imagination304 opened this issue on Jan 20, 2008 ยท 57 posts
BastBlack posted Tue, 22 January 2008 at 7:48 AM
Over at the DAZ forums are some great tips and tricks to getting good results. Here are some tips I use that greatly improve results: 1) Be consistent in the number of points you use and their placement. If you use 7 points on the right figure's nose, use 7 points on the left figures nose and place these points in exactly the same places. 2) Right click to skip laying down a morph on some features. Sometimes you not need to change the nose or the brow, etc, so skip it by right-clicking. I use this trick sometimes to bypass first morph and skip ahead to Refine. 3) Pre-plan your points and lay them on your reference on photoshop. Also helps to pre-figure out the shape of the head and ears's placement. You will get a texture map with points drawn on it if you do this, but I only use the map as a guide for creating my own texture map, so this is no problem for me. 4) If your dot placements are bad you will know immediately because FaceShop will not have the head lined-up to match your reference. Click the back button and try again. (This is why it's important to refigure out where the ears are! The ears are usually the difference in the head's rotations and tilt) 5) If possible, do multiple morphs of the same subject with different references. If you make 5, then blend them at 25%. Spawn morph target of new head. 6) The Poser percent import of the FS default M3 head is 13.3075% 7) Tip from the DAZ forums: Instead of outlining the lowerjaw, do the whole head. (Sometimes this works much better) 8) Use a head that closely matches the target reference. 9) Save often! (I often save as a different name as I go along, so I can backtrack if I need to). 10) Use your saved file to go back and Mirror Left, then Mirror Right. Blend the two shapes together 50%, and then blend with the original. Experiment with the percentages. You can also use other helper apps to create a mirror such as PhilC's Poser Tool Box's Morph Mirror function inside Poser. 11) If you import a head, edit the UVmap to include everything you want to morph and texture as the Skin Texture (or edit it to exclude things you don't want to morph and texture.) 12) Take your time laying out your point, dots, and curves. The better job you do setting it up, the better your results. Once FS generates the morph head preview, study it and see where your problem spots are. Save, then go back to your curves and fix the placements to improve the results. (It may take a few tries, but this will help you get better results and teach you what works and what doesn't. The texture map will also show you if you didn't line up something just right). Once you get a good morph and map, then you export it. Okay, that's a few off the top of my head. ^^ bB