Facegen To: Vam
A raw FaceGen head is mathematically accurate but visually plastic. To achieve "VAM quality," you need a post-process.
A purely FaceGen-derived face imported via OBJ often appears "dead" or "frozen."
4.1 The Morph Loss If you simply import the FaceGen OBJ as a static mesh, the character will not blink, smile, or talk. The FaceGen mesh does not contain VAM's expression bones or morphs.
4.2 Solutions
VAM cannot natively "wrap" a FaceGen mesh. An intermediary step is required.
Method B (The Texture Method - "Skin Generator"):
To successfully transfer a face, one must understand the inherent incompatibilities between the two systems. facegen to vam
2.1 Mesh Topology
2.2 UV Mapping and Texture Space
The most effective method for transferring FaceGen data to VAM is not mesh replacement, but Morph Transfer (shape transfer). This involves using the FaceGen mesh as a "donor" to shape the native VAM head. A raw FaceGen head is mathematically accurate but
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.
Solution: FaceGen doesn't do hair. You must manually mask out the forehead texture in an image editor and let VAM hair (purchased or custom) cover the seam. Alternatively, extend the skin texture upward using a clone brush.