- We align the vertices of the FLAME topology with the UV coordinates of our UV-texture map (HiFi3D++ topology).
- And the UV coordinates of our UV-texture map corresponding to the FALME vertices/faces are saved in [FLAME_w_HIFI3D_UV.obj].
- Using these UV coordinates, the FLAME meshes can look for texture colors from the UV-maps in the FFHQ-UV dataset.
- Prepare a head mesh with FLAME topology, and an UV-texture map with HiFi3D++ topology.
- Put the head mesh and the UV-texture map into one folder.
- Modify the configuration and then run the following script to process the head mesh.
- The output FLAME mesh is able to use HiFi3D++ UV-texture map.
sh run_flame_apply_hifi3d_uv.sh # Please refer to this script for detailed configuration
- FLAME mesh contains eyeball vertices, but our UV-texture map does not contain eyeball textures.
- The indices of eyeball vertices in FLAME mesh are 3931 ~ 5022 (indexed from 0).
- One can let the eyeball vertices look for textures from another eyeball texture map when rendering.
- We also provide an additional eyeball texture map [eye_ball_tex.png]
- The range of UV coordinates for the facial area is (0-1, 0-1).
- The range of UV coordinates for the eyeball area is (2-3, 0-1).
- A FLAME head mesh.
- An UV-texture map from our FFHQ-UV dataset.
- The processed head mesh which is copied the UV coordinates. It can apply our UV-texture map.
- You will find that the eyeball vertices directly use the facial textures.
- This is because two UV-texture maps cannot be specified in one .obj file, so the eyeball vertices directly reuses the given facial UV-texture map.
- One should let the eyeball vertices look for textures from another eyeball texture map when rendering.
- Simply setting the UV coordinates of the eyeball vertices to (1.0, 1.0) can temporarily masks the eyeball texture.
- This is only for simple visualization and is not recommended for rendering.
The aligned UV coordinates were generously provided by Han Liu from Tencent AI Lab. Thanks for his invaluable contribution.