Face Transfer 2

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  • tsroemi said:

    paulawp (marahzen) said:

    I figured that it was worth sharing this experiment. This is a comparison of the shape created by original Face Transfer to that created by Face Transfer 2, on G9s with the texture created by FT2. The shape created by FT1 was created on a G8.1 Female, to which I applied Face Transfer Shapes at about 70%, and also fixed the head and neck to more closely approximate a stock G8.1 figure. (FT1 makes heads that are too small - I would create the FT shape, then load a second stock G8.1 figure and twiddle neck length and head propagation scale until the FT figure was approximately correct compared to the stock figure.) I then used ManFriday's converter to convert that shape to G9 and create a dial for it. The FT2 shape is just FT2 + Base Feminine as you get when doing a FT2 with "Feminine" selected. The one with blue eyes is the one that came from G8.

    Seeing them side by side makes me suspect that while I am still testing all options - which include more than just Face Transfer - FT2 may end up being my choice. It gets rid of that oval android head shape that I have never liked in G8. However, it would be nice to have a bit better lip and chin definition and as others have noted on this thread, there is a problem with FT2 ears. Some are better than others, but the best are not great and sometimes they are downright deformed and unusable.

    Thank you for sharing your experiments! So the one created by FT1 is the one one the left hand side,  looking straight at the pictures - am I getting this right? Weird, would have thought it the other way round! Also, are you not getting the 'eyeballs wrong size and wrong position'-problem when converting the figure with Manfriday's converter to G9? Or how did you handle that here? 
    Thanks again, I wish you would publish something like a tutorial on FT and also on how you create these amazing source figures in AI.

    The one from FT1/G8.x -> ManFriday -> G9 is the one on the left in the head-on shot. The one created in G8 has the narrower head shape. In the profile shot, you can see she has the more sharply defined lips and chin, which is the result of the Face Transfer Shapes that I applied before converting the shape. (FT2 is better out of the box in that regard but could still use a nudge. And yes, I did some rudimentary testing of applying the FT1/ManFriday head shape to the FT2 shape, with mixed and inconclusive results which I'm still pondering.)

    There are definitely issues in G9 converted figures with fit and tracking of the eye. I'll revisit that and see if - on further testing - I have any nuggets of wisdom to share. 

  • tsroemitsroemi Posts: 2,744

    Thank you for sharing your experiments! So the one created by FT1 is the one one the left hand side,  looking straight at the pictures - am I getting this right? Weird, would have thought it the other way round! Also, are you not getting the 'eyeballs wrong size and wrong position'-problem when converting the figure with Manfriday's converter to G9? Or how did you handle that here? 

    Thanks again, I wish you would publish something like a tutorial on FT and also on how you create these amazing source figures in AI.

    The one from FT1/G8.x -> ManFriday -> G9 is the one on the left in the head-on shot. The one created in G8 has the narrower head shape. In the profile shot, you can see she has the more sharply defined lips and chin, which is the result of the Face Transfer Shapes that I applied before converting the shape. (FT2 is better out of the box in that regard but could still use a nudge. And yes, I did some rudimentary testing of applying the FT1/ManFriday head shape to the FT2 shape, with mixed and inconclusive results which I'm still pondering.)

    There are definitely issues in G9 converted figures with fit and tracking of the eye. I'll revisit that and see if - on further testing - I have any nuggets of wisdom to share. 

    Thanks for clarifying! I now bought FT2 as I got it down to something like 18 bucks, which I thought was very reasonable. Will hopefully find time to play with it on the week-end. I think I will also try the AI sites you mentioned for some source material. 
    If any nuggets are forthcoming in your own testing, please do share! wink

  • Regarding the deformed ears, the option I found was to cover the ears with black plaster using photoshop, this way the FT2 will not confuse the ear with the jaw.

    Exemple:

     

     

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  • ArtiniArtini Posts: 9,462
    edited December 2023

    Interesting observation, Gendragon3d.

    Any idea about how to fix dark stains on the face on FT2 characters?

     

    Post edited by Artini on
  • ArtiniArtini Posts: 9,462

    Thanks for testing the character from my reference image, Paulawp.

    I am still unsure about how to improve FT2 resulting characters,

    by editing source images or editing the maps after the conversion.

     

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited December 2023

    Artini said:

    Thanks for testing the character from my reference image, Paulawp.

