Zev0 opened this issue on Jan 22, 2011 · 13 posts
Zev0 posted Sat, 22 January 2011 at 6:59 AM
Now I know Poser has a face room however you cannot import daz figures in it. Now I prefer using dials to morph the face so how would I do that in Poser (matching front and side pic refference) ? Do i import the picture reference as a background and line up the figures face? what would be the best method for this?
DarrenUK posted Sat, 22 January 2011 at 7:18 AM
I'm no good at face morphs but you could try googling DAG foreground Utility.
It is still free as far as I know. It opens a new window that you can set the transparency of and import a picture to. You have it open over the poser window, but it stays ontop and allows you to use and click things on the windows below.
If you did what you suggested (which is how I used to try it), you need to have the figure view set to one of the wire frame type displays. With the foreground utility you dont.
Daz Studio 4.8 and 4.9beta, Blender 2.78, Sketchup, Poser Pro 2014 Game Dev SR5 on Windows 8 Pro x64. Poser Display Units are inches
modus0 posted Sat, 22 January 2011 at 7:21 AM
You could try using the Morph tool to manually reshape the head and then spawn a morph target from that.
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Zev0 posted Sat, 22 January 2011 at 7:54 AM
Did the whole morph tool thing, the problem is you are guessing most of the time while comparing it to the actual photo. I want to mould using a "trace system" where I can match the figure to the reference perfectly. I will check out DAG if it is stil available, most links to it are dead. sounds interesting.
hborre posted Sat, 22 January 2011 at 8:03 AM
vilters posted Sat, 22 January 2011 at 8:06 AM
What can be done, but it is NOT easy...
Take your photo, in a paint prog, turn to level the eyes and crop it absolutely square.
Now goto Poser.
Inport the square prop and texture it with your photo.
Put the square in the middle of the head in Z.
Put the face in wireframe or even less.
Size the square to the general facial lay out, and and use it as reference to morph.
Do front and side, and it can come close.
use FRONT and SIDE camera...
Alternate; you can use the cube-box, and put the front and side face on the box.
But. . . it is NOT easy.
If you have high resolution pictures, it is often better to make a good texture from them.
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"Do not drive
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Zev0 posted Sat, 22 January 2011 at 8:13 AM
vilters posted Sat, 22 January 2011 at 8:18 AM
That is exactly what I Proposed LOL
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"!
Zev0 posted Sat, 22 January 2011 at 8:23 AM
LOL..will test this out later. Looks like a lot of fun. I wonder how Werts does his. (sharecg). He makes the coolest faces. Anyway this looks like fun, if it works.. If there are any other techniques feel free to share it. thanks
hborre posted Sat, 22 January 2011 at 8:31 AM
That technique should work very well. The problem is getting matching profiles for both planes. My recommendation, morph the side profiles first. That would set the stage for face & head size and depth. Afterwards, go for the fine details straight on facial.
Zev0 posted Sat, 22 January 2011 at 8:44 AM
Are you talking about photo reference for front and back or are you referring to sizing when you say matching profiles? In terms of both I am going to solve that problem by lining up both front and side images in photoshop (draw a fine line across both, horizontally from the base of nose) and make sure the lines line up when they are on the two planes. and I agree with you, start with the sides first.
vilters posted Sat, 22 January 2011 at 8:57 AM
Use 2 reference lines.
One over the eyes and one over the mouth.
That is what I do
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"!
Zev0 posted Sat, 22 January 2011 at 9:54 AM