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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.
In regard to your comments: I like to use both. I use Facegen to quickly get a face similar to what I want. Then I change it using sliders to try and improve it. However, I have seen how much more accurate Facegen is when compared to the original internal Facegen option in the original game. So I may or may not need to do much augmentation with sliders.
@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.
You can stop there and use the other panels in the Modeller to adjust the shape and symetry of the face as needed; this usually results in semi-decent results, a highly subjective measure, but a good way to practice your visual acuity and get used to the interface.
Most often, two images produce far superior results. A single side image of the face can make all the difference. This image will be used to enhance the spacing algorithm with finer detail adjustment. The sizing of each major area is much more accurate. After this, you should have a roughly symetrical look, and you can offset this a bit to be more realistic using other panels. This method has proven to be successful in producing decent results the most of the three steps. I use this one most often, since some faces don't show in searches with all three images, and some don't have a decent side image to work from. The single image method I use the least, though some faces rarely even have a decent frontal image, so some improvisation is necessary in the control points, and this makes accuracy less probable. I may start with it if the side images are also a bit shawdy. I'll run the single image and take screen shots of the control points.
The last method is to use an opposite side image to adjust the shaping further, and create the slight asymetry that real faces have. There are two ways I perform this. With some faces, they look fake in one and two image control, so I use the same side image by creating a copy that I flip horizontally in a photo app. This lets me try to put in control points again, which introduces a slight deviation that should align the face with just a bit more of the realism you'd look for. Another way is to find the third image and use that for your adjustments. I use this almost as much as the two image method, mainly because it can throw your symetry way off, especially if the images are different sizes, stretched etc. Some photographers will stretch images by just a pixel or two, sometimes in only one direction, which throws off any such measurements without actually damaging the photo message of the image. Some go one pixel one direction, two in another etc. Either way, it makes the image a liability in use for control points, especially when it is the third image for finer detail sizing. As a second image, it would produce some of the asymetry that might add realism. If flipped as a third image, the sizing of some details may not be correct.
Once you've run the algorithm, it might be necessary to adjust a little in the other panels. I usually remove any textures afterward, then I save as an FG file, and use the importer to pull one into the game. Then I run the game fit some hair to the "CHANGE_ME" or "CUSTOM" model in the customizer.
I don't remember how to reload the room directly, so if you select a different body, you can exit the customizer and enter again to load it. Add a hair, and see how your adjustments fit. Most of the time, the results are close. Not as close as an artfully done custom morph by hand, but close. Some are almost exact re-creations, but it's rare. I'll post one soon enough to show you.
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.
If you intend to use a modded head, you'll have to first place the basefile set into your FaceGen file set in your users folder. Follow the instructions in the importer, it tells you where to find the fileset. Once you have done so, you can import the FG file, save the head, even if it looks like bollocks; then load the basehead mod, exit and reenter, then load the saved head adjustments, and you should see the better looking face. The adjustments are saved, not necessarily the basehead used. When you save the model, the basehead is also saved, which happens automatically when you exit the customizer.
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.
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