Forum: Poser - OFFICIAL


Subject: Face Room tips: A not so ugly/alien Judy?

Spanki opened this issue on Sep 24, 2002 ยท 25 posts


Spanki posted Tue, 24 September 2002 at 1:03 AM

I still haven't come up with a nose in te face room that I'm happy with, but I think I managed a decent looking character (attatched image). Here's a few tips on using the Face Room... - Once you apply a new face/head to your character, they tend to be a bit too small for Judy's body... try scaling the head up to 102%-105%. - there is no way (that I've found) to save the face-shaping paramaters... you can spawn a morph and/or apply the head to your character, but you can't re-import the shape and dial settings, so be sure to 'finish' doing any shaping you plan to do within that same session (you can go back to the face room while the program is still running, but once you quit, you loose any previous settings). Using a photo: - Once you've imported the front and side views, you'll find that the shape outlines are prety far off (the program seems to ignore the alignment 'click' it asks for). DON'T start moving the green dots just yet... the easiest way to get things started is to use the controls on the left to scale and position the outline BEFORE you start fine-tuning. To use those controls, click and hold the mouse on them as you move the mouse (they act like the trackball and other camera-type controls). - Once you have the outline scaled and positioned pretty close, you can start moving the individual green dots to fine tune - keep one eye on the 3D image and adjust the dots to make the texture fit correctly. - Try not to make monster/drastic moves (far from where they're 'supposed' to be)... the dots are dependent on other dots, so you may can make the same adjustments by moving related control points. - In the end, it's more important where the red lines are than where the green dots end up, but see my comment above about moving them too far (to avoid stretching the texture). Cheers, - Keith

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