There's an artist on DeviantArt who uses Wrap3. He's getting brilliant results, and he's using it with game characters. It's pretty pricey though. As is zBrush... To be honest, it's all a pain in the butt if you're dealing with low end computers, and a low income.
I was looking at Wrap3 and I believe it is for making blended morphs of existing 3d heads. Which to be honest getting a look alike face is just half the goal of mimicing someone, the facial expressions are unique too.
I have seen some information on the 'Net indicating that yes, there are some very decent methods for obtaining "clones" and the costs are well over the heads of most people on this planet. Many thousands of dollars - computers, cameras, wiring, lighting, models {people}, studio space, etc.
For the money, one can get passable results starting with the available plug-ins and software that can work with D/S using additional morphs [purchased or made] for closer matches. Having the right skins, hairstyles, etc. also go along way to providing the desired of impression of having a recognizable character.
..........
Alternatively, if one can find somebody who has all that equipment - some might be willing to make a clone. I don't know price details save for to expect at least a 3 figure amount
Lets not forget that the best custom mesh you can create will NOT work with Genesis rigging, so you need to recreate all the ellaborate rigging, the poses, etc
Absolutely it won't. But then if one is going for extreme matches on faces, presumably wanting the bodies to match - one is looking at making their figures from scratch. Read somewhere once that it can take months [or longer] for a team of artists to produce one figure. So that would get us back to the thousands of dollars range. And giving all the screaming some have been doing over a large texture size on a model, we'd all need earplugs before releasing such a model lol ...
............
Or for a still one can hide the figure's head replacing it with a prop head ...
I have seen some information on the 'Net indicating that yes, there are some very decent methods for obtaining "clones" and the costs are well over the heads of most people on this planet. Many thousands of dollars - computers, cameras, wiring, lighting, models {people}, studio space, etc.
For the money, one can get passable results starting with the available plug-ins and software that can work with D/S using additional morphs [purchased or made] for closer matches. Having the right skins, hairstyles, etc. also go along way to providing the desired of impression of having a recognizable character.
..........
Alternatively, if one can find somebody who has all that equipment - some might be willing to make a clone. I don't know price details save for to expect at least a 3 figure amount
Lets not forget that the best custom mesh you can create will NOT work with Genesis rigging, so you need to recreate all the ellaborate rigging, the poses, etc
Absolutely it won't. But then if one is going for extreme matches on faces, presumably wanting the bodies to match - one is looking at making their figures from scratch. Read somewhere once that it can take months [or longer] for a team of artists to produce one figure. So that would get us back to the thousands of dollars range. And giving all the screaming some have been doing over a large texture size on a model, we'd all need earplugs before releasing such a model lol ...
............
Or for a still one can hide the figure's head replacing it with a prop head ...
Depends, I've made my own characters from scratch solo in a weekend. From modeling to texturing to rigging. However I won't say it was grade A and it was of an alien creature bug with 4 arms and not a person but could probably do that with "effort" and more time. I think it depends on the skill sets one has the resolve and patience to acquire. I know guys from the Unity platform that can knock out killer characters and rigging far better than I can in a few days and they are for hire, but it isn't cheap. Sometimes they offer a cheaper deal for non exclusive rights, meaning they can resell it to anyone else.
Creating a 3D model from a face is not an easy task. The apps already mentioned are still going to be better than most. Facegen has been around for a very long time, and has been used in some video games for face capture and some other apps. A mod for Elder Scrolls games allowed players to use Facegen to create faces to import into the game.
These apps rely heavily on the quality of the picture you have. If you have low res pics of celebrities, forget it. It is going to be terrible, and no software can help you. Even a high res image is not necessarily good enough, either. The photo must be taken with a reasonable field of view and controlled lighting. A lot of people completely overlook this. This topic has been brought up numerous times over the years, and many times somebody will post their source photo, which they claim was great, and it turned out the photo was actually terrible. If you are too close to the camera the perspective will skew the results, you'll have a huge nose.
One issue these apps can have is the transfer process itself. Even Daz's own Face Transfer does this. They create a 3D mesh inside the app, but this mesh is not Genesis. They must convert this to Genesis, and that in turn loses something. This particularly effects Facegen. FG predates Genesis (yes, it is that old,) and so it was not designed with Daz in mind. The Facegen app for Daz basically converts the FG model to Genesis. FG was designed with gaming in mind, and gaming models are completely different, like how game models are buildt on triangles rather quads.
I suppose there could be a round about method of using a non Daz face generator to create a 3D head without Daz at all, and then using something like Wrap3D to wrap Genesis to match that model. But this work around method is also very labor intensive, and while Wrap3D can be powerful, it has some pretty major limits. Wrap3D cannot handle models with any internal geometry, like the mouth, teeth, eyes. It cannot handle any geometry that is not connected, like the teeth and tongue. These areas must be removed. After wrapping the software can replace them, but they will be badly mutilated. That means the user still needs to know their way around modeling software to fix these. This not for the feint of heart.
