Im trying to reconstruct a face using the skull..I have marked the skull with the tissue depths of the face by placing depth markers(cylinders) in each of the areas in the face..what is the best way to fill in the skin?
I'm trying to reconstruction using DICOM CT slices, but Photoshop wants an image stack (which I do not have). Is there any way to convert the slice (300 individual files) to a stack, or force Photoshop to import all of the images?
i am trying to make a picture of a face via a photo have either a visible skull under the skin (sort of transparent skin) or 1/2 the face normal and 1/2 skull.
I was just wonderng about the skull in this picture (not really the skull but the design in general for any object besides a skull). Is this just a vector graphic that was made, a hand drawn picture, another picture modified, or what?
Is it possible to clean up all "sketch" lines in this image, leave just the skull (with teeth) with smooth and dark lines. I want to turn this into a logo.
I can make this image black and white then quickly get rid of the red. I'm just looking to get rid of the gray sketch marks and make it all one solid black outline while keeping the lines the thickness they should be as to not alter the picture.
i've been trying since my filesystem died, to get this right, basically, i'm trying to get the blueish industrial effect of the skull, shadows and all. and if at all possible the blue glow thing in the top right of it as well, I'm about to reinstall ubuntu and Photoshop it'll be ready for tomorrow.
1) I've just started using the Quick Mask to extract my images, but wayward/windblown hair is giving me a real headache. It's just too fine and I don't exactly have a steady hand. The only tool I have is a mouse too, so that doesn't help much. If anyone can tell me how to extract those fine pieces of hair, I would appreciate it. Otherwise, is there a way to paint/draw realistic hair?
2) I've recently become interested in photo manipulation and below is a shot of something I'm working on. What I want to know is, how do I make the skull nestled in the girl's hand and facing towards her?
I have a skull on layer skull and bones on layer bones which is set to display under layer skull. I want to add a layer mask and paintbrush out the bones that are inside the skull area.
I recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.
How can I get a constrain to affect only the parent joint and not its children?
We have to make a new version of the cover, and PART of what I want to do is a faceless WWI soldier. I found a good-sized picture of a soldier from that time period, but I can't adequately remove the face.
only with no eyes or nose either. Here is the picture I am trying to change:
I have tryed clone stamping and brushes in different modes, and smudging. Let's just say, I failed.
Im looking for a tutorial on how to integrate to photos of facial features in to one.There are plenty of them doing the rounds at the moment.For example the one of bin laden/bush is an example of the work I am attempting to do.Another is one of a soccer players face coming through on shreks face.Below is a link to that pic to give you an idea of what Im looking for.
how to get a nose to blend into the facial skin. I've searched on the web with no luck. I've used the mesh fill and vector objects with transparencies, but I can't get it to look right..
I have a large picture that has ballpoint ink written on part of it. I had no trouble getting the background edited since it was basically the same color. I did end up cloning two different parts of the background and covering it twice to get a blended effect which worked great.
The problem is facial tones. There is ink covering the neck area on the left and the right and the head is at an angle. I haven't been able to pick a color or gradient that works. I tried to clone a different area of the face but that didn't work either. Then I zoomed way in and got each square (pixel?) to show up but it would take me hours to color in each one and there isn't any part of the neck that isn't covered in ballpoint ink so I can't even pick the right skin color/tone.
I downloaded a Gimp program but honestly since I don't know what all those tools are, I don't know which one to use to get it right so I'm hoping someone here can say "use this for this and that for that" so I don't have to trial and error each tool/effect.
Or, if there's another free photo editing program that's easier to use, point me in that direction.
why my facial control rig is not updating my character morph targets in real time? I would have to go into the modifier in order to see changes after clicking the slider. I used both the reaction manager method and the wired parameters but neither is working.
wondering how to implement the many facial expressions from facegen to 3ds max to use as morph targets for facial animation. fairly new to max animation.
I'm just starting a new project. I've started the skin with a mesh fill. I'm wondering, what is the best way to handle the facial features. Vector blends etc or more individual mesh fills. If I do individual vector objects, what's the best way to blend features with the mesh skin?
I'm running photoshop cs3 on XP. Does anyone Know how to change the color or I should say the grayscale of facial features on a photo without changing the texture or anything else. These photo are all grayscale.
For instance if I take a photo and invert it all the grayscale is changed. The hair might be lighter, the nose darker, the eyes somewhere inbetween. Of coarse a perfect negative is made. But lets say I want to lighten the nose a bit without changing its texture or anything else about the nose. And I want it all to blend together just as it was done when the photo was initially inverted ....
I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
I have tried numerous times to turn off the facial recognition in Elements Organsiser 10 but the "who is this" boxes keep coming up. why this will not turn off.
How can I merge duplicate tags from facial recognition in Photoshop Elements 11? For example, if I mistakenly created two tags, both called Bill, how can I put all Bill's pictures in one file? I found an answer for previous editions of Photoshop Elements, but Photoshop Elements 11 has changed the organizer so I can't figure out how to do it. Also, it doesn't seem possible to see two sets of tags at the same time - is this a glitch?
I am working on (yet another) minecraft character rig xD
So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.