Face Transfer 2

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  • terry_duquetteterry_duquette Posts: 256
    edited January 13

    Artini, Thx for posting, I am also having some fun with FT2. Using an AI generator still. I keep tweaking settings, asking for "moist and realistic, beautiful skin". Additionally I asked for professional studio straight on lighting to try to get the shadowing out of the eye sockets. I still end up tweaking the bump settings on the face to make the skin a bit more reflective. Mostly just experimenting. Here is the latest result, and the base AI generated head. Looks better, but overall it would probably be simpler to just move the textures and skin from a character. Then you still have to try and match the eyebrows from the extensive base collection. TD

     

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  • ArtiniArtini Posts: 9,462

    Looks great, Terry. Thanks for posting.

    For me the fun using FT2 is the most important thing.

     

  • ArtiniArtini Posts: 9,462
    edited January 16

    Relatively quick test to confirm that new Studio Beta 4.22.1.58

    still works with Face Transfer 2 on my computer.

     

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  • Artini said:

    Relatively quick test to confirm that new Studio Beta 4.22.1.58

    still works with Face Transfer 2 on my computer.

     

    DId you get that new Typi3d toy? You have just have too much fun ... 

  • ArtiniArtini Posts: 9,462

    Yes, I have purchased Typi3d.

    It provides a lot of fun and keeps me thinking about what else I can use it for smiley

     

     

  • ArtiniArtini Posts: 9,462

    PhilW created https://www.daz3d.com/face-transfer-shapes-2-for-genesis-9

    They looks very nice and useful for me.

     

  • PhilWPhilW Posts: 5,145

    Face Transfer Shapes 2 launched today!  I actually made it before Christmas but the testing was delayed because of the holiday season but hey, it's here now. I hope that it will address a lot of the things that people have been seeing with FT2, even though it is a huge improvement on the original Face Transfer. I'd love to see what people are doing with it.

  • PhilW said:

    Face Transfer Shapes 2 launched today!  I actually made it before Christmas but the testing was delayed because of the holiday season but hey, it's here now. I hope that it will address a lot of the things that people have been seeing with FT2, even though it is a huge improvement on the original Face Transfer. I'd love to see what people are doing with it.

    In my cart now! Hopefully I'll have some time to play with it this evening. 

  • carrie58carrie58 Posts: 3,984

    Thank you very much @PhilW instant buy for me

     

  • tsroemitsroemi Posts: 2,744

    I also bought it right away, great help. Now, if only someone could sort the annoying eye problem with G9 so that we don't have to adapt them by hand every time we create a morph, that would be SO great ...

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited January 18

    Here's my first go at trying out Face Transfer 2 Shapes. I find that in addition to the base female/male corrections, FT2 Shapes offers some age, ethnicity and face shape options. As in the original FT1 version of FTS, you have one-click options or dials. This is "NPC81", shown how base FT2 creates her and then with a few FT2 Shapes applied. As one would expect, the difference is more dramatic on the profile than in head-on, at least with somewhat subtle levels of enhancement as I've gone with here for this example.

    Original character, with just the shapes from FT2:

       

    Here are all the Shaping settings for the Face Transfer 2 Shapes modified version. You can see that the FTS2 options are dialable. (They're also available as one-click options.) These are just a few - there are several more.

    The modified version, with those shapes:

       

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    Post edited by paulawp (marahzen) on
  • And it fixes the friggin' ear issue!

  • PhilWPhilW Posts: 5,145

    GRFK DSGN Unlimited said:

    And it fixes the friggin' ear issue!

    Yes, the ear straight out of FT2 often looks rather strange!  

  • AgitatedRiotAgitatedRiot Posts: 4,437

    I like that it removes Facial hair when generating a figure, just leaving the eyebrows. I don't have a lot of hair on my face, but it cleaned it well.

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited January 18

    Here's another example, with the source image. This one included 77% FTS2 Main Fix Male and 45% FTS2 Round Face Shape. (I have ... a lot ... of Daz stuff, and still, not much in the way of inspiring older guy hair products.)

       

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    Post edited by paulawp (marahzen) on
  • ArtiniArtini Posts: 9,462
    edited January 18

    Face Transfer Shapes 2 helps a lot. Thank you PhilW for creating them.

    Below is an example.

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    Post edited by Artini on
  • tayloranderson2047tayloranderson2047 Posts: 116
    edited January 18

    StarLabz said:

    So dissapointed in the new Face Transfer 2....  Here are the reasons why.

     

    From the product it states:

    Face Transfer 2 is an AI-powered system that from a photo transfers face shape, texture, and tone to create a look-a-like 3D version of family members, yourself, really whomever you want!

