NightVoice opened this issue on Aug 06, 2002 ยท 9 posts
terminusnord posted Wed, 07 August 2002 at 10:28 AM
I think the face room is going to save texturemakers a lot of work aligning the face parts to the UV map, but that's it. For making realistic hi-res faces, you're still going to need a multi-megapixel camera and the same kinds of headshots you need now. When I do a face texture, I shoot the person dead-on, 45 degrees and profile. All with a 200mm lens from over a meter away. Then, I bring these originals into a panoramic photo stitcher (Quicktime VR's). The end result looks similar to what the face room generates. The difference is that I have to manually line up the facial features with the UV texture template, a step that the face room appears to do much easier (by placing morph keypoints and automating the process). Sure, some folks will make celebrities, but they're not likely to be good quality textures because where can you fine 3000x3000 headshots of celebrities' faces and profiles? Nowhere, unless you hire them for a shoot...$$$ Good luck profiting on that deal ;-) -Adam