlocks Genesis 3. You can even use the same save files from the demo in the full version, so you are not wasting your time if you have something looking good in the demo and wish to save it for the full app.
External gpus <can> work, but I strongly advise against them unless you really know what you are doing. And even then, Daz's own testers fried a gpu when they tested an external. If Daz's own had trouble...yikes. Its far, far, far better to build a Windows machine for this job. Its safer and it probably still costs less than the insane costs of external gpu housings. Most of the housing cost several hundred dollars by themselves, no gpu inside. You could build a base PC with that cash and plug the gpu into that. If its just going to be a render machine, it doesn't have to be special. Users on this site have plugged Pascal gpus into 10 year old desktops and found excellent results. That's a far better choice than an external gpu housing.
My latest try. Does he look alike to someone you know?
How about some round-lens glasses and a lighting bolt scar?
Where should I start a facegen challenge thread? I've got several I want to post but even more I want to challenge people to create!
and I have a question since I'm away from my computer...how does it handle a black and white portrait? I'd love to see the body texture it generates.
also how does it handle 2d drawn faces i.e. Comic book faces?