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Thread: FaceGen Head Statistic Traits reference

  1. #1
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    Default FaceGen Head Statistic Traits reference

    Ok, so I made some kind of worksheet, where I attributed a trait to a specific phenotype or set of phenotypes for eventual FaceGen users. If any one of you will ever get FaceGen for this purpose of learning phenotypes like I did, use this "cheatsheet", because I work with this program for like 2 years already and I noticed some traits that can be easily declared for some known phenotypes in FaceGen.


    -------------------------------------------------------------------------

    brow ridge (could be higher orbits?)
    high - asian types, dinarids
    low - CM types, KNs

    brow ridge
    inner up - baskids,dinarids,atlantid,atlanto-med types
    inner down - alpine types, lappids, asian types.

    brow ridge
    outer up - dinarids
    outer down - kelto-CMs

    cheekbones
    low - meds, gracile meds, atlantids
    high - CM? , turanid, asian types, some negroid types.

    cheekbones
    shallow - gracile meds, atlantids
    pronounced - CM,alpine,baltid, turanids, asian types.

    cheeks
    concave - nordid, atlantid, med types
    convex - CM, alpine, turanid,baltid

    cheeks
    round - CM, alpine
    gaunt - leptomorph types, some Brunns(CM)

    chin
    forward - nordid types, faelids, dinarids, atlantids, meds, brunn, borreby
    backward - alpine, brunn, armenoids.

    pronounced - CM types/Nordocromagnids
    recessed - armenoids, dinarids, alpines, baltids, lappids, some meds.

    retracted - dinarid, alpine, baltids, lappids, uralids, atlantids.
    jutting - soem CM types, negroid types

    tall - nordids, atlantids, some robust med types, unreduced asian types
    short - alpines, baltids, asian/west african types.

    wide - tronder, nordo-cm, brunn, faelid, borreby.
    thin - gracile med, dinarid, orientalid.


    EYES

    down - very gracile med, orientalid, taurid, asian type, negroid
    up - brunn, nordid, borreby, some meds/orientalids.

    small large

    face forehead-sellion-nose ratio

    low - atlantid, nordoCM, brunn, some dinarids.
    high(flatter forehead) - borreby, alpines, lappids, baltids.

    face brow nose chin ratio


    low - nordoCM, taurid types, KNs
    high - some brunns, borrebies

    face - gaunt - negroid types

    forehead


    (this basically decreases or increases the total headsize)
    small- taurid types, armenoids..
    large - alpinised types, borrebies.

    tall - brunn, north atlantids, some nordids, nordoCM, meds.
    short - dinaricized types, some CM.

    tilt forward - brunn, CM, nordo-CM.
    tilt back - dinaricized/kelticized types.

    JAW

    retracted - reduced/alpinized types
    jutting - negroid types, unreduced UP types or CM.

    wide - all eurymorph types, turanids, west african types.
    thin - all leptomorphic types, dinarids, east african types.

    jaw-neck slope is associated more with the total facial height and how
    robust the lower face looks like

    jawline

    concave - alpine, baltids, MENA types, asians,lappids, some negroids.
    convex - faelids, nordo-CM, tronders, hallstats, atlantids, borrebies.
    brunns.

    mouth
    tilt up/underbite : dinarid, CM types.
    tilt down/overbite: armenoids, some meds, reduced CM types.


    (affects upper facial height)
    mouth-chin distance
    short - reduced CM types, alpines, dinarids.
    long - nordid types, brunns(very long++), atlantids.

    nose

    bridge shallow - alpine, negroid types, mongoloid types (snub nose)
    bridge deep - Nordo CM, North Atlantids, some taurids.

    (this affects the nose length)
    bridge short - CM, alpines
    bridge long - taurids, armenoids, baskid, mtebid, atlantid, nordid, some
    turanids/pamirids.

    nose down/up same as bridge short/long but doesn't make the eyes upturned
    that is why some people with dinarid phenotype have their eyes slanted/
    upturned because of the long nasal bridge.

    nose flat - some NW CM types(paleo atlantid maybe), mainly negroid types
    nose pointed - med types, nordo-meds, nordids, neo-danubians, taurids.
    even alpines.

    nostril tilt down - italian types, dinarids, taurids, armenoid, some KNs
    baskids
    nostril tilt up - nordids, nordo-CM, faelid, North Atlantids. Alpines,
    baltoids.

    nostrils small - leptomorphic types, alpines.
    nostrils large - brunn, some leptomorphic types such as Atlantid, negroids
    borrebies.

    nostrils wide - non-caucasoids.
    thin - distributed throghout caucasoid world.

    nose region concave - dinarids/taurids, mulatto types, hapas, negroids,
    mongoloids.

    nose region convex - gracile meds, atlanto-meds, KNs, nordids.

    nose sellion up - baskid,atlantid types mainly, some KNs, tronders, maybe
    cordeds.
    nose sellion down - alpine types, baltic types, lappoids. reduced CMs

    nose sellion shallow(decreases the nose bump): western types, alpines,CMs
    atlantids, western nordids, nordo-CMs, brunn, faelid.
    nose sellion deep: Eastern Types, pontids, iranids, some kelto-brunns,
    KNs, baskids, dinarids, cordeds, taurid, silvids, tibetid, armenoid.

    nose sellion breadth:

    thin- points to aurignacoid mixture, basically med or nordid.
    wide - to CM mixture, either alpine, lappid, baltid. Some asian types,
    negroid types.