    I am still unsure about how to improve FT2 resulting characters,

    by editing source images or editing the maps after the conversion.

     

     

    Both - cleaning up the source image and the resulting material file - are arguably necessary. Cleaning up eyelids has to be be done to the mat file after the face transfer. Gendragon3d's most excellent tip on preventing deformed ears is an alteration that has to be done to the source file before the face transfer. (And I am totally trying that out with the next characters I do, so thanks for that!)

    As for the rest of the cleanup work, I suppose it's personal preference whether to fix it before or after the transfer process. I did a lot more work on fixing source images in the past, when I was using the original FT. This far into testing FT2, I'm increasingly inclined to clean up the resulting mat file, because FT2 is so much better than FT1 was at producing a cleaned-up and usable mat file from a typical source image that one might as well run it and fix what doesn't get handled. My library of source images includes bunches of various "fixed" versions of original source images, in which I tried various tactics I learned over all this time to clean up the shadows, highlights and - since mine are sourced entirely from AI images - AI glitches. But FT2 is good enough at it that in almost every case, I've been able to get usable characters from original source images - shadows, glitches and all.

    Here's an example of trouble spots, noted in red, from your example. In this case, I created the character without altering the source, then did some quick cleanup in the mat file. I also removed the eyebrows and did a quick fix of the eyelids.

    Before: Future trouble spots

    After: Spots I did a quick touch-up on

    ETA: I suppose I should clarify that by "After" I mean that this was the original mat file created by FT2 from the "Before" image. There was a subsequent version of the mat file in which I did some tidying of the spots marked in red - so technically, there is an "After the After" image not seen here.

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    Post edited by paulawp (marahzen) on
  • ArtiniArtini Posts: 9,462

    Thanks a lot for your thoughts, Paulawp.

     

  • ArtiniArtini Posts: 9,462
    edited December 2023

    Not so good attempt at erase neck with black color on the input image.

    For fixing stains I will probably use some facial hair to cover stains on the male characters.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited December 2023

    Another face created with FT2 with lot of details.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited December 2023

    New character created with Face Transfer 2.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited December 2023

    Contemplating the nature and passing the time with the new Genesis 9 character generated with Face Transfer 2.

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    Post edited by Artini on
  • terry_duquetteterry_duquette Posts: 256
    edited December 2023

    After browsing thru this thread with the examples posted, I decided to give the Free Version a try. I ran into all the issues everyone else did, hair distorting ears, unwanted shadows on the face etc. Since the description for Face Transfer 2 says it's AI based, I figured I would try to generate a character to meet the specific criteria asked for: (Neutral front lighting, neutral expression, front shot, etc. I set up a virtual studio within an AI generator to attempt it with some limited success. Specifically, getting rid of hair, especially on the face, uncovering the ears, neutral straight on lighting to avoid shadowing etc. Took a bit of doing I must say to finally get some decent results. Since G9 is gender fluid, I figured I would give that a go. Below is an AI generated female Elvisy character used in FT2. This is the Free version, I just edited the logo myself in Paint 3D. Had to use a few head morphs to get the shape a little closer, as others have previously noted (weight gain!!). I also noted that even though I asked for a bald and or shaved character portrait, the skull would usually be sized as if the hair was still there. I tried addressing this shortcoming by asking for a reduced skull size. Anyway, results posted below. I may be shot for using AI, to port a photo to another AI to build a character within DAZ. Works for me, because I have NO sculpting skills in the 3D world, so FT2 is a tool to get me closer to the characters I want to develop.TD

    I have included the AI Generated photo, and a few others if folks want to play around with these relatively cleaner images to import into FT2.

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    Post edited by terry_duquette on
  • carrie58carrie58 Posts: 3,984

    I keep reading about AI generated faces  ,is there an app or program that is being used is there any for free? Where can I find them?

    Thank you very much

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited December 2023

    carrie58 said:

    I keep reading about AI generated faces  ,is there an app or program that is being used is there any for free? Where can I find them?

