I think you can import the FG Modeller obj as a waredrobe obj item and then carefully position it and use the DS 'fit the Genesis model head area' to the FG Modeller OBJ. You'd then want to export the Genesis model to Blender or something and sculpt it some more to more closely match the FG Modeller obj.
And trust me, its easier that way. I'm sure you might be able to make something work with just the modeler, but it will be a tedious and painful experience, LOL. With Facegen Artist it is one click to export to whatever Genesis 1,2,3,8 model you prefer. Facegen Artist has a free demo at the official facegen website. The demo is limited to export only G1 and G2 heads, and it will brand them with a "FG" on their forehead. But you can see what the app can do without having to invest in the paid version, and again, if you save the faces as .fg files you can load them up in the paid version or any other version of FaceGen. Give it a try.
If you are taking an obj and just applying it to a Daz figure, this will create a whole new mesh obj and not be recognized by Daz as a Genesis model. You would have to rig it. This can be done by using the Transfer Utility for a simple rigging. The figure will now pose, but the head will likely have issues trying to do any expression. To get better rigging you would have to manually rig the face, and that is not an easy task by any measure. There are tutorials for this.
I don't have zbrush but if you make sure when you project the DAZ Genesis figure such that it's shape changes to fit your FaceGen Modeller Head so that the number of polygons in the Genesis shape stays the same then it should work. If you are really good at it then you will get as good or better results as the FaceGen developers have done programmatically with FaceGenArtist Pro. You should know that that those developers likely use sophisticated mathematics to get nearest neighbor vertices & such which might get better results than you 'eyeballing it.'
So the zBrush sculpting Genesis model to fit the the FG Modeler obj should work very similar to the Poser 'paint a morph' onto a Poser model from another Poser model or obj file, if you've done that before.
Sometime back when I was taking a ZB course, we were tasked with taking photos from the side, front, back, whatever we could find, and modify a base head and then use Spotlight and polypaint to recreate the source. I had to modify skin colors to match and fill in what the photos did not give me.
Facegen uses its own head model, so the verts and polys won't match the Genesis head.
The more that I think about it, vertex projection is probably the wrong way to do it. The Facegen and Genesis head models are too different. I think Facegen is marking facial points on the Genesis model, which they have in common with their own head model, and then they run all vertices through an iterative solver or a morphing "black box". That's why Facegen unintentionally warps the eyes and jaw. So, in other words, they're transferring facial feature rules only, like the distance between the eyes, and then solving for those rules.
Facegen uses its own head model, so the verts and polys won't match the Genesis head.
The more that I think about it, vertex projection is probably the wrong way to do it. The Facegen and Genesis head models are too different. I think Facegen is marking facial points on the Genesis model, which they have in common with their own head model, and then they run all vertices through an iterative solver. That's why Facegen unintentionally warps the eyes and jaw. So, in other words, they're transferring facial feature rules only, like the distance between the eyes, and then solving for those rules.
I think you are right with that assessment. That's also why many FG made heads have a lot of similarities. Plus the Genesis head that FG creates is almost never just like the head you see in FG itself. My heads often come out looking fatter than I expect, and that drives me nuts. I'd really like to see FG fix that eye warping issue.
This is a tough one, but not impossible. You will have to use python or another compatible scripting language to do this quickly, but you can do this by hand and slowly if you're not practiced at programming. The idea here is that you will not be exporting your native model, but a base model that has been fitted to your form using a difference morph creator (which calculates the differences and generates body and face morphs accordingly), or using a hand tool to create each morph on the base model to get it to match your native model. Once you've converted them, you can save the model and await the overlay of the face. At this point, if you haven't downloaded the faceset for facegen that matches the base model, you should do so. Install the base set into facegen and open it. Now you can create your new face in facegen, using whatever method you find capitol among its toolset. Now you should be able to export the face to DAZ studio. Technically, the Artist version of facegen has the ability to do this directly, but you can utilize the same tools I describe above to match your native face to the modelled face, and tie it all up into a nice morph set.
Download the base model face set from Facegen that matches your base model in DS. Using this set, you should be able to get a face design from the Facegen app. There are two ways this can work from here on. If you have the Artist version of the Facegen software, you will have the ability to export to a DS compatible format, and it should work as a morph for the base face. If you have the Modeller set, you have access to the capability, but not so directly. You can download the artist version and run a fully functional trial (no watermark) in order to export the face, but you may have to reinstall every time, and you'll have to mess with your registry values to wipe a few things. Not fun. If you have both versions as a package deal, which they have pushed in a few instances, you should be alright, create the face in modeller, open it in artist and export to DS. If neither of these fits you, you'll export something you can import into DS as an object or garment, then you'll either use a script to map the morphs for the base face, or you'll morph it yourself. Technically, the object should contain the same mapping information as the base face, but the sizing measurement standards may be different. If so, you can also reset those for the object in hexagon or other software, then copy them and paste them over the mappings of a copy of the base face, save that from hexagon to ds. This can get slow, but it can work.
Personally, I prefer Reallusion software to facegen. They have an addon that allows you to import and export to different modelling software and they can mold their power to your pipeline. Facegen is more for the still life, and can be very helpful when creating still imagery or concept, but other than that, it just has too many limitations.
Tools like FaceRipper and FaceExchange only copy the differences to the default head mesh, i.e. what makes the face specific. For example the width of the mouth compared to the mouth of the FNV head mesh. So they can't be used for exporting a complete head mesh.
Thank you Dubious for the link. Actually I've come across this information before, but haven't looked at it in detail. I did go over it again including the input from ThrottleKitty on Adding Eye Morphs to FaceGen Files.
Have you seen: 1) the "Exporter Manual", and 2) the thread "What are some of the ways that I can edit my character's face?". Note version of the FaceGen Modeller used. Newer versions of various tools often have problems with FNV compatibility. According to "this thread" (behind an "Adult Content" gateway), they claim you can use the FaceGen Modeller ".FG" file in FNV with the "FaceGen Exchanger" tool (ref).
Edit2: Alternatively, to make a face preset, open up G.E.C.K. and load the main New Vegas esm. In the NPC section of the object list, create a new NPC or modify and rename an existing one. There's a checkbox to make it a Facegen Preset. Have fun.
Unfortunately I am not a "modeller" so I can't really help further. My uneducated guess would be that you might have to combine the separate "model part files" (TRI, BMP, EGM, EGT, and FIM) to construct the OBJ. If you can't do that with The Conformulator Mod Tool, then it would seem you either can use a MESH tool like Blender, or NifSkope. (It has to be possible without the full blown commercial FaceGen product as others have accomplished it.) It is also possible that some "export" tool for Oblivion (as the closest to the game engine used in FO3/FNV) might work.
I do still have the 3.5 version of the Facegen Modeller demo. The problem is that the free version does not allow to use a custom head model, specifically the standard head mesh from FNV. So even if you import the NPC specific facial settings as .FG file, it will only be applied to the demo head model and look differently compared to in-game.
The only approach I can think of is extracting all morph data from the FNV head TRI file as obj files and import them into Blender. And then somehow apply those 50 floats in Blender. Or 3ds Max if that has better support. But I have no idea how to apply morphs like that.
I have not messed around with Fallout 4 at all. However what I used to do with my custom players for the Tiger Woods video game going from year to year was to recreate them each season. Some cases they could be ported over and other cases not.
You go in to the Fallout4 geck and start trying to match of the character. Feature for feature. If something is off in the GAME FACE creator you make a manual adjustment and design by eye. You use two computers side by side to do this. If you don't have that. You do what I used to do with the TW game. I would hand write out all the features and than design them in to the new game.
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