Those deep fakes? They require a ton of work, too. They are not just as simple as scanning a pic. There are some apps on mobile that do short ones, but they all take shortcuts to make it look somewhat ok. A proper deepfake requires effort, just like a proper 3D model requires effort. Also note that deepfakes are always moving pictures, and at low resolutions. HD resolution is pretty low compared to most still images, and since the deepfake is moving, the inperfections are less visible. The wild deepfakes you see on youtube required many photos from different angles, and different expressions, and lots of prep and processing.
As tech moves on, I do expect these types of apps to improve a lot. I think deepfake tech will play a key role in this. But it also comes down to money. You guys need to understand that Daz is pretty niche. Anybody who creates software is going to want to make that money back and turn a profit. Most content sold at Daz is made by just one person, or very small groups of a few people. This sort of thing probably requires a decent sized team to pull off to get the results you guys are looking for. If there is money to be made then the software will come, but most of these apps are built targeting mobile now, since that is where the money is. I think the Daz Face Transfer plugin has roots in mobile, too. So even Daz's own plugin is just a port of existing mobile tech.
I've tried face transfer a few times and got less than satisfactory results, but tonigh, after seeing this thread, generated one from a photo on the net ... What I've found to be key, as stated, good direct lighting, no shadows, and no hair in face. Pulled back results in great image.
One big flaw with Face Transfer is that it does not use any texture maps at all besides the basic color. The eyebrows are reddish because the there is no translucency map, and the color field is red. You need to add the trans maps, you can just add the color maps you got in them. You can then tone down the trans stregth value, and maybe lighten the color away from red. A simple trick is to load a material preset from a similar character, and replace the color maps and trans maps with what Face Transfer gave you. You might need to disable normal maps.
had some of you replicate a Genesis Figure Morph face on Face Transfer to Genesis8?, do it, because you can do a perfect bald face with controlled light and see if really does that it promises with the requisites needed for "the perfect picture to work with".
had some of you replicate a Genesis Figure Morph face on Face Transfer to Genesis8?, do it, because you can do a perfect bald face with controlled light and see if really does that it promises with the requisites needed for "the perfect picture to work with".
Short Answer: Nope, does not work.
You are correct in saying that Face transfer is lacking in the effort to duplicate a character from a morph image. If it was good at it you would get a bit more accurate transfer, but it looks like 60-70% at best.
Its approach to modelling is several steps in the right direction. This is my workflow exactly when modelling faces in ZBrush using references except I use the move brush instead.
Unfortunately it's still not there. The ideal tool would use the same workflow but will also have the option of importing custom meshes.
Use this method and then use Zwrap to mold an exported genesis 8 OBJ mesh to your new Face Builder head model. Import the newly created morph back into Daz Studio.
Even Character creator without heaedshot can produce great results. This was done when SkinGen first release. I have not been playing with it much lately.
This is a Gen8 character so the eyebrows were imported from Daz, I could use iClones eyebrows for a better blend but they dont work so good when exported back to studio
Those deep fakes? They require a ton of work, too. They are not just as simple as scanning a pic.
Yeh you're looking at about 6-8 hours (or more) calculation time for a decent short video and a hell of a lot of time/effort before that point. I was interested until I read the guide about what was involved, then quickly lost interest.
i understand its genesis female 8.1 is new, but i can get the free face transfer to work with 8.1. i wonder will headshop support genesis 8.1? so far i only use headshop and face transfer free for cloning. i think headshop is good as it gets but the textures can screw up, so i just reskin with other character mats
I have seen some information on the 'Net indicating that yes, there are some very decent methods for obtaining "clones" and the costs are well over the heads of most people on this planet. Many thousands of dollars - computers, cameras, wiring, lighting, models {people}, studio space, etc.
For the money, one can get passable results starting with the available plug-ins and software that can work with D/S using additional morphs [purchased or made] for closer matches. Having the right skins, hairstyles, etc. also go along way to providing the desired of impression of having a recognizable character.
..........
Alternatively, if one can find somebody who has all that equipment - some might be willing to make a clone. I don't know price details save for to expect at least a 3 figure amount
Lets not forget that the best custom mesh you can create will NOT work with Genesis rigging, so you need to recreate all the ellaborate rigging, the poses, etc
If you can trace a comic book page, you can do a face sculpt from reference. The initial face shape is achieved by just pulling the basemesh to match the photo overlay. It's as easy as tracing.
Complications are projecting the skin texture onto the face, which if you have enough references is actually very easy, though not nessesarilly quick. In mudbox for example, you would create several diffuse layers and just project the photo onto the face by matching up the angle in the camera. Then, blend them together in photoshop. It's an easy, but not fast process.
