Make human is a nice package, but there are times I could see this package being extremely useful for those of us who are none 3D modellers and need to make a quick CGI head for a scene. $300 is something I could recoup in a single project.
This utility takes a This utility allows to create a skyrim player with a face ramdomly generated or from a picture. For that it takes a face generated by facegen program and translates the output into the game.
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That's how FaceGen works. I mean, what you want cannot be done with ordinary mod(Unless you want to delve into game engine and middlewares). For vanilla races, I suggest you to use FaceGen modeller(you can download free demo version) to make a face, then use FaceGen to Oblivion converter to transplant .fg face into your save file. Of course, you will see related sliders moving together(as I said, it's how FaceGen works), though it's easier to make decent face than in-game.
Now, opinions vary about which one is better: The built in facemate, or the external facegen. I am a fan of facemate, but that is a personal preference and depends on how happy you, subjectively, are with the results of either of them.
@McKeuYeah. I just figured it out. Running the importer explains everything. However, It doesn't explain where to find the imported facegen model. Perhaps you can help. It created a new Model in TK17/ActiveMod/. However, I have no idea how to use a model located here. Community imports are in the community folder for the scene and Saved models are located in saves. So where do I load a model in the ActiveMod folder?
Possible? Yes. The results are hit and miss even with the latest. Really, just make sure you first put a copy of the FaceGen Modeller application exe in your main binaries folder. Run it from there or from where you installed the modeller program. YES YOU NEED MODELLER FOR THIS, not ARTIST. The difference is that Modeller comes with Customizer, which allows you to collect\create assets for use in Modeller, like the face model you will be fitting to, some added colorful pieces like eyes, teeth, tongue, and even hairs. If you have these available, you can attempt to add them, but the base file set that is added by the importer exe doesn't have them. The importer places the file set where you can load it in the modeller.
There are multiple ways to use the modeller. First, you'll need a frontal image to work from. It is also good to have at least one side to work with, but not as necessary. Place the points, run the modeller algorithm, make sure to preserve facial hair. This is important because it will assume there is a hairline or 5 oclock shadow in the image if you don't. If there isn't hair, it will add it, if there is, it won't match without this. You can use the side details but they aren't necessary. You won't want to bring this into VX, the skin won't match the model in the game.
body is a mod I dl'ed here, then adjusted to match. Clothing standard outfit in VX. Focus on the face.. This was done with Fagegen modeller, 3 images, symetry adjusted after, then a save to FG and moved to a folder for use in the importer. After, the body was modded, the clothes added, and the hair is an R9 add on as well. Very close, by my estimation, but still not as squared off. Maybe a jawline adjustment misplaced slightly. This was a single run through. After I was satisfied with it, I added the name, and personality traits. The only voice I found so far is a modded female english 6 sub. It's close, but again, not perfect.
It really doesn't matter if you have a 32 or 64bit version, you only need to have it installed. The reason for this is that the importer needs to send the base files to the application files so you can use the model set for SV4 in FaceGen. It cannot place these files in the Artist Pro version, only in modeller. While you can use artist pro to open the files later, and make simple adjustments. There are a few more sliders and capabilities in modeller anyway. The files created are all 32bit version compatible, which makes them compatible with the importer. You only need to have it copy the base files once. After that, you can use them over and over. If you can get the base files for other heads, you can use those as well.
The FG file created is a FACIAL GRAFT file (no it doesn't mean FACEGEN, it was used when facegen was facemaker, facemate, and then facegen the face adjustments are grafted onto a base mesh mathematically, and the mesh is then drawn with the alterations). Do not use the EXPORT unless you are moving this file to another program like BLENDER. Save the file and it will be in FG format, with the SV4 basemesh as the reference point, allowing the game to apply the adjustments and curves to the original head.
Yes it is possible to use a custom head, however, it is difficult. You need to follow roughly the same procedure. You need the basefile set for the head you want to use, and load that into the model sets folder in facegen. You can look into this folder in users\yourusername\appdata\roaming\facegen folder, and find the model sets folder. You can see the file types it is looking for, then find your base face, unpack it, compare to make sure the file set is the right type, and then place the files as necessary, giving them a descriptive name. In the modeler, you simply load this basemesh set, then you can use a photofit, or work the mesh on your own. I'd look up the instructions for that in the modeler website, and you'll have a lot easier work. After you mold your model's face, you have to load that face. For this model, you cannot load the model the same way as you would with the original mesh; you have strayed from the original mesh and now you need to create a model file set that will reference the files you use. Follow these steps:
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