Third eye for G8?
in The Commons
I am looking for a third eye on the forehead. Searching the forum and googling I could only find two references: Triclop (no longer on sale) and Third Eye by Oskarsson on Rendo. The author of triclop said the geograft will only work for Genesis anyway. I actually prefer the one on Rendo but it was for V4, and I assume as the case with triclop it won't work for G8, and for male.
Is there one that would work for G8, male and female?

Comments
Probably not what you're looking for, but...
https://www.daz3d.com/vyk-sakinah-for-genesis-8-female
There is this cyborg one I doubt it is what you want though https://www.renderosity.com/mod/bcs/3rd-eye-implant-for-poser-and-ds/141057/
Thank you for the replies but I am looking for an organic eye that are neither part of a makeup or cyborg attachment.
Might not be what you are looking for https://www.renderosity.com/mod/bcs/third-eye/86997/
This one is actually what I was looking for but it's for V4 and I need it to work for G8 male and female.
Stupid question: did you try to load it and then move it through space to the place where you want it to be and then parent it to G8M's head?
You would have to change the surface to Iray and so on, but it may work.
Could you load a second figure and hide everything but one eye, and position it where you need it?
@kerya and @argel200: I don't have the Third Eye for V4. I was hoping to know that it will work on G8 before spending the money. Based on the description it uses V4 UV, which obviously won't work on G8M. I also don't know if it's a prop or geograft. If it's geograft then it definitely won't work.
This would probably work if you combine it with a D-Former or use the Mesh Grabber to create an indentation in the forehead that you can push the third eye into.
@argel1200 and @Muneman: Sorry I didn't realzie what you were suggesting. I tried it with another figure and while I was able to get the third eye I could not get the indentation to look right. I think a third eye needs a graft or sculpted prop with indentation to copy over the skins for it to look natural. I just don't have the skills for it.
In will not be a geograft, as they do not exist for V4 (at least none I know of). Geograft tech came long after V4.
Looking at the files included with the product then the eye is CR2, which means in theory you could autofit it. However it likely uses a transparency to create a hole in the forehead where the extra eye goes.
You could use the same trick, get an eye from anywhere, and then create a simple transparency for G8s head to create the hole where the eye will be placed.
I didn't realize the readme file is public for the V4 eye. What is CR2 and how do I autofit it to a G8 head? I don't know how to create a transparency file. Is it for the eye socket? If I need to create the indentation myself then there is no point to purhcase the V4 eye since I will have the same problem as using a hidden figure with just one eye showing.
There are a few cyclops products in the store. I don't have any, so I can't check to see if it's possible. But you could possibly use them if you're willing to do post work or maybe the geometry editor and SimTenero Shape Reprojector
A CR2 is a poser file format. It is the same format as clothes made for V4, and can thus be autofit to any Genesis figure for which you have a V4 clone.
Having said that, I think you are better off just using a second G8 figure with everything hidden except for one eye.
A transparency map is just an image that is black and white. White shows what is visible, and black is what is transparent. Basically just create a completely white image, and add a small black spot at the point on the G8F face map where you want the eye to be. This is then plugged into the opacity channel of the face for the main G8 figure (not the one that provides the third eye)/
I've considered making a product along these lines. The trick is, if you do it as a conforming item/parented thing, blending in the new eye with the skin of the head. If you do it as a geograft, it's going to be REALLY hard keeping it from warping badly over different head morphs.
Can't the eyeball be a prop and the eyesocket be a geograft for copying over the skins? Some warping in the socket is not as bad as warping of the eyeball.
Not to mention getting the textures of the eyelids to match the face.
Okay. What about an unapologetic kitbash?
Say you take something like, oh, maybe Cybertenko's https://www.renderosity.com/mod/bcs/oculus-mechanicus/96765/ (Although there are plenty of other things in that same line of country. Try searching under 'steampunk eye' maybe? Robot eye?)
Scale it way down. Hide everything but the actual eye and eyelid portion (delete them with the geometry editor if you have to). Appy skin textures to the eyelid manually in the surfaces tab -- you're probably stuck with the eye surfaces from whatever model you're using. Then embed it in the forehead and smooth the join in post.
This is what I was able to do with D-Former and using a second G8 figure with everything visibility turned off except one eye. it works okay, but there's no eyelids so it's kind of awkward. You might be able to make something work if you use one of RawArt's cyclops figures and create an opacity map for the face. I'd try it, but I don't have either of his cyclops figures.
Looks like I have to do some researach and study what D-Former is and how to use it...
When using two G8 figures with one hidden except for the eye, does Iray render engine process two G8 or just one G8 plus the additional eye?
