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Apparition
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Apparition
Posted 15 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 2.2K,
Visits: 4.0K
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Post will be replaced, after rerecording the video with some better explanations. Sorry for the inconvenience. Mike

Mike Aparicio-Reallusion Certified Innovative Content Developer
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brystudio
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brystudio
Posted 15 Years Ago
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Group: Forum Members
Last Active: 10 Years Ago
Posts: 210,
Visits: 244
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Thank you mike this tutorial has been very helpful:)
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animagic
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animagic
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
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Look forward to that, missed it the first time.
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Apparition
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Apparition
Posted 15 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 2.2K,
Visits: 4.0K
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Sorry Zuijlen! It seems the forum authority found my post distasteful because of my "sudden" interest in FaceGen faces! :) (Actually 3 years old) Like my tutorial was aimed to use already rendered FaceGen faces, not the actual mesh but the simple images exported from it, there might have been some "protests", although I was concentrating only in the Photoshop part, to show how decent detail can be added to many heads created from photos or rendered images, no matter from which program they come! It seems the launch of some FaceGen originated heads, of which incidentally I spoke well about, has created certain "sensitivity" towards ANY alternatives to use the same program in a different way. So I am seeking some time to work again the tutorial, explaining it has NOTHING to do with counteracting the mentioned heads, but simply to teach iClone users how to improve their own personal head creation. As I am dully respectful of the forum authority I decided to remove it and publish it back when finished. I apologize for this delay! Mike

Mike Aparicio-Reallusion Certified Innovative Content Developer
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animagic
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animagic
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
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Now that's interesting. I have been playing a bit with the "alternative". I hade never used the built-in textures, but found them quite good. Using the image from a FaceGen head is not really a secret, like you said, so I wonder what all the commotion is about. I have used Sculptris to add small deviations to the mesh of the head, which helps to add some personality. Here is Silvie:
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animagic
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animagic
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
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Sorry for the double post, the forum will not let me delete the duplicate...
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Apparition
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Apparition
Posted 15 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 2.2K,
Visits: 4.0K
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Oh! I thought I was the only one who cannot delete posts But you can remove the content posting notes saying you removed a copy of prev. post. Two "heads" think better than one! I never thought on using a sculptor to "touch-up" heads after the FaceGen phase! Good! I have access to Argile and MudBox!. 3DS MAX also has sculpting feature built in. The problem with the iClone head mesh, is it exaggeratedly reduced in polygons. Definitely, a mesh limitations revision has to take place from RL dev. The reasons for keeping poly count low have diminished since the latest video cards are in the market. I got to tell you, the face in the picture really looks good! It seems you could get out of the FG pure look! Thanks for the idea! Mike

Mike Aparicio-Reallusion Certified Innovative Content Developer
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animagic
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animagic
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
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Well, it's funny. There's a lot in the iClone/3DXchange combination that I'm still discovering. In fact, there are whole areas within iClone that are still a mystery, so if too many new features are added I'll never catch up! :unsure: Anyway, Peter Edwards really gave me the idea... :) The question was: can you change shoes by exporting out of 3DXchange, modifying, and then reimporting. I thought you couldn't, but Peter said, just load the character in 3DXchange, select the shoes, do an export mesh, make changes, reimport, export the modified character, and then save the modified shoes to your library. So I did that, which worked, and then I saw all the other components of the character that are exposed in 3DXchange, including Face. So I followed the same procedure and that allowed my to change the head. You keep the polygon count the same, which is important from what I understand. And all the facial animation capabilities remain functional. I used a free tool that PW mentioned, Sculptris, which sort of works, but I would like a little more control. For example, the lips have a tendency to collapse if you touch them. I must admit that I have never used a sculpting program before, so it will in part be my unfamiliarity. I do like the concept, though. Also, the low polygon count precludes very detailed changes, so you would need to combine this with a bump map. But I'm pleased that it is possible at all.
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Apparition
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Apparition
Posted 15 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 2.2K,
Visits: 4.0K
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Well! I am amazed at what you say! According to it, somehow 3DXchange keeps the skin rigging in the object!!!... I am very curious about it. Skin modifier should NOT be preserved by 3DXchange, as it would lead to the feared PLAGIARISM! (/Or copyright violation, as I humble say) It it is true, there will be no way to prevent "plagiarism hobbyists" to pull all kind of shoes and heads, diddle with them via 3DXchange, and bring them totally "sculptrizised" as totally NEW shoes and abominably "different" heads! Oh my goodness! I DO NOT understand this iCLone world at all!

Mike Aparicio-Reallusion Certified Innovative Content Developer
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animagic
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animagic
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
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I don't have 3D Max and Z-brush, but didn't these capabilities exist already in a more complicated way? See, I'm so innocent, I wasn't even thinking about any criminal implications... :unsure:
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