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Software make easy Cyberface


baseballfans

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says it works with just a simple photographs...wow....this could possibly make things a lot easier!!! :eek:

Even if it was this simple. I still doubt I'd be able to make them. :lmao:

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ima try this demo out and see how easy this is.....wishing it was the real cyberface maker haha and see how much better they turn out then the ones i have done.

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sbs.gif

This is my first attempt, and I didn't try very hard. There are lots of options to adjust it. I'm of the opinion that its ok. Beyond that, is there a way to get the meshes to ord/orl files?

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I like the look of this, and although I haven't tried the demo yet, I fail to see how it could be incorporated into making cyberfaces for MVP. Is there already an option for exporting the data or something? Seems pretty hard to believe that they would just happen to use the exact same files as MVP does for cyberfaces.

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From the user manual:

Export

Export your face model to 3DS, LWO/LWS, MA, OBJ/MTL, VRML1, VRML97 or XSI.

3DS Max Users: Note that the 3DS file format breaks all quads into tris and duplicates vertices which map to more than one UV point. We recommend using the OBJ format.

Lightwave Users: Note that endomorphs appear automatically in lightwave if you read in the LWS (Lightwave scene) file generated by FaceGen instead of the LWO (Lightwave object) file (assuming you chose to export the animation morph targets).

Only the meshes currently being viewed (see 'Model' menu item) will be exported.

All texture maps will be exported to sequentially named BMP, JPEG, TGA or TIFF files (a dialog box lets you choose).

The exported geometry includes texture coordinates but not vertex normals (except XSI which must include normals). The vertex normals used within FaceGen are calculated simply as the average of the adjacent facet normals. Your software may use a slightly different algorithm. Note that fixed values cannot be used for different faces since the shape can vary widely.

Exported texture maps have currently selected gamma correction built into them.

Some accessory models (hair and teeth) make use of a transparency (alpha) channel in their texture image. Only the TGA and TIFF image file formats fully support this. Be sure to export your textures to TGA or TIFF if you want to preserve the transparency maps. Modeller adds alpha information to BMP image files, but most applications do not support that feature. Unfortunately, Photoshop can't even read BMP files with alpha information. We recommend using Paint Shop Pro.

Export is only available to licensed users. For evaluation purposes, you can download some exported models to ensure compatibility with your workflow.

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That's pretty good and we just started. I love the fact that we don't need a detail picture and still make a good face.

nookcybaface6ty.th.png

At least this software allow us to make good skin tone that we can copy on screen and paste it in photoshop/paintshop pro for FREE

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