It works much smoother than I expected… Scary stuff! This will either totally eliminate or make much easier the hardest and most cruicial part of likeness sculpting, which is getting the main forms/ general shapes right.
Yes, however in the current version, you can only use an already premade head basemesh, no custom ones, so it´s pretty limited in that respect thus far. For humans it is quite nice tho and for vfx facial tracking, it´s simply amazing!
I thought of maybe we can then shrinkwrap our own models on top of these heads and get the topology we want but with the details from the generated head.
Gonna try out now. The tool works like magic!
Thanks!
So, this is the rough result.
Left - Shrinkwrapped head from a Manuel Bastione generated model.
Center - The original MB head
Right - The head generated by KeenTools FaceBuilder
Needs a little cleaning up, but the topology and edge flow on the left piece is more suitable for games and animation, it also has a lower polycount, and I think if we could bake normals from the KeenTools model, that would be awesome
Also Wrap, which is a very professional standalone tool with many many features has a free trial worth checking out: https://www.russian3dscanner.com/
My own workflow would most likely be:
1.: Use keentools for baseheadshape
2.: Sculpt secondary forms (eyelid creases, node and mouth creases, proper ear anatomy) on top of that with dyntopo or currently still ZBrush (Sculptris pro mode, which is almost the same as dyntopo in Blender)
3.: Manually retopo using RetopoFlow addon (currently 3dCoat, since Retopo Flow isn´t ready for 2.80 just yet) I can more quickly retopologize a face than properly set up existing topology for shrinkwrap, that´s why I would do it like this.
@Weekend: using vertex groups for shrinkwrap modifier would indeed be worth a try! Especially around the eye area and the ears