    Answer:  Really??  What AI?  I have used the Face Transfer to the other FACE SHOP on here and there are barely any improvements.  For example the faces still come out FLAT, OVER SIZED, and OUT OF PROPORTION....  Real AI recognizes these facial changes, so if AI was used then i dont see it at all.  The cheeks/chin/forehead/ear locations do not represent the actual picture used.  Even the size of the inner face to the outer does not line up correctly.  JUST LIKE, FACE SHOP, i beleive it must line up points on the face like the lips and the like and just arrange it on the mesh, BUT does not respect the proportions AT ALL.

    THE ONLY improvement, is the so called additions were you can load it on an a selected body morph, BUT BEWARE you have to make sure that body morph is in line with the original height (shoulders) with the BASE G9....  If not you get a stretched neck, and the head appears where the original G9 base head was....  WOW!

    FROM AD: It is compatible with Genesis 9 figures, employs higher-resolution texture maps, refines the image projection process, and improves dynamic geometry adjustments.

    ANSWER:  LOL, right.....  IT uses the base Genesis 9 Fem 2 base textures to overlay the LITTLE BIT of face it takes from the picture you provided.  WOW... again i feel soooo dissapointed here and bit ticked off that i paid $35 for this product.  AGAIN there is really no difference from the original and the other software Faceshop, besides the fact you can use it on G9 and it allows to place it on a body you decide to dail in, again with the caviat of being the same height as the origianl G9.

    I feel ripped off to be honest.  You are basically paying for just those two features alone: Being able to place it on G9, and used on a correct height figure.

    WHY cant we use other High RES textures to be used with the generation???  Havent tried to go to where it pulls the ONLY texture it uses (G9 Fem 2 base textrues from the Essintials), and replace them (renaming them) with a seperate texture like from bluejaunte or HID, or the like.

    It would have been an improvement if we could use any texture set we chose but instead we are stuck with ONE....

    AGAIN, there is absolutely NO REAL (Especially AI) improvement here using/buying this product...

    agree. And I wish someone could move the system of "FaceBuilder add-on for Blender" to Daz... in my opinion that is the best photo-to-3D algorithm so far. It allows using pictures from different angles and the post-generation adjustment is super cool

    Post edited by tayloranderson2047 on
  • ArtiniArtini Posts: 9,462
    edited January 18

    Example scene render with the recent Genesis 9 character created with Face Transfer 2 and its shapes.

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  • sweet-talkin-melissa_26d96ec23c said:

    While I do like this, since tweaking is always a thing, there are some issues I see pretty consistently. Overall, I see it as a good place to start if I want a look alike.

    Eyes-Very rounded. Has a hard time picking up slants or even Asian eyes.
    -I feel I tweak around the eyes a lot
    Mouth- seems pretty good on the shape/outline, but it lacks depth most times.
    Nose-squished often like the original face transfer.Voldemort face!
    Chin-Flat face overall on many of these. 
    -can easily go in and push chin depth or lip depth out/nose too. Nose shadows seem to affect the nose shape. 
    Texture- uses more than the original (base color and translucency) and may be harder to get a better overall body skin color depending on the lighting in the photo. I want to try this with one of the g9 skin generators to see if I can mix it like before with a new texture and blend in the generated ones from this. Granted, I will likely need to do post-work. Most of this does not feel out of the box slap it on and bam! But I never expected it to be as it was not that way before. I'm missing the shapes add-on like the original had.

    Overall, you REALLY need a good picture and good lighting. I'd say even more than the G8 version (old version). I had some characters with a little tweak and some that don't look like the picture at all. The face seems round and beefy, but the eyes don't pick up as well.  I felt like I had more control over the old model for g8 and could even use PBR with one click to make changes to the skin and blend the face texture and new skin together to match the body. One could also make changes to an image first, then run a transfer to reduce post-work.

    This could benefit from another shape package like philw made for the original (Face transfer shapes). I've got most of the morph packs and feel like fixing flat face "depth" is not as bad. I've not tested the hair to see the hair bend issue yet, but I hope that can be fixed. 

    It seems like it does well, or not so well. On the G8 version, I would generate a face and pull the texture into an art program (Gimp/beFunky/photoshop if you use it) and clone the color around a blemish to fix hotspots or the darker side of the face. Naturally, you will have a light and a dark side. I've not personally had the easiest luck mirroring a good side and lining it up, but heard someone else mentioning it. I also used the PBR on click product or skin details (Zev0). I've used the new face gen for G9 and do not like the textures, but I love the morphs and can use both. So for me at least, it's a combination of which tool to use and when to use it.

    I also got hair bent when doing a quick render and adding a g9 hair. This is one of the best ones.

