Ormand
Posts: 682
Joined: 2/17/2009 Status: offline
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quote:
ORIGINAL: ernieschwitz quote:
BTW, if anyone wants to be immortalized within their own ATG games, or be part of the released crowd of generals (unidentified), that might be possible. Now THAT sounds really interesting :) How about if you made a rendering of someone as an avatar for the forums :) Hmm, now what would make you think of that? There are some limits. First, I am not that good with making props for 3D models. I could probably do it. I got to be pretty good with Blender with the airplane models. It is a lot of work, and making clothes is not something I have tried and I think it is a fair amount of work. If someone would like to help out with that great. But, I think the learning curve might be more than I want to put into it. Instead, I have been using a still photo as the base, and dropping a face from FaceGen into it. This works reasonably well since FaceGen also allows for some movement, i.e., turning the head etc. If not, then I would be using Poser or something. I looked into iClone, which looks OK, but I didn't like its capability to make a model from a photo (Crazytalk); I concluded that I preferred FaceGen for the faces. For the base, I am using a "patented" process to colorize it. That's a joke of course. I am not sure if it is the best, but generally, I use a greyscale picture, and use this to "burn" and "dodge" monocolors underneath it. I think this process can be richer than using overlay. I also use the G'MIC-QT cartoon filter (with no black lines, and 256 colors) to make it slightly less photoTo generate a "real" face.-realistic I then use faces generated with FaceGen 3.15, position them, render them, and drop them into the base picture. I also "cartoonize" these to remove the photo realistic aspect of the face. So, this gives some limits, like hair. FaceGen doesn't give very many hair options. Actually, just the "bald" hair looks any good. This means that the base has to have a "hat". Although, I guess bald could work for some. And, the faces have to fit into the base, which is not that hard to do. To generate a "real" face, I need mug shots. At the minimum frontal, but at least one side is useful. I can also deal with just a B&W photo, I figured out how to make a detailed texture with this that works fine. In the picture, hair has to be pulled away from the face; so no long-haired hippy freaks. While, I might be sympathetic to them, I won't make generals that way. This sort of works. It will generate a model that is not bad, even close. But, often there are some slight differences that in the end make you wonder if it is that person. This got me into thinking about facial recognition. While I can see a mathematical relationship between parts of the face that could be treated as a finger print, in the end, I think we recognize people at a deeper level that involves shape, hair, skin texture, etc. So, it can be a bit of hit an miss with the model. Plus, the side can be useful to define the shape a bit better. What is funny is that when looking at the faces, if I look at sub-segments, they can each look OK. But, together, the combined face can be off in ways that are very hard to describe. So, front and side mugshots and which uniform base is what I need to give it a try.
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