It should only render the extra eye. Rather than turning off opacity, I selected the second figure's Hip bone in the Scene tab, then selected all children so I could turn all bones visibility off at the same time (it's an option in parameters), then enabled only one of the eyes. You'll still be loading two full figures, so loading the scene/character will take twice as long.
If you get the chance to grab Mesh Grabber you will find that a lot easier to use than D-Former for making minor changes to a mesh. I don't use D-Formers at all now that I have Mesh Grabber.
Less mesh to work with, how about an eyeball! Using L.I.E. or via editing a COPY of the face texture, clone/paint the eye/face tissue around the eye.
Here's a free eyeball: https://www.artstation.com/mohammad_fakhri/store/a8dn/eye-obj-iris-free-textures-all-free
Here's a $ eyeball which is on sale today, comes with 5 eye colors: https://www.artstation.com/harrieteden/store/YnDj/game-ready-realistic-eyes
Artstation is a professional type website, all sales are conducted in American dollars.
..........
edit ... oh well, it appears that while it comes with textures they are not on the template so it involves quite a bit of work to make the eye look right. For all of that, easier to go with snagging one of Genesis' eyeballs.
The biggest problem isn't the eyeball, so much as the eye socket and eyelids. You'd need to completely reshape the forehead to get something organic looking. A morph-specific geograft would give the best result, just as they do for horns. There are, of course, other problems you can run into with third eyes.
Well it just so happens that geo-grafts are something I've been known to make now and then. Thanks for the reference image.
Theorizing here. Someone made a similar suggestion above.
I was thinking along the lines of duplicating the figure you are currently using, flatten out the eye socket as best you can with face shaping morphs, then use the geometry editor to hide then delete everything but the eye area, then manually parenting the eye to the head region. At least then you'd have the same skin texture for the head, but it'd take a bit of tweaking still.
Then you'd use mesh grabber, d-formers, etc. to create a 'receptacle' for the morphed eye socket. The idea here being that the eye socket would fit inside the receptacle and 'merge' with the receptacle walls/potrude into the head. You'd still have a 'seam' where the third eye meets the receptacle, but it might be close enough that a bit of photoshop work could blend things.
You'd also need to make sure the eye was perfectly symmetrical. As long as the remaining morphs (eye open/close, etc.)remained intact after the hide/delete step, well it's a thought.
I might experiment with this, just to see if it can work...
OK, I took a stab at it.
I started with a Genesis 8 Female, but after noticing some weirdness with the separate eyelashes, went with a Genesis 3 Female instead.
I deleted most of the 'source' Genesis 3 female except around the left eye using the Geometry editor to hide then delete polygons, which took a while when each deletion was computed then exectued.
I then dialed in a number of morphs to make the face wider, move the left eye to the left a bit, and line up the inner and outer eyelid depths as best I could, as well as flattening the face, giving it a heart face shape, and a few other depth, eye, brow, and nose adjustments, as well as minimizing the lacrimal.
I then loaded a second Genesis 3 Female. I could have loaded a Genesis 8 female at this step as well, as a lot of the time the textures between G3F and G8F can be interchanged. I then made a few adjustments, such as moving the eyebrows outward and squeezing/depressing the nose bridge, then used Mesh Grabber to create a recess for the eye just above the nose bridge.
At this point, I 'nudged' the now separated left eye from the first figure to the middle of the forehead on the second, then did a number of mesh grabber adjustments with varying spheres of influence, mostly smaller ones, to try to align things as best I could.
I eventually parented the first Genesis 3 female, now just the eye, to the head of the second Genesis 3 female, and nudged it into position again.
Here is my test result:
This is without any adjustments to the face texture for the eye. I'd probably try to 'clone stamp' some of the face textures below the 'extra' eye to try to get the skin textures to match better with the face on the full figure, but I wanted to show this in a more 'raw' state without any postwork or texture adjustments. BTW, the third eye left-right and up-down poses still work, as you can see in the pic above
There is also the problem of the eyebrows and lashes 'pointing' to the left, which might be something you could fix on the 'adjusted' face texture in Photoshop.
It's not a perfect solution, but until someone makes a product that can attach a third eye via geograft, etc., well this approach might be worth a shot. I suggest saving often during the process so that you can fall back on previous saves if your mesh grabber adjustments get weird or whatever.
A bit of trial and error here might not hurt as well, starting over as necessary as you become more comfortable with the Mesh grabber tool and such. Be careful to not deform the shape of the eyeball when using Mesh Grabber. My suite of morph adjustments did stay intact after deleting most of the first figure, so you can use those to nudge eyelids and such if you have suitable morphs in your morph collection.
I suppose you could send this to Hexagon and back, but my concern there would be trying to hang on to the adjustment morphs for the eyelids and such, as I assume you'd like a fully functional eye. Others may have some good suggestions along these lines.
Gawd can't any of you use the Clone Tool in GIMP or Photoshop