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Correctly Importing FaceGen Files


RapidWaterOver

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Posted

Your examples don't show for me.

 

It can also be the model of the face might have some custom changes like textures and such. Can't see the reference photos. MIght need to make sure you have the same mods also referenced once importing the gen data into the GECK.

Posted

Your examples don't show for me.

 

It can also be the model of the face might have some custom changes like textures and such. Can't see the reference photos. MIght need to make sure you have the same mods also referenced once importing the gen data into the GECK.

As I understand it, facegen save files come in three parts - symmetrical face data, asymmetrical face data, and texture data. I'm only copying the symmetrical face data into the facegen data area of the mod using FNVEdit. The asymmetrical data exaggerates the features when the custom race is previewed in the GECK, so I don't copy that (faces end up looking like Oblivion potato faces), and the texture data if copied over just creates a mess of the skin color. What I was wondering was if there were settings or a particular way you're supposed to create facegen heads in facegen, and/or if there's settings I'm supposed to change in the GECK.

Posted

If you're using SI Facegen, I guess you shouldn't use peculiar sliders like phonemes and emotions, this was what tricked me :-/.

After importing these values via FNVEdit, I guess you should use flat values to not change that preset, there's an option to zero (flat) them all

Posted

If you're using SI Facegen, I guess you shouldn't use peculiar sliders like phonemes and emotions, this was what tricked me :-/.

After importing these values via FNVEdit, I guess you should use flat values to not change that preset, there's an option to zero (flat) them all

 

guess kind of like when you try to import an armor to fallout etc. You have to make it "neutral" and natural for that game for it to work and look right.. Or so I think :). I am so out of my depth.. :P

 

Posted

OK I'm so confused right now. All the phenomes and expression sliders are set to 0, and the head still looks like a caricature. I even tried using the facegen exchange program to inject the head directly into a save. If anything the head ended up looking worse. Yet looking at what others have done with the program, they can make realistic looking heads that look like irl people.

Posted

Perhaps show the original and your results? Might help someone here see where the problem might be occurring. As happens with stuff like this. It is likely something very very simple missed.

Posted

OK I'm so confused right now. All the phenomes and expression sliders are set to 0, and the head still looks like a caricature.

 

I agree, the result seems a caricature, I don't get why. However at first sight it seems it has a problem with the chin, while the rest seems a good approximation (keeping in mind what I perceive from the picture, lights and shadows make their part).

The only thing I had to do was not using any slider which is not inside the face editing itself (so no expressions, I didn't even used race sliders and kept them flat inside GECK too), then the npcs had to have all the sliders flat (zeroed).

I personally wasn't satisfied by it (not only my results, but also the ones on nexus),  so unfortunately I never dug too deep, can't help more than this sorry

Posted

Okay I have no idea why, but I figured it out. Basically when you're in the race menu, if you select random, it seems to default to a non-caricature version. Maybe it's because it has no presets or something, so it falls back to a non-exaggerated version. But it seems to work pretty well.

0tCZ9s8.jpg

pwsfzA7.jpg

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