    Thank you very much

    Artbreeder.com is my source for my story's major characters. It's potentially very powerful in that regard, since you can combine two or more images, and then fine tune the results, generation after generation, with a lot of controls to get what you want. SInce my story has a lot of relatives, it's really good for me. The downside, IMO, it's a lot harder to use for the purpose of simple photorealistic faces than it once was because it's so busy being everything to everyone that this simple task is lost and drowned out amid all the clutter. I'm not even sure how to direct a newcomer to the right place, as the interface has changed so much since I first started there in 2020. At first glance on the main page now, you wouldn't even know it has that functionality. (It's under Portraits, and there's various settings you can use to make an image more or less photorealistic.) I log in and use the legacy interface, so I'm not of much use to guide around what it looks like now. If you can find your way around, with a free account, you can create and download plenty of faces to keep you busy.

    If you just want random faces, thispersondoesnotexist.com is a place you can do that. Just refresh the page to get another one. For FT2, start with source images that are head-on, with reasonable lighting; FT2 makes a good go at removing facial  hair, glasses, even open-mouth smiles.

    Post edited by paulawp (marahzen) on
  • carrie58carrie58 Posts: 3,984
    edited December 2023

    @paulawp(marahzen) Thank you very much for this info .

    Post edited by carrie58 on
  • GRFK DSGN UnlimitedGRFK DSGN Unlimited Posts: 1,081
    edited December 2023

    I experimented trying to black out the ears and it didn't do much. I still got deformed ears. What exactly is "black plaster"? Maybe I'm not understanding correctly what you did.

    Gendragon3D said:

    Regarding the deformed ears, the option I found was to cover the ears with black plaster using photoshop, this way the FT2 will not confuse the ear with the jaw.

    Exemple:

     

     

    Post edited by Richard Haseltine on
  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited January 1

    Simple and different than my usual thing:

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    Post edited by paulawp (marahzen) on
  • barbultbarbult Posts: 24,244
    Very nice!
  • ArtiniArtini Posts: 9,462
    edited January 1

    The new Genesis 9 character generated with Face Transfer 2.

    Happy New Year.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited January 1

    The next Genesis 9 character created with FT2.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited January 1

    I can confirm, that if ears are covered on the reference image

    Face Transfer 2 can recreate the ears from the scratch.

    Below are the renders of the untouched Genesis 9 created with FT2,

    so areas around the mouth are flat. Also notice stains on the face coming from the hair on reference image.

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited January 1

    Example render with the above character, slightly edited.

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    Post edited by Artini on
  • nonesuch00nonesuch00 Posts: 18,131

    Artini said:

    Example render with the above character, slightly edited.

    That's super

  • ArtiniArtini Posts: 9,462

    Thank you very much, Nonesuch00.

    I really like to experiment with dForce items together with FT2 characters.

     

  • Ok, so I'm still not understanding how anyone is solving the ear deformation issue. And why haven't they fixed the plugin for this?

  • ArtiniArtini Posts: 9,462
    edited January 2

    I have only found that ears do not need to be visible on the reference (input) images to Face Transfer 2

    to have ears be recreated from scratch on Genesis 9.

    In my experiments neck needs to be visible on input images to FT2

    to get good materials on Genesis 9 without visible seams.

    Fixing plugin to deal with the deformation of the ear is not easy to do

    and I will be positively surprised if we get such update soon.

     

    Post edited by Artini on
  • I've been doing mostly male characters. I tried eliminating the ears from an image thinking that it would help. It didn't the ears weren't as badly deformed but they were still affected. Maybe there's a setting to use in the plugin so it doesn't deform the ears. I left it on "Auto" and had the "Male" button clicked. Maybe I should "Auto" to one of the other settings. I tried using geometry editor to remove the altered ears from the morph, but then the ears sink into the skull as the FT2 morph appears to be a bit wider than the regular Genesis 9 figure.

  • Richard HaseltineRichard Haseltine Posts: 100,950

    GRFK DSGN Unlimited said:

    Ok, so I'm still not understanding how anyone is solving the ear deformation issue. And why haven't they fixed the plugin for this?

    Bear in mind that Face Transfer 2 is using a third-party library, which Daz cannot edit directly, so it may not be something they can fix in-house.

  • I understand that. But it sounded like one of the other posters had come up with a solution, a workaround. I'm just not understanding how they are making it happen. I tried what I thought I understood to do and it didn't work. Only thing I can think to try at this point is to put hair over the ears and see if that helps in some way.

  • I have some theories on the ear thing which I'll test when I can. Unfortunately, this is the time of the year when I become involved in a not-art-related side job that consumes a lot of time for a few weeks.

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