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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 04 10:34 pm)
I have tried dial spinning for some facsimili of real persons and it doesn't always turn out as expected. In many cases, images and head obj would need to be loaded into a 3rd party app to modify and mold the mesh without changing important vertices. It might even be easier to create the morphs in that fashion. Facial expressions can be manipulated with the dials.
But, without a full facial and side profile you will not get anywhere close to an actual representation of your subject in 3D.
Going out on a limb -
Poser is very limited in the ability to manipulate the finer features of faces, but it is these fine features that enable us to instantly recognise familiar faces - how you can recognise your daughter from a distance and from seeing only a very small part of her face for instance. The human eye picks up on things that are so minute and working on a subconscious level, that reproducing them is next to impossible. It's the things we don't really "see" that makes one face different from another; how parents recognise one identical twin from the other.
The Jean Reno morph for M4 for example is extremely well done, but it is more a characture of the real man that accentuates the featuresto make it recognisable. Add to that the fact that faces are dynamic and move in their own unique way then the problem of reproducing a realistic one is even more problematic if you want it to smile, frown etc.
Sorry that none of this helps you, just having a rant. And, still out on my limb, don't buy any face modelling software, they don't really work IMO.
@meltz, Nothing personal, but :
A few years ago, I was asked to do the same thing for somebody.
I also requested better pictures.
"She is your friend right?? So take some true front and side pictures".
Never got better pictures, and I discovered why. He was a stalker.
Just saying before anybody gets in trouble..
Better play safe with these requests.
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"!
Yeah, what Vilters said.
Given the possibilities, creating a virtual likeness of someone is a much bigger intrusion in privacy than taking a picture.
Unless it's a celebrity or someone who consented to being used as human reference, I'd ask for a signed permission first before I'd "Poserise" someone for someone else.
Quote - So im still trying and no luck. Does anyone know of someone that might do this for alittle pay? I cant offer much but can be good for someone that is an exspert in stuff like this
First of all, you won't be able to do it with V4's standard face-morphs. Some of that facial structure is just not replicable with V4's morphs.
I won't do it for the reasons stated by vilters. I don't know if you really know her or not or whether or not, even if you did, that she would want it done. Sorry, you may have completely innocent intentions, but there are just too many people out there who do not. Please understand.
I will give you some advice, though:
1: You need a very good profile pic, a very good front face shot and several isometric shots, so you can guage things like how the forehead is shaped (ie: "dome-headed", which wouldn't show up in either type of shot, very well.), how the jawline curves and how it relates to the cheek structure.
2: There are several ways to start doing this. The most accurate way is to simply take everything into a decent 3D modeling package and start moving vertices. (That would be the V4 head obj you'd export.) You'd set up a projection box of your profile and front pics, like this:
http://www.phungdinhdung.org/Studies_paper/Realistic_face_modeling.shtm
Forget all the topo discussion (You'll be working with an existing mesh.) Instead, look at two things - One is how they lined up the profile and front shots, the other is how they applied those images to planes in their 3D program so that they matched up appropriately to use as modeling references.
Do that. There are plenty of 3D programs out there. You can do the necessary steps in Blender or Wings, which are free.
For that reason, I suggest you start out in Poser and just focus on getting an approximate shape with the existing face morphs. Use two plane primatives and put the images of the profile and front-shot on them, in appropriate places, so they're lined up correctly. (See the example in the link.) It also helps to add several extra planar primitives to the scene. Color and size them differently. You will use these to help you mark the height of the eyes, bottom of nose, jaw, crease of the lips, sides of the head, height of the ears, width of the eyes.. etc. :D Add more plane primatives or even other prim shapes (cones work good on profile pics to mark the nose, chin, forehead, lips, eye-depth, etc..) to mark spaces on the pics you're trying to line up with the V4 morphs you're working with. Use "cardinal" direction cams, relative to the workspace, for fine tuning. (Left, right, front, etc..)
Get the general shape and the eye and jaw height the way it needs to be. Remember these settings for the eye and jaw height morphs that move both the facial geometry and the jaw/tongue geometery at the same time. Write them down. Then, rezero those morphs, since they include the eye and jaws/tongue morphforms/jcms/whatever you've used, and then export the head. The rest of the morphs should export just fine. (Note: "Head size" Morphform shouldn't be exported, for easiest compatibilty. It'll screw things up for you.)
It's critical that you do not delete or add any vertices to the V4 figure head. If you do, it will lose its vertice order, uvs, material zone refs, etc.. relative to the base model. That means it can't be used as a morph. So, you'll have to make do with existing geometry and just move it around until it fits. (There are several tutorials on creating morphs for Poser/DS in 3D applications. All of these will generally apply to what you're doing, so Google for some of them.)
