Photorealistic 3D head from images - Official FaceBuilder for Blender Tutorial

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hi everyone and welcome to this new tutorial from kin tools today we're going to talk about the newly updated face Builder a blender which lets you create photorealistic 3D portraits using only photos or images 3D heads made with face Builder are used for many purposes like tracking heads in liveaction shots using Geo Tracker which lets you easily add CG elements and visual effects creating lookalike gam ready 3D characters through the integration with character creator 4 turning someone into a metahuman in Unreal Engine and so on so it's a very powerful tool with flexible pricing for VFX Studios and CG enthusiasts with a 15-day free trial before we move on to making custom 3D heads let's briefly see how to install the add-on download kinol blender pack from kin. open blender go to edit preferences click install navigate to the downloaded zip package if you're a Mac User double click on the DMG and find the ZIP file inside select that zip file click install add-on from file then activate the add-on accept license agreement and finally hit install online which will download King tools core library and install it to your computer now we have face Builder inside of blender you can launch it from the end panel so click on this tiny icon over here or just press n and then click on the face Builder tab then press create new head this will add a default 3D head to the scene and that's the one will be morphing using some reference images for a quick start let's build a 3D head using just one image so go ahead and click on this big add images button and load a reference image let's use something common like a profile picture is an example once loaded it appears as one of the views on the face Builder panel over here when you click on it you'll see the head as a 3D mesh on top of the image and unless you have multiple people in the frame face Builder will automatically detect the face and make a rough estimation of its shape if there's more than one face in the image you'll need to click the autoline button first and select the one you want to turn into 3D we can now zoom in and use these red points on the mesh to move and stretch it in order to align it with the face more accurately we call them pens and you can delete them with the right right click and create new by left clicking anywhere on the mesh these are just reference points and by dragging them to their corresponding positions on the image we're actually sculpting our 3D head if there's a smile on the face or an open mouth raised eyebrows or closed eyes in other words the facial expression isn't neutral check low facial expressions over here in the views tab to make these blue parts of the mesh more flexible so that when you pull them they don't affect the rest of the head that much now that it's on we can align these lips quite easily we can adjust mesh color if it's too bright or Fades with the image just go to the appearance Tab and try some other color scheme or change the opacity so after a couple of more mesh adjustments we can go straight to the texture Tab and click on create texture face build is now going to grab the texture from the image and bake it onto our 3D head if we go to camera view now we'll see our textured model on top of the image there's still a bit of a mismatch and that's because the resulting 3D head has a neutral expression we can go over here to the model Tab and change it to an expression from a certain view this is how we can apply expressions from different views to our 3D model let's press Z and switch shading to solid this is our single image to 3D result a head that we've sculpted using just one photo let's now create a 3D head from multiple views and see how far we can go with its likeness and shape accuracy so without quitting this project let's click on create new head and then add images and load more pictures of the same person to make a very accurate digital copy of a head we recommend using a set of photos showing in from different views the most important ones are full face both 3/4 views left and right profile and also half face backside left and right will'll also use the low and high angle views and additionally back view to have texture source for that part of the model once they're loaded let's go to the front view what we're going to do is Al line mesh to face in each view the order we suggest sticking to is doing the front first then 3/4 then side views and then all others and we're going to do it roughly in this round let's press the auto line button and let face Builder detect the face and put the mesh automatically on it now we're going to slightly adjust the facial features that are off press tab to turn the mesh on and off to see if the part of the mesh you're adjusting matches with the corresponding part of the face it's also important to delete irrelevant pens just right click on the them and of course you can create new pens if you need to stretch or squeeze some part of the mesh but don't try to match everything perfectly in this single view keep only those pens whose position you're sure of like on the Eyes Ears Nose wings and mouth Corners let's go to the next View and basically do the same thing Auto line mesh first make some rough adjustments and delete the pens whose position is not immediately apparent keep only the ones you're sure of again don't try to make everything perfect right now the less pens set at this stage the better don't be afraid to delete them you can always go back with the undo let's go through the other views now adjusting the mesh shape exactly the same way when it comes of used like this face Builder AI may say that it can't Auto align the mesh because there's not enough facial features to detect in that case you'll need to put it on manually you can rotate the mesh with these buttons over here each click gives you a 45° rotation either left or right to get closer to the needed angle you can now set pens on the most prominent parts of the mesh and one by one match them with the image the first three pens set the mesh orientation in 3D and as you set the fourth pen you already start morphing your your 3D head all right you see there's a pin icon on each view button which means there's at least one pin on the mesh in each view you can go to the model Tab and turn different parts of the model on and off let's say we don't need the neck base the guy has a t-shirt on we may not want to have it in our texture so let's just get rid of that we're done with the rough alignment let's do a second round to shape our mesh more precisely ly you don't necessarily need to start with the full face this time you can go back to 3/4 which gives us more information about the 3D shape as you see some of the pens are not quite where they used to be that's okay when we drag a pen in one of the views the mesh gets automatically adjusted in other views what we're going to do now is adjust the things that are off and specify the shape of all the important parts like the Eyes Nose chin cheekbones lips forehead and neck we need to do that in all the views again don't don't be afraid to delete and create new pens if you think some part of the mesh doesn't quite match with the face remember that it's just a tool that we use to morph our 3D model so switch between the different views make tiny adjustments here and there check how that affects the mesh in other views as you work your mesh you may notice that some of its parts may be more resistant to dragging than others and some pens appear really far off and that blue dotted lines that we call residuals grow pretty long it doesn't mean you are doing anything wrong is just an indication that the tension in this part of the mesh is becoming higher in most cases it's okay because we're going further and further away from the face Builder default head but long residuals may also be the result of some other pens pulling the mesh in the opposite direction now every head is different and you may get a very accurate result already at this stage but in case of complicated faces and heads like the one we have here it's worth passing it one more time to fine-tune the mesh in areas that contain tiny curves or bumps that mean a lot for the uniqueness of the face you're sculpting all right let's go back to 3D here are the two heads we've made and apparently the second one is a lot more detailed and accurate which makes sense because we used images showing it from so many different angles let's go texture it you can change your texture settings if you need by clicking this gear icon over here you can select the source views for your texture change the output size etc for now we'll just press create texture wait for a second and here we are a nicely textured 3D head with a very accurate geometry you can export animate it 3D print or make it into a 3D character or Avatar so that's how you can create custom 3D heads from photos using face builder for blender most of the alignment job is done automatically with the built-in AI tool manual adjustment doesn't require any special 3D modeling skills the workflow is intuitive and fun oneclick texturing lets you easily create photorealistic 3D portraits download Face Builder a blender from K tools. have fun creating 3D heads that's a 15-day free trial for all new users I hope you enjoyed it subscribe to our YouTube channel and hit the Bell to stay informed about our new products tutorials and live streams thank you for watching and see you in the next video
Info
Channel: KeenTools
Views: 31,612
Rating: undefined out of 5
Keywords: KeenTools, GeoTracker, FaceTracker, PinTool, ReadRiggedGeo, Nuke, Foundry, Object tracking, Tracking, Camera, Tracker. matchmoving, plugin, Blackmagic, Fusion, Adobe, After Effects, VFX, Visual Effects, 3D, cinema, movie, video production, compositing
Id: tETtRwCnLyg
Channel Id: undefined
Length: 9min 29sec (569 seconds)
Published: Wed Mar 20 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.