    Nose tilt down - taurid types.
    nose tilt up - alpine types.

    ------------------------------------------------------------------------------------------

    some 3D modelers use this too.

    Further sources:
    1)
    2)
    3)
    "Where the Buffalo Roam"



    Spoiler!

  2. #2
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    Default How to create an atlantid

    Ok, so I had some free time lately and I decided to show a sample of some exercise I do with that facegen program. I will begin show something very basic, comparison and to define what I meant in the OP.
    Nasal Convexity comparison:



    That image was to define what I meant there, by just modifying the value, left is obv. "flatter nose" and right more convex, but still not enough to classify it as a taurid type, pointy noses can be found in gracile meds.

    Now, I will begin with some other values mentioned in OP to create an "Atlantid" imo, this is how I describe the final look of it.

    On the left is always the modified morph, the right is the non-modified morph, the basic one, preset from the program.



    In that image all what I did was to max out the convexity of the jawline(jaw bone, master muscle), to appear, more robust... And is already noticeable, but I don't want just that, so the next step is to make the chin "taller" and pointing more forward.



    this is from the OP "chin tall/short" or chin forward/backward. AKa the menton, mental protuberance. This adds in the total facial height.
    Now, the mouth appears weird, so what I am going to do is to increase the distance between mouth and nasion a lil bit, increasing upper facial height.



    See? Now the nasal philtrum gets longer, because I also increased the distance between mouth and root of the nose. This long philtrum is common among brunn types or Upper Paleolithics. Mesolithic Euros. But that's still not enough for me, I want a larger distance for the morph to appear more harmonious.



    Now the mouth appears full, this is an error from the program, but I solve that quickly otherwise the morph doesn't look harmonious. Changes are needed for the orbicularis oris and triangularis muscles.



    Here solved that, the philtrum appears even longer, because the mouth-chin distance is shorter and mouth-nasion is longer. Now it already gives some impression of a brunn proto-type or atlanto-brunn, found in NW Europe. I didn't modify the nose eyes or any part of the face but the ones aforementioned until now. The bizygo diameter is the same, it only appears more robust than the "alpinized" morph from the right due to increased facial length(the jaw being the most important to this addition).

    Gut, now I will need to modify the nasal bones, let's play with that a bit. To show the turned up/tilted down, large nostrils from the OP in this series. To make a textbook atlantid, because until now, the morph looks to me as it is still very UP influenced because of the nasal bones.




    Here I worked on the nasal bridge, made it more deep, see nasal sellion deep in the OP, it corresponds perfectly.



    I also modified the nasal bridge length a bit to appear more prominent, sellion is also upper, again see the OP, upper sellion is common in baskids/atlantids etc... lower is common in alpinized eurymorph types.

    Now, this time I will edit the nose down/up value, if the nose is more "down" it means that the Nasal Height increased.



    At this moment it already gives resemblance to the real paleo-atlantid types, with thick and long nose bridge.



    In this img ^^^ I used shallower nose sellion, decreasing the "bump", you can see it from the profile.


    ===



    Now I reduced the nose length(the length from the profile, this reduces the nose overall or increases it from the profile, not the actually NASAL LENGTH which is measured from nasion to root of the nose) and made the it more convex, to appear pointy, but at this moment it still appears weird or "taurid". So I am going to do another trick, tilting the nose up(nose tilt up/down in OP)



    But still has some taurid vibe seen from the front. So this is why I am going to make the nostrils larger. Larger nostrils are common in northern europeans, giving the nose a more.. upturned look, it's not necessarily the nose tip tilt.


    Vs.. VS


    A little bit more...




    And this is a, textbook North Atlantid perhaps, the real atlantid with a touch of dinarid was a few steps behind. But I wanted a NA. NA is mesolithic european + neolithic supposedly. It checks out, since I needed to edit the nostrils (UP type) and make the nose more convex (neolithic types), to give some example..

    He looks built like a tank next to the other morph. And simply because he's more leptoprosopic, has the same bizygo, even the same bigonial(keep in mind I didn't edit the jaw wide/thin value), he has a robust jaw which gives the impression of an oblong long faced type. This to bust some myths, as if wide faced == more robust. Left one looks more robust in this case.

    Now..

    Let's compare between our morphs.



    The writing in the pic is already mentioned in the OP, no need to write it here.