There's a program you could buy that will morph the geometry for you, by moving points you set up in relationship to the edges detected in a photograph. But, I don't recommend it as I've have bought several iterations of it, in the past, and none of them produced satisfactory results. I find it much easier and more accurate to model such things by hand. There's a very expensive program that does a pretty good job while still yielding good geometry, which is what the unmentioned program has a problem doing. But, it's several hundred dollars and requires a great deal of setup work.
Texturing - You'll need a good texture, preferably handmade from the photographs. That's why good lighting for those photos is crucial. However, I suggest you simply alter a fairly compatible existing texture for your model. You can do this in GIMP or Photoshop. GIMP is free.
Bump and displacement - You should take care of fine details with bump and displacement maps if the V4 head does not have the geometry you need. Don't try to "make it happen" by moving geometry all over the place, just to get some fine lines or skinfolds somewhere. Do it with bump and dispacement maps and the results will be better. Alternatively, if you have Poser 9 or 2012, you can create normal maps. But, if you know how to create and apply those, you probably don't need my previous advice. :D
When you load in your finished morph, re-input the morphforms for the eyes and check the ones that include the face/jaw. You may need to adjust the jaw's joints in order to fine-tune it for your morph, especially to work correctly with the V4 morphs, like open mouth, etc.. In most cases, it's not going to be perfect, so you'll have to manually fix it on-the-fly when working with the figure.
Lastly - You're welcome to tell your friend to take a pic while holding a sign that say's "Morph Me Please!" and post it here. Someone may be convinced to do it for you, then.
That holding picture trick is mostly used by Russian scammers.
No- No-, absolutely insist on a one-to-one video chat with sound.
Hi resolution, purpose taken pictures that have no specular at all, is a MUST.
iF she does not agree to that? Forget the whole thing.
You'd be in trouble before you know what came over you.
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"!
Quote - Thanks Morkoron for the advice. It seems hard to learn and takes alot of time which i dont have. Would u take on the job if i give you her twitter name and you can conferm by talking to her there that it is ok to do? And if so what would the cost of this type of job be?
No, I wouldn't.
For quality work, you're talking about several hours of manual labor spent over a few days. It's up to the artist and what they think the value of their time happens to be.
Also, if it's being distributed to a third party (you), the final morph can not have used any of the native Poser V4 morphs or purchased morph packs without referencing them and requiring them to be used. In other words, the final product would have to be a combination of the morph settings used to get the basic shape being customized manually, requiring the end-user own V4++ morphs as well as the vertice changes created during the hand-made morph process. (Basically, you have to remember the settings of the V4++ morphs you used and back them out in the final product, reference that V4++ be used, and include the custom morph as well as the V4++ dialspins in the final morph pose.)
Though, if done entirely by hand without using any of the existing V4++ morphs as "helpers" to speed up the process, then that part isn't necessary and it can be distributed as a morph and even as an .obj file, as long as the deltas are all that is included and no actual geometry is present in the object.
What would you pay for all that work? A couple of hundred dollars from someone who values their time would be what I would think would be reasonable. (Maybe less, certainly not much more.) But, only if it produces a quality finished product. An up-front non-refundable deposit to compensate the artist for all the communication and setup work as well as coordinating reference image allocation would also be something that wouldn't be amiss, but it would be minimal.
Buy faceshop and get a reasonable facscimile that looks decent from about fifty meters away.. :D Or, do it yourself, by hand. It's not terribly difficult to create something reasonably recognizable, it just takes some practice.
Lastly - Do not expect to be able to duplicate a person's facial expressions by just using V4's native expresssions. A person's facial expressions are fairly unique and, to be honest, if you're trying to really duplicate someone's face, customized expressions would be highly desirable. "That certain something" that is missing in most customized heads is usually the characteristic facial expressions that we are used to seeing from that person. Everyone's got their own magic going on when it comes down to how they express their emotions. They don't all grin like they're high on drugs, like V4...
I have no moral or personal objections to morphing anything into anything based on pictures from any source.
I'm sure that won't be a popular opinion, but no matter how close we get the final product, in pratice, will ultimately be unsatisfying to the user and unrecognizable as self to the one represented in polygons.
We sell likenesses in the marketplace without permission of the actual person or estate. We think we're clever because we're assigning a different name, but we all know what it's about.
I'll give you pictures of myself and my family, and if you want to morph us into obscene scenarios, be my guest. I'm not superstitious about it or precious about it. It's not us, and anyone could see that. It takes a very significant suspension of disbelief to think anything Poser (or Daz) generates looks like a real person in reality.
That said, and speaking as one, fanboys are never going to be happy with the likeness. I've been morphing the same met-model since I started this hobby and haven't really been happy with the result for longer than a few days.
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Oh and im using V4 with elite and morphs+