You can manually paint individual pores, wrinkles, ect. Then bake it down to a normal map, or a displacement map. Again, -easy- but not fast. That's the thing here.
Alternately, you could start with a 3d scan using something like 3D Zephir. Reproject the scan onto the head of the basemesh, then clean it up. This could be a better, or worse process depending on your needs.
hose deep fakes? They require a ton of work, too. They are not just as simple as scanning a pic.
Here's a method I experiemented with that makes use of Ebsynth mapped on top of a characters face. In this case animated in Iclone. This process has potential.
To be honest, Singular Inversion's FaceGen predates DS. A scaled back version is the basis of Poser 5's face room. It's early iterations were meh at best and primarily because users could make multiple adjustments to the face without resorting to photographs. I think that's one of the few things I miss.
i understand its genesis female 8.1 is new, but i can get the free face transfer to work with 8.1. i wonder will headshop support genesis 8.1? so far i only use headshop and face transfer free for cloning. i think headshop is good as i gets but the textures can screw up, so i just reskin with other character mats
Personally I think Face Transfer is quite good, I just really wish I'd known that you should-- but you don't have to, it's up to you-- purchase PhilW's Face Transfer Shapes with it for the Fix morph. Once you've applied the Fix you can continue working on the face from there, but it's the difference between starting from zero and starting from something recognizable as the person in the photo, in my personal opinion. I was almost about to try combining Face Transfer with Headshop until I read about the fix.
i understand its genesis female 8.1 is new, but i can get the free face transfer to work with 8.1. i wonder will headshop support genesis 8.1? so far i only use headshop and face transfer free for cloning. i think headshop is good as i gets but the textures can screw up, so i just reskin with other character mats
Do it on Gen 8 then apply the morph to 8.1
HeadShop 14 fully supports Gensis 8.1 Male and Female Base figures. HeadShop 14 has been submitted to DAZ for QA and publishing.
Comments
I was looking at Wrap3 and I believe it is for making blended morphs of existing 3d heads. Which to be honest getting a look alike face is just half the goal of mimicing someone, the facial expressions are unique too.
Absolutely it won't. But then if one is going for extreme matches on faces, presumably wanting the bodies to match - one is looking at making their figures from scratch. Read somewhere once that it can take months [or longer] for a team of artists to produce one figure. So that would get us back to the thousands of dollars range. And giving all the screaming some have been doing over a large texture size on a model, we'd all need earplugs before releasing such a model lol ...
............
Or for a still one can hide the figure's head replacing it with a prop head ...
Depends, I've made my own characters from scratch solo in a weekend. From modeling to texturing to rigging. However I won't say it was grade A and it was of an alien creature bug with 4 arms and not a person but could probably do that with "effort" and more time. I think it depends on the skill sets one has the resolve and patience to acquire. I know guys from the Unity platform that can knock out killer characters and rigging far better than I can in a few days and they are for hire, but it isn't cheap. Sometimes they offer a cheaper deal for non exclusive rights, meaning they can resell it to anyone else.
Facegen and Headshop
Well, you are not going to like the answer.
Creating a 3D model from a face is not an easy task. The apps already mentioned are still going to be better than most. Facegen has been around for a very long time, and has been used in some video games for face capture and some other apps. A mod for Elder Scrolls games allowed players to use Facegen to create faces to import into the game.
These apps rely heavily on the quality of the picture you have. If you have low res pics of celebrities, forget it. It is going to be terrible, and no software can help you. Even a high res image is not necessarily good enough, either. The photo must be taken with a reasonable field of view and controlled lighting. A lot of people completely overlook this. This topic has been brought up numerous times over the years, and many times somebody will post their source photo, which they claim was great, and it turned out the photo was actually terrible. If you are too close to the camera the perspective will skew the results, you'll have a huge nose.
One issue these apps can have is the transfer process itself. Even Daz's own Face Transfer does this. They create a 3D mesh inside the app, but this mesh is not Genesis. They must convert this to Genesis, and that in turn loses something. This particularly effects Facegen. FG predates Genesis (yes, it is that old,) and so it was not designed with Daz in mind. The Facegen app for Daz basically converts the FG model to Genesis. FG was designed with gaming in mind, and gaming models are completely different, like how game models are buildt on triangles rather quads.
I suppose there could be a round about method of using a non Daz face generator to create a 3D head without Daz at all, and then using something like Wrap3D to wrap Genesis to match that model. But this work around method is also very labor intensive, and while Wrap3D can be powerful, it has some pretty major limits. Wrap3D cannot handle models with any internal geometry, like the mouth, teeth, eyes. It cannot handle any geometry that is not connected, like the teeth and tongue. These areas must be removed. After wrapping the software can replace them, but they will be badly mutilated. That means the user still needs to know their way around modeling software to fix these. This not for the feint of heart.
