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Critical feature request - Headshot asymmetry makes it unusable for any professional project.

Posted By animaliok 4 Years Ago
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Critical feature request - Headshot asymmetry makes it unusable for...

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animaliok
animaliok
Posted 4 Years Ago
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Hi, faces generated with headshot (auto or pro mode, but specifically pro mode) are asymmetrical. This renders headshot essentially unusable in any professional context, game or film, as the symmetry is mandatory to be able to sculpt the actual final design (morphs even thousands of them, are just a quick stepping stone, they don't allow in any way to model a final character for a non-hobby project.)
Currently the lack of perfect symmetry in the generated face model forces you to sculpt non symmetrically, first one side then the other, for the overall design, the HD sculpt with millions of polygons, the texture paint, but also all the blendshapes/facial expression shapes that you want to customize.
Character creator can totally revolutionize small productions by allowing to skip the most time consuming steps in the pipeline and allow focus on actual design, but headshot cannot currently be part of that as the asymmetry of the generated face prevents it to be worked on and properly designed, so it can only be used to generate this specific reallusion-looking type of semi-realistic faces, and not the infinity of different designs and art directions any game of film production would need.
I've tested headshot on stylized character, and it totally works to speed up a workflow, but the asymmetry makes it unviable.
Just an example to show what I mean by creating different styles with headshot than the classic semi realistic it's mainly currently used for in the examples we can see online. As I needed to sculpt with subdivisions on this face I generated by hand without headshot (although it would have been faster with headshot) but doing it manually I can keep it symmetrical and design the actual character from the cc3 base model generated from morphs.

Technically I guess headshot is currently generating asymmetrical results as most photos are asymmetrical, but even with a perfectly symmetrical photos the result is totally non symmetrical. (and thus unusable for any professional pipeline where you need to still sculpt the actual design over the headshot approximated generated face.)
Thanks a lot for any update on this.
animagic
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That is an interesting finding.

I like asymmetry in faces as I think it is essential, but a perfectly symmetrical image should give a symmetrical face.

BTW, symmetry alone is not enough; the lighting must be perfectly symmetrical as well. Hair should be pulled up, as hair on the side seems to have an effect on the shape of the face.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

4u2ges
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I do not think there is such a thing as symmetry on a photo when it comes to software algorithm calculating a symmetry
for vertex coordinates with precision down to 4-5 decimal points (that is what required to edit mesh with X-mirror in Blender for instance).
Unless you symmetrize photo in image editor, but still... you do not need it in Headshot plug-in.

Edit Mesh in CC has function "Mirror copy", which can do a fairly good job (not perfect) replicating geometry from right to left or vise versa.
You just need to select All vertices/faces with Ignore Backfaces checked OFF first.

Once rough symmetry is achieved in CC, I perfect it in Blender in edit mode: Mesh > Snap to Symmetry while all vertices are selected.
Then I can sculpt and edit mesh safely with X-mirror ON.

Note: do not use Symmetrize in Blender as it changes mesh geometry adding/removing vertices/faces, making it impossible to import character back to CC.






animaliok
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Thanks a lot 4u2ges, I will try to re-symmetrize a headshot face in CC3 with "mirror copy", and then in blender to see if it can be viable to use headshot for production, hoping it stays centered on the world axis and respects shapes ect...
@animagic I don't actually mean creating a symmetrical character face, I break the symmetry eventually non-destructively later in the pipeline, but an asymmetrical base mesh cannot be worked on for the actual final design you want to sculpt, in Zbrush or blender, texture painting in substance or blender ect...
animaliok
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One issue with "mirror copy" is that it is not available on eyes and teeth, and headshot generates the eyes with a random direction. here one is looking upward

On export the rotation of the eyes get fixed automatically it seems though (unless it was transalate), but their position generated by headshot is off, one is at a different place than the other.


"Mirror copy" seems to work on the face, but the teeth and gum are indeed non world centered, but can be manually translated so should be easy enough to symmetrize, just a bit of a pain to have to symmetrize everything manually.
animagic
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animaliok (10/13/2021)
@animagic I don't actually mean creating a symmetrical character face, I break the symmetry eventually non-destructively later in the pipeline, but an asymmetrical base mesh cannot be worked on for the actual final design you want to sculpt, in Zbrush or blender, texture painting in substance or blender ect...

I understand that, but if the image is not symmetrical I expect the mesh to follow that. Likewise, if the image (including the lighting) is symmetrical, the mesh should be symmetrical as well.



https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg




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