Character Creator 3.2 - Headshot Plug-in Results

Character Creator 3.2 – Headshot Plug-in Results

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    • ShadowHawk

      said

      the picture
      The Picture

      The Headshot creation (On auto mode – Click and go)

      Avatar

      Not too shabby.

    • Frank21

      said

      Only the eyebrows look acceptable. The mouth, nose and eyes are entirely different.
      I look at all these supposed likeness over at the DAZ forums and can only think they must be tripping…. or at least very wishful thinking. Forking out money for programs that just-don’t-work.

    • Cre8tor

      said

      Can somewhere here please share a link to the plugin for me, stand alone plugin, not the one in a bundle with character creator 3.2.. The file is huge, 7gig.. And i run Character creator 3.4 currently, but i am dying to get the headshot plugin

      • andrea

        said

        It stills a large file, 1.2 GB …
        Headshot_Plug-In_1.0.1118.1_Repack .rar
        Note: Avast AV will tag this file as infected by something like “MdeClass”. After further research, I have installed it after disabling Avast for some minutes.

      • Cre8tor

        said

        @andrea I believe in angels, because folks like you are always out there to help folks you know nothing about, except the fact that they are in need… I am indeed grateful.. Tanx, i deeply appreciate

    • ShadowHawk

      said

      @frank22 If you are looking for perfection without any work, You need an AI system. For automated, this is not too shabby. There is a pro section as well that allows you to tweak things to get it even closer, although I have not worked with it yet.

      • ulysses

        said

        ShadowHawk wrote: For automated, this is not too shabby

        They should at least by able to get the eye color closer than changing green/hazel to blue. That doesn’t seem to be too much of a hurdle. However, this gets close enough to tweek and easier than morphing from scratch, so it’s a win IMO.

    • ShadowHawk

      said

      @ulysses I agree about the eyes. There are only 5 colors in the automated. But, once done, it is very easy to change the eye color to be close to the same. I’m playing with the pro settings now.

    • I don’t think it did well at all. The eyebrows are an exact match but that’s only because they are pasted directly from the photo as a texture map (even though the photo was at an angle and the model is facing camera directly). In every spot where it needed unique geometry to match the subject’s features it failed to get even remotely close. Nose (bridge, nostrils, wings, tip, all wrong), cheeks, lips, eye socket, eyelids, chin, jaw… all incorrectly modeled. Anything that does look right is only due to a texture map copied from the photo and that is going to look bad when rendered at different angles and under lighting which isn’t consistent with the light used in the reference photo.

      Even the basic face and jaw shape are wrong. It would require a lot of tweaking with morphs (such as the EJM set) to dial it in. Going that route it would probably be simpler to skip the dodgy plugins and just do the work from scratch.

      In the end you’re only going to get good models from scanning or sculpting. A character from a single photo is just a gimmick that fails 99.9% of the time.

    • ADAM

      said

      I would like to see another base picture transfer to compare how much work the program is doing. Is ut just cut and paste or is it actually trying to conform the mesh.

    • Sara1985

      said

      you really want to use the pro option, the result is entirly different. the auto option is more for background characters, with nearly no change in face structure. The pro results are far better, than facegen or face transfer.

      • Emil

        said

        Face transfer fastest and easiest way get quality 3d-face

    • ShadowHawk

      said

      @littlepleasures I think you are mistaken in your assessment. Is it perfect? No. No system is going to be 100% perfect. Not even if you sculpt it yourself.
      However, with the tools available in CC3, you can get damn close.
      First it has an overlay function so you can match exactly.
      Second, it has 1000+ Morphs available to tweak the model to match.

      What is there is a quick and dirty automated process. As far as how good it is, I did 2 others of famous people, and they were recognized immediately for who they were by the group I tested them with.

      • @tysim1966
        I still haven’t seen any solid results to justify its cost as part of a professional pipeline for production which they claim ($200, plus another $100 for the extra ‘1000 morphs’ to fix things). If it’s a hobbyist toy that’s “good enough” then it costs far too much. As a professional tool in a production workflow for main characters then it falls far short of the quality needed based on its cost.

        Going by the examples from @maxxp2 I would say the results are no better than a re-textured and a slightly tweaked base mesh. Considering the amount of fixes and manual repaints to be done it seems like it would be simpler to just work with sculpting and morphs. I don’t see this thing doing much to speed up production aiding a modeler or texture-painter’s job. (The texture artist is still going to have to manually paint all the textures; diffuse, normals, bump, and spec maps, etc.) I will say that it seems to excel at copying eyebrow textures, though. Kudos to Reallusion for achieving an impeccable $200 diffuse map eyebrow transfer system.

        I suppose, in some very unique circumstances, for a solo game creator who has extremely limited modeling or texture painting skills then this could suffice as a workable (albeit somewhat costly) method for populating an indie game. I still think all of the results look bad though, like something from console games fifteen years ago. But if it suits your needs and matches your visual quality expectations then I suppose it’s a win if you have the $300 in the budget for it.

    • ShadowHawk

      said

      Headshot’s Auto mode, intended for generating “mid-res crowd [characters]”, generates both the head mesh and 3D hair, both with 1,024 x 1,024px texture maps.

      The output is designed to be used as is, but since Character Creator supports GoZ, the meshes can also be refined manually in ZBrush.

      The Pro mode, intended for characters that will be seen in close-up, generates only the head mesh with 4,096 x 4,096px textures. Hair can be added separately from Character Creator’s library.

      Map types generated include normal, AO, roughness, metallic, SSS and micro normal, making output compatible with the new Digital Human Shader in Character Creator 3.2.

      The Pro mode also provides extra toolsets when refining the head model manually, including the option to display the source photo on a reference plane behind the asset.

      There are also tools for reprojecting textures onto the model, to fix any alignment issues; and for masking out problem parts of the source image, such as facial hair.

    • ShadowHawk

      said

      Here is a screen shot of a Pro example…

      Pro Shot

    • Sara1985

      said

      A quick comparisation, with no edits to the pro version (which you would normally do…)

      comparisation

    • andrea

      said

      @LivingPixels

      Come on, you are making posts on a GFX site’s forum … who cares about the price ?
      Get it, test it with no limitations, buy it if you think it worth or if you can …

      I had tested almost all “Face Generators” on market, FaceGen, HeadShop, FaceTransfer,etc … This Reallusion’s solution is the best, by now.

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