Those deep fakes? They require a ton of work, too. They are not just as simple as scanning a pic. There are some apps on mobile that do short ones, but they all take shortcuts to make it look somewhat ok. A proper deepfake requires effort, just like a proper 3D model requires effort. Also note that deepfakes are always moving pictures, and at low resolutions. HD resolution is pretty low compared to most still images, and since the deepfake is moving, the inperfections are less visible. The wild deepfakes you see on youtube required many photos from different angles, and different expressions, and lots of prep and processing.
As tech moves on, I do expect these types of apps to improve a lot. I think deepfake tech will play a key role in this. But it also comes down to money. You guys need to understand that Daz is pretty niche. Anybody who creates software is going to want to make that money back and turn a profit. Most content sold at Daz is made by just one person, or very small groups of a few people. This sort of thing probably requires a decent sized team to pull off to get the results you guys are looking for. If there is money to be made then the software will come, but most of these apps are built targeting mobile now, since that is where the money is. I think the Daz Face Transfer plugin has roots in mobile, too. So even Daz's own plugin is just a port of existing mobile tech.
One big flaw with Face Transfer is that it does not use any texture maps at all besides the basic color. The eyebrows are reddish because the there is no translucency map, and the color field is red. You need to add the trans maps, you can just add the color maps you got in them. You can then tone down the trans stregth value, and maybe lighten the color away from red. A simple trick is to load a material preset from a similar character, and replace the color maps and trans maps with what Face Transfer gave you. You might need to disable normal maps.
mixes up dough from flour, salt, bicarb and oil
places in big bowl
shoves my face in it
pours plaster of Paris in the indentation
shines red light one side blue light other side
photographs normal map
had some of you replicate a Genesis Figure Morph face on Face Transfer to Genesis8?, do it, because you can do a perfect bald face with controlled light and see if really does that it promises with the requisites needed for "the perfect picture to work with".
Short Answer: Nope, does not work.
You are correct in saying that Face transfer is lacking in the effort to duplicate a character from a morph image. If it was good at it you would get a bit more accurate transfer, but it looks like 60-70% at best.
Use this method and then use Zwrap to mold an exported genesis 8 OBJ mesh to your new Face Builder head model. Import the newly created morph back into Daz Studio.
The best I've seen so far is 'HeadShot' for Reallusion/iClone. Highly accurate results. If only Daz had this tech.
Even Character creator without heaedshot can produce great results. This was done when SkinGen first release. I have not been playing with it much lately.
This is a Gen8 character so the eyebrows were imported from Daz, I could use iClones eyebrows for a better blend but they dont work so good when exported back to studio
Yeh you're looking at about 6-8 hours (or more) calculation time for a decent short video and a hell of a lot of time/effort before that point. I was interested until I read the guide about what was involved, then quickly lost interest.
i understand its genesis female 8.1 is new, but i can get the free face transfer to work with 8.1. i wonder will headshop support genesis 8.1? so far i only use headshop and face transfer free for cloning. i think headshop is good as it gets but the textures can screw up, so i just reskin with other character mats
hi. will headshop support 8.1?
If you can trace a comic book page, you can do a face sculpt from reference. The initial face shape is achieved by just pulling the basemesh to match the photo overlay. It's as easy as tracing.
Complications are projecting the skin texture onto the face, which if you have enough references is actually very easy, though not nessesarilly quick. In mudbox for example, you would create several diffuse layers and just project the photo onto the face by matching up the angle in the camera. Then, blend them together in photoshop. It's an easy, but not fast process.
You can manually paint individual pores, wrinkles, ect. Then bake it down to a normal map, or a displacement map. Again, -easy- but not fast. That's the thing here.
Alternately, you could start with a 3d scan using something like 3D Zephir. Reproject the scan onto the head of the basemesh, then clean it up. This could be a better, or worse process depending on your needs.
Here's a method I experiemented with that makes use of Ebsynth mapped on top of a characters face. In this case animated in Iclone. This process has potential.
Altered scene from Ghost in the Shell with ebsynth : EbSynth (reddit.com)
Definitely not deepfake related, this doesn't involve AI. Similar results though, and effective when combined with a 3D model for animation.
Using the Softwrap Blender plugin, I get quite good results. See my comment on another thread on how to set it up.
Do it on Gen 8 then apply the morph to 8.1
Personally I think Face Transfer is quite good, I just really wish I'd known that you should-- but you don't have to, it's up to you-- purchase PhilW's Face Transfer Shapes with it for the Fix morph. Once you've applied the Fix you can continue working on the face from there, but it's the difference between starting from zero and starting from something recognizable as the person in the photo, in my personal opinion. I was almost about to try combining Face Transfer with Headshop until I read about the fix.
HeadShop 14 fully supports Gensis 8.1 Male and Female Base figures. HeadShop 14 has been submitted to DAZ for QA and publishing.