A texture is just paint. To get pores and wrinkles, you need a normal map. FaceGen exports a normal map (usually ending in _n.jpg ). Load this into the "Normal/Specular" slot of your VaM skin material. This will add micro-detail like skin pores and fine lines.
Never use FaceGen's generated eye textures. Delete them. Apply VAM's standard high-definition eye assets (RealEye 2.0 or similar) to the person atom. The FaceGen cornea mesh is also wrong; use the VAM default eye geometry. facegen to vam
To get the model into a format VAM can use, we'll first need to pass it through DAZ Studio. A texture is just paint
Use Blender’s Shrinkwrap modifier or a modeling technique like retopology to make the FaceGen mesh match the VAM topology. Load this into the "Normal/Specular" slot of your
If only DAZ Studio 4.24 is installed, you may need to install version 4.23 or earlier and run it to ensure content library directories are properly set up. The FaceGen development team has indicated this will be fixed in a future release.
A texture is just paint. To get pores and wrinkles, you need a normal map. FaceGen exports a normal map (usually ending in _n.jpg ). Load this into the "Normal/Specular" slot of your VaM skin material. This will add micro-detail like skin pores and fine lines.
Never use FaceGen's generated eye textures. Delete them. Apply VAM's standard high-definition eye assets (RealEye 2.0 or similar) to the person atom. The FaceGen cornea mesh is also wrong; use the VAM default eye geometry.
To get the model into a format VAM can use, we'll first need to pass it through DAZ Studio.
Use Blender’s Shrinkwrap modifier or a modeling technique like retopology to make the FaceGen mesh match the VAM topology.
If only DAZ Studio 4.24 is installed, you may need to install version 4.23 or earlier and run it to ensure content library directories are properly set up. The FaceGen development team has indicated this will be fixed in a future release.