    Chin jutting out looks like a heavily CM admixed NA
    Retracting looks normal, it is lower than average but still looks harmonious compared with the jutting out version.

    Btw, jutting is not the same thing with deep mandible.
    Deep mandible is another thing, more common in archaic types, including negroids. The basic negroid morph from the program has this trait. It's less common in the mongoloid types. (overall).

    The shallow "chin", actually whole mandible, gives the impression of a KN type, baskid or taurids carry this in combination with a tall face....
    There's even an example of this:
    https://www.theapricity.com/forum/showthread.php?344412

    Making the face appear more "V" shaped from the front.



    There are even real life examples of what I did earlier..

    for example the jawline convexity, same thing here:






    https://www.jasonchampagnemd.com/blo...d-jaw-implants

    To make the face appear more manly robust. But that's just the jawline convexity, there isn't a true way to modify the upper facial height for example... It's hard even in the program to do it without the morph looking weird. But the final result is always more robust than the 85 FI morph, 105 facial index Morph looks more robust, opposed to today's stereotypes.

    This image is the deep mandible I talked about. It's actually neck liposuction surgery, but gives the same look.





    The maseter muscle, on which the whole jawline convexity/concavity program's magic is based.



    In this img this is the retracted chin from the OP

    "Where the Buffalo Roam"



    Spoiler!

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    I reccomend you to try free program MakeHuman. You have hundredrs facial traits to modify here.

    http://www.makehumancommunity.org/


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    You can create true longheads (not by face only)


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    Quote Originally Posted by Lucas View Post
    You can create true longheads
    This is the 1st program I see to have this quality. I didn't know it was so complex, nice to know.
    In facegen I have to edit the mesh from blender to attain something like that.
    "Where the Buffalo Roam"



    Spoiler!

  6. #6
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    Quote Originally Posted by Lucas View Post
    -
    But it still misses something that the facegen had. It was easier to edit the nose there, it has more features certainly but misses the others from facegen.
    And it seems that head lengthening works in the same way as in blender when I was editing the head mesh, same motion, but not realistic, that's what I feel. It's like some WIP this stuff, from neck/occiput region. It's fun to work with it anyway.

    Here are some quick edits I made. They look funny. I can't edit with right click btw, nor making the mouth the way I used to do. Maybe through a maketarget file it will.



    this one looks like the Proto-Indo-European engineer from prometheus 2012. PIE 100% lol




    As I said, it has more features surely. But also some limits, even the FG had some though.. But at least this one keeps the same ratio when editing a trait, not like the other one.
    I will explore it more when I am up to.
    "Where the Buffalo Roam"



    Spoiler!

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    Quote Originally Posted by Steppe Timelord View Post
    But it still misses something that the facegen had. It was easier to edit the nose there, it has more features certainly but misses the others from facegen.
    And it seems that head lengthening works in the same way as in blender when I was editing the head mesh, same motion, but not realistic, that's what I feel. It's like some WIP this stuff, from neck/occiput region. It's fun to work with it anyway.

    Here are some quick edits I made. They look funny. I can't edit with right click btw, nor making the mouth the way I used to do. Maybe through a maketarget file it will.



    this one looks like the Proto-Indo-European engineer from prometheus 2012. PIE 100% lol




    As I said, it has more features surely. But also some limits, even the FG had some though.. But at least this one keeps the same ratio when editing a trait, not like the other one.
    I will explore it more when I am up to.
    I think you didn't change values in macro [first menu when you open] like gender, muscularity and African/Asian/Caucasian proportions. That's why he looks funny


    Then don't forget to add form Materials menu specific phenotype (Euro/Asian/Negroid).


    In geometries you have also hair and eyes but more you will find on their forum.

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    Quote Originally Posted by Steppe Timelord View Post
    But it still misses something that the facegen had. It was easier to edit the nose there, it has more features certainly but misses the others from facegen.
    And it seems that head lengthening works in the same way as in blender when I was editing the head mesh, same motion, but not realistic, that's what I feel. It's like some WIP this stuff, from neck/occiput region. It's fun to work with it anyway.

    Here are some quick edits I made. They look funny. I can't edit with right click btw, nor making the mouth the way I used to do. Maybe through a maketarget file it will.



    this one looks like the Proto-Indo-European engineer from prometheus 2012. PIE 100% lol




    As I said, it has more features surely. But also some limits, even the FG had some though.. But at least this one keeps the same ratio when editing a trait, not like the other one.
    I will explore it more when I am up to.
    I think you didn't change values in macro [first menu when you open] like gender, muscularity and African/Asian/Caucasian proportions. That's why he looks funny


    Then don't forget to add form Materials menu specific phenotype (Euro/Asian/Negroid).


    In geometries you have also hair and eyes but more you will find on their forum.

  9. #9
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    This morph certainly looks good


  10. #10
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    Quote Originally Posted by Lucas View Post
    This morph certainly looks good

    The same morph mongolized in about 60%


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