I'd like to know how would you proceed with reducing the size of a face created with FaceGen and combining all the textures into one.
Once you generate a face with it, export it into say obj, then when you import it in 3ds Max, the head itself is 1MB. How would you go for reducing the model to either SC2 Portraits's poly count or something like that without ruining the model? What modifier and how much would you optimize a face for facegen? if you can give the values you use so that it matches SC2's portraits, that would be best.
Also another issue is - something that can be useful every time for any kinds of models not just from FaceGen - e.g a model frm FaceGen combines many textures, at least 6. Is there a way to collapse textures into a single one without having to remap? Do I need to manually build the texture and place the smaller textures where I want or is this process automatically done with 3ds max?
Can you post the wireframe of the mesh that FaceGen produces?
If it's nice and clean you can just go down with the edge loops, just to keep the form of a face. If not then I strongly recommend TopoGun - great tool for retopology. It need a bit of time to get the hang of it but it's really nice.
If you don't know how to do the proper wire for the face model then just import any number of portraits from StarCraft and examine. Read on theory of modeling. Basic rule is to create edge loops around the important parts of the face like eyes, nose, lips.
I wouldn't go with the method that was shown in this video. Flatten Mapping doesn't conserve the previous mapping coordinates, creates a new ones which are rather random ;)
I'd however go with just a part of this tutorial which is baking the complete map. Just place already existing UVs in one, unused channel; move rotate and scale them around so that they cover as much space as possible and create new complete map with it.
Okay just wanna say that I followed the tutorial completely and somehow the 8 textures that make up the face did not create a proper 1024x1024 texture. I imported the model from obj + mtl texture so if this has somehow made it a failure, cause I did follow the video.
When importing the Object I am not sure if I had to tick 'Import as a single mesh' or not. In order to get editable mesh and the textures as they appear in the video I have to select it, otherwise saving the UVW asks me to save it 7 times if I untick Import As Single Mesh, then when I enter Render To Texture it won't let me save the TGA and it doesn't appear all under one material... so how can I combine the 8 textures properly?
I cannot map faces, and it is not my intention to learn it because I will hardly need to do it any time soon if ever, that's why FaceGen that creates it all readily I wanted to combine the 8 textures into ONE without having to remap anything and also to optimize the polygons to a typical SC2 portrait or slightly larger but not too many polies. I am a modeler of simpler models and primarily Structures and Doodads, making human shapes or faces, their texturing is beneath me..
I'd rather not combine the textures and instead would keep 8 textures than try to remap all this by myself, as the results would be crappy and right now they are perfect...
You can not map faces? What? :)
I don't know if I got that right but from what I understand you don't give a shit about even the basics or learning anything new right?
As being quite casual with modeling, me usually doing Structures and Doodas and some unit that is not human, does not require texturing a human face, animating walking human - yes, I prefer to avoid doing anything out of my scope. The whole point of this thread was doing something casual without having to remap anything... (or why would I just not cut paste the smaller textures and make my own single texture if I wanted to remap??), if the answer to my question will be - 'do it from scratch yourself', well thank you very much but that's not helpful at all : )))
I wanted to have a method of merging textures without having to remap, this video almost showed it but it didnt work. Besides this mapping is done by FaceGen, I can neither map it that well, nor I feel like ruining the good mapping done by the program.
On the other hand, this is a temporary model, so leaving this a 1.3 MB model and using 8 textures would take me less time than figuring out and doing something I usually don't do. Knowing how to collapse textures into one would be useful to avoid remapping and SAVE TIME in the future but if there is no way to do without retexturing then, forget it.
I'd like to know how would you proceed with reducing the size of a face created with FaceGen and combining all the textures into one.
Once you generate a face with it, export it into say obj, then when you import it in 3ds Max, the head itself is 1MB. How would you go for reducing the model to either SC2 Portraits's poly count or something like that without ruining the model? What modifier and how much would you optimize a face for facegen? if you can give the values you use so that it matches SC2's portraits, that would be best.
Also another issue is - something that can be useful every time for any kinds of models not just from FaceGen - e.g a model frm FaceGen combines many textures, at least 6. Is there a way to collapse textures into a single one without having to remap? Do I need to manually build the texture and place the smaller textures where I want or is this process automatically done with 3ds max?
I saw one video:
Not sure if that's the way.
Can you post the wireframe of the mesh that FaceGen produces? If it's nice and clean you can just go down with the edge loops, just to keep the form of a face. If not then I strongly recommend TopoGun - great tool for retopology. It need a bit of time to get the hang of it but it's really nice. If you don't know how to do the proper wire for the face model then just import any number of portraits from StarCraft and examine. Read on theory of modeling. Basic rule is to create edge loops around the important parts of the face like eyes, nose, lips.
I wouldn't go with the method that was shown in this video. Flatten Mapping doesn't conserve the previous mapping coordinates, creates a new ones which are rather random ;) I'd however go with just a part of this tutorial which is baking the complete map. Just place already existing UVs in one, unused channel; move rotate and scale them around so that they cover as much space as possible and create new complete map with it.
Okay just wanna say that I followed the tutorial completely and somehow the 8 textures that make up the face did not create a proper 1024x1024 texture. I imported the model from obj + mtl texture so if this has somehow made it a failure, cause I did follow the video.
When importing the Object I am not sure if I had to tick 'Import as a single mesh' or not. In order to get editable mesh and the textures as they appear in the video I have to select it, otherwise saving the UVW asks me to save it 7 times if I untick Import As Single Mesh, then when I enter Render To Texture it won't let me save the TGA and it doesn't appear all under one material... so how can I combine the 8 textures properly?
I cannot map faces, and it is not my intention to learn it because I will hardly need to do it any time soon if ever, that's why FaceGen that creates it all readily I wanted to combine the 8 textures into ONE without having to remap anything and also to optimize the polygons to a typical SC2 portrait or slightly larger but not too many polies. I am a modeler of simpler models and primarily Structures and Doodads, making human shapes or faces, their texturing is beneath me..
I'd rather not combine the textures and instead would keep 8 textures than try to remap all this by myself, as the results would be crappy and right now they are perfect...
You can not map faces? What? :) I don't know if I got that right but from what I understand you don't give a shit about even the basics or learning anything new right?
@Leruster: Go
As being quite casual with modeling, me usually doing Structures and Doodas and some unit that is not human, does not require texturing a human face, animating walking human - yes, I prefer to avoid doing anything out of my scope. The whole point of this thread was doing something casual without having to remap anything... (or why would I just not cut paste the smaller textures and make my own single texture if I wanted to remap??), if the answer to my question will be - 'do it from scratch yourself', well thank you very much but that's not helpful at all : )))
I wanted to have a method of merging textures without having to remap, this video almost showed it but it didnt work. Besides this mapping is done by FaceGen, I can neither map it that well, nor I feel like ruining the good mapping done by the program.
On the other hand, this is a temporary model, so leaving this a 1.3 MB model and using 8 textures would take me less time than figuring out and doing something I usually don't do. Knowing how to collapse textures into one would be useful to avoid remapping and SAVE TIME in the future but if there is no way to do without retexturing then, forget it.
SOLVED, received help elsewhere