    Totally agree with your observations. Eyes seems to be a very difficult thing always, and it is the most important part of the face

  • Mark WMark W Posts: 3

    Has anyone had issues with posing of an FT2-generated figure. The one I generated looks fine. And the major bones pose as expected. But the fingers are posing almost like G8 figures jammed into a G9 pose.

    Interested to hear peoples experiences.

  • ArtiniArtini Posts: 9,462
    edited January 19

    These shapes works really well - https://www.daz3d.com/face-transfer-shapes-2-for-genesis-9
    and are a great addition to Face Transfer 2.
    Below is another FT2 creation using the above shapes.

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    Post edited by Artini on
  • captainalvordcaptainalvord Posts: 106
    edited January 19

    Finally had a spare hour to play around with FaceTransfer 2 and the FT2 shape fixes by PhilW. Didn't spend much time on this. About an hour including the render times and chossing the pose/outfit for the posed image.  Face is what FT2 spit out with the FTS2 base female, FTS2 e asian and w asian, FTS2 long face, and couple of eye and ear tweeks from Zev0 200+ face morphs. Overall I am pleased with the results.  I am sure with a bit more time and tweeking it could be spot on.  But for a quick and dirty messing around sessions I like the results.  textures is just straight out of FaceTransfer 2.  No tweeking to them.

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  • Here's one of my latest. I used the FTS2 Male fix at 100% along with a few other tweak morphs.

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  • ArtiniArtini Posts: 9,462

    Looks great, everyone.

    I am still thinking about how to fix these dark areas on the face

    I am getting sometimes from Face Transfer 2.

    Some tool in Daz Studio would be great to have for such purpose.

     

  • ArtiniArtini Posts: 9,462

    I tend to render the older people, because of the more details coming on the face.

    I wonder about what to use to create matching wrinkles on the neck

    or the other parts visible in the render.

     

  • PhilWPhilW Posts: 5,145

    Great to see some of the results you guys are getting!

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited January 19

    Just for laughs - took this FT2 character out to test drive some new items I'd picked up recently.

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  • paulawp (marahzen)paulawp (marahzen) Posts: 1,373
    edited January 19

    Artini said:

    Looks great, everyone.

    I am still thinking about how to fix these dark areas on the face

    I am getting sometimes from Face Transfer 2.

    Some tool in Daz Studio would be great to have for such purpose.

     

    I am not seeing the classic dark Face Transfer 1 stains so far in testing FT2 - what I do have some occurrence of is stretches, often with mottling. I don't know the technical details but clearly it's from trying to match and merge the face detail into the rest of the skin and it's definitely made worse by details of the original image, though not entirely predictably. This is one of the worst I could find this morning:

    This came from an early (2020) Artbreeder image, made before I was using Daz.

    My later source images were created, or kept, with an eye toward avoiding things that caused bad staining and washout, like highlights and shadows. This particular source image has severe shadowing on the side of the face that made it essentially unusable with FT1. (And no, FaceGen didn't handle it particularly well either. Through a good part of 2023, my workflow involved FaceGen sourced textures, with shapes created by FT1.) Even here with FT2, the deep shadows with the wrinkles near the mouth are basically a dark stain on the mat file. Here's a closeup of the base mat file that was created by FT2, which explains the issues this skin has:

    Texture file removed

    It has some nice details right in the front, but as it wraps around, the baked-in wrinkle and deep shadow are part of the face mat files. (Also bad in this example are the "stretch" marks which are excessive and abrupt. This one needs a lot of work if I wanted to actually use it.) At present, afaik the only way to fix this is with Photoshop or the image editing program of your choice. In my face creation career, going back to summer 2021, I've come to the conclusion that I'd rather start with the cleanest source image and initial skin mat files that I can, and then add details by other means. 

    FT2 was a huge improvement over FT1 (and FT1, along with FaceGen, is why I'm here to begin with, so I'm not badmouthing it). It's able to clean up facial hair and other things that were an impossible hurdle in FT1, made years ago. Perhaps Face Transfer 3 will be able to take the source image material and continue around the side of the head or elsewhere on the body. In the meantime, I am happy with FT2 and FT2 shapes and will continue my projects accordingly.

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  • PhilWPhilW Posts: 5,145

    paulawp (marahzen) said:

    Just for laughs - took this FT2 character out to test drive some new items I'd picked up recently.

    Caroline Aherne? 

  • PhilW said:

    paulawp (marahzen) said:

    Just for laughs - took this FT2 character out to test drive some new items I'd picked up recently.

     

    Caroline Aherne? 

    Ha! I see a resemblance. She's actually the humble main character of my story series, but she has a lot of alternate lives as one of my new-Daz-stuff testers. 

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