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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: M4 morph from scanned head


JANNEMO ( ) posted Tue, 24 December 2013 at 9:20 AM · edited Mon, 03 February 2025 at 4:47 AM

Hi,

I have to get a 3D realistic avatar of a real person (just the face would be ok).

the idea was first to get a model we can use in unity game engine (so, low-poly), but a poser model would be ok too.

I've tried faceworx, facegen and other similar tools but the shape of the head is never accurate with this kind of software.

The poser faceroom may be the right tool to shape the mesh, but i have not been able to get good results with it.

I tried the 1234d online tool from autodesk which create a mesh from a lot of photos, which has brought me a geometry pretty accurate, but way too high poly and not really perfect, and the texture UV's is nightmare.

I thought maybe there is a way to transfer this mesh shape to another mesh, for example, m4 head.

I have no modelling skills, i've only used the morphing tool in poser to modify my models shape in the past.

Is there a way to get a model morphed from a scanned head ?

Any idea how i could achieve my job by any way ?

Sorry, i'm really lost for now. I think i'm not the right person for this project, as my 3D skills are near to zero, but i have to do it anyway. So, if there are tutorials which would help me, that would be nice, but i haven't found anything.

thanks in advance !


vilters ( ) posted Tue, 24 December 2013 at 11:23 AM

Unfortunately, you can not use SM or DAZ geometry in a game.
All geometry, the meshes, are under copyright.

Your renders are yours, and you can use them at free will.

But you can NOT use the geometry.

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vilters ( ) posted Tue, 24 December 2013 at 11:25 AM · edited Tue, 24 December 2013 at 11:25 AM

For what you are looking for, Blender projection painting would work.

Blender has the tools to sculpt the head and use projection painting to get the textures from the pictures on the head.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


RorrKonn ( ) posted Wed, 25 December 2013 at 12:52 AM

Don't know if Poser face room works with DAZ meshes ,characters
I think ya need native Poser meshes ,characters.

But if ya don't know 3D ya going to half to use some kind of auto fix.
Don't know if any of them will be all that great


Some are just better then other at making a mesh look like someone.
But they know 3D.

Ya would get a front n side view of there face ,load it in the work space.
morph a mesh to look like them ,with morph tools in a app like C4D ,Max ,Blender.

Don't know if ya could get the front ,side face .jpgs for guides in Poser.
Don't know how good Poser morph tools would work .
Don't know if ya can make the mesh trasparent.

 

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Male_M3dia ( ) posted Wed, 25 December 2013 at 3:39 AM

Quote - Unfortunately, you can not use SM or DAZ geometry in a game.
All geometry, the meshes, are under copyright.

Your renders are yours, and you can use them at free will.

But you can NOT use the geometry.

You can use DAZ geometry if you contact them (and the relevant PA) about purchasing a gaming license. This is separate from buying in the store, so you can't just purchase something and think you can use it in a game without it.


WandW ( ) posted Wed, 25 December 2013 at 12:18 PM

Back to the original question, you might be able to get a satisfactory result with the Morph Brush in Poser 10/PP2014,  using the scanned head (imported and properly scaled and oriented) as the target...

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mrsparky ( ) posted Thu, 26 December 2013 at 9:14 AM

Attached Link: http://www.zbrushcentral.com/showthread.php?53850-Zbrush-Poser-Morphing-Tutorial

One solution lies within zbrush...example tutorial above or google the search term.. "zbrush to poser" Be warned the former is a seriously complex app with a seriously expensive price tag, but there is a 30 day demo with no restrictions. A more simple solution is to make the poser head (and eyes/teeth) invisible then import the scanned/mapped/textured head as an OBJ. Move/scale to suit. Parent the imported head to the poser head. Now save that import as a prop. Obviously the prop head won't have any morphs or moving parts, but for a quick job it works.

Pinky - you left the lens cap of your mind on again.



luckybears ( ) posted Thu, 26 December 2013 at 5:37 PM

Facegen, 600+usd, but does the job


JANNEMO ( ) posted Fri, 27 December 2013 at 5:55 AM

Hey,

thanks for all these answers !

As you said, zbrush is far too complicated to be useful as i have short deadlines...

I think i now have a pretty good workflow, atleast for my level of exigence :

  • Started from 123D tool from autodesk, get me a ruff scanned head, but with terrible texture UV

  • work on the mesh in Sculptris, (which is like zbrush for noobs)

  • Texturing and UV in 3D coat (also very user-friendly)

Now, i need better pictures for the texturing. I will show you the result when it's done :)

Finally, i had to do more work than i expected. I wish there was a tool to get M4 head geometry follow my scanned head geometry, to be able to have a custom M4 with expressions, etc. Next step is learning zbrush to do that. But for now i only need a static head so it's ok for me !


JANNEMO ( ) posted Fri, 27 December 2013 at 12:31 PM

Hey,

following last sentence of my last post, i saw that on rdna forum :

http://forum.runtimedna.com/showthread.php?79163-The-Morph-Brush-Transfering-FBMs-to-other-characters.

 

Seems that poser has a new feature which does something close from what i would need.

I tried to follow that tutorial to get m4 face follow my obj file, but that does not work (makes him very bulky and in no way looking like my custom character).

But now, i know there is a technology somewhere, which, maybe someday, i will master and will let me transfer a custom head to a poser character without hours of zbrushing ! haha


mrsparky ( ) posted Sat, 28 December 2013 at 6:56 AM

Does the vertex count match up twixt scanned head and original ? In virtually all the software used to create 3d faces that seems the problem most of the time. There are are ways around it...for example for face gen.. http://facegen.com/customizer_tutorial.htm ...though as you noticed it's way way complicated stuff. So yea your workflow is looking pretty good for a static head, sculptris can also paint as well.

Pinky - you left the lens cap of your mind on again.



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