$49.95

Random Head Generator for Blender

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Random Head Generator for Blender


What is Random Head Generator:

It is a framework to make decent looking human head FAST. It utilizes Blender's shapekey system and categorizes the creation process into small tasks of different aspect. By randomizing shapekeys' value, it generates unique human head at a single click. it works on Blender 3.0 above


The Goal: Expandability and Reusability

It often takes hours to create heads. Instead of start from scratch, build upon a base head and re-use any previous work will greatly expedite the creation process. Made an unique looking face? Use the semi-automatic process to append it to source file, expand the randomness pool and re-use it next time.


The Not:

Personally, the base head is intended for real-time application such as game engines. Although the mesh is good enough for general usage, each project may require some modification. Please check here to see model details. The base mesh is around 4k triangles. Shapekeys are created at 65k triangles. The primary focus is head shape variety, other included assets are NOT, such as textures. Generally, I would add personal touch afterward, for example, add makeup, dirt, scar etc. in 3rd party painter.


The Content:

It has 127 ready to use shapekeys, including general head shape


different head part such as eye, ear, mouth, nose, forehead, cheek and jaw

common features like age, weight

ready to use face templates


















as well as emotions

It has two set of hairs for quick visualization:

and 4k unlit PBR textures ( albedo, normal, roughness) (pale, yellow, dark skin tone) for texture painting.


The Bonus:

Ability to append 51 ARkit shapekeys to final head mesh with ease. Proper Apple hardware (iPhone X and above with faceID) and facial capture software (Unreal live link face) are required. more info about ARKit blendshapes here


Have a Question? Email me: learnasimakeit@outlook.com

digital product does NOT offer refund.


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update 1.2:

reformat to meet Blender 4.2 extension platform standard



update 1.1.2:

fixed compatible issue in blender 3.5

added: 6 new face templates. if you have added custom shapekeys in your source file, please follow steps in update 1.1.1 below for how to append the Addition.blend file.




update 1.1.1:

added 6 new face templates.

to update, you can grab the new version addon zip file and replace the old one.

or only download the "Addition.blend" file, go to the addon folder, the default location is "C:\Users\Learn\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\RandomHeadGen", if you have set a custom path, go to that folder instead. there you will find "RHG_HeadMeshFile.blend" paste the "Addition.blend" in the same folder and open "RHG_HeadMeshFile.blend". at the addon panel bottom you will find a new button "Append Additional Shapekey", press it and it is done.



update 1.1:

due to blend file compatibility, this update no long support blender 2.93 or below. blender 3.0 or above is required.

re-work mesh topology, better fit for general usage such as sculpting details. check here to see the topology.

generate an unique face every time import a head.

added 6 new face template:

added custom folder path: rather than the default addon folder,  you can specify a folder to load the head mesh. here is how to use it:

the default addon folder is "C:\Users\UserName\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\RandomHeadGen", often it is not convenient for user to locate. now you can specify a folder and possibly set up one head mesh per project. here is how:

1. go to the default addon folder mentioned above. copy "RHG_HeadMeshFile.blend" and "RHG_ARkit_Mesh.blend".

2. choose a convenient location and create a new folder, for example "Custom Head for Project 1" in D drive, go to the folder and paste "RHG_HeadMeshFile.blend" and "RHG_ARkit_Mesh.blend" there.

3. go to blender Random Head Generator addon preference and point to the folder, please note do not point to any blend file inside, do not add any empty space and save preference. it should be like this:

4. you can set up multiple folders repeating above steps. using blender bookmark you can quickly switch different projects. modify "RHG_HeadMeshFile.blend" inside each folder, such as mute certain shapekeys. if the custom path is empty, it will use the default addon folder.





update 1.0.3:

fix file path error for Mac OS users.


update 1.0.2:

added 6 new face templates.

minor script tweak.

WARNNING: before updating, I recommend keep a copy of your blend file. the default addon path is: C:\Users\Username\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\RandomHeadGen

if you have added your own blendshapes, download the "Addition.blend" file from your download page and copy it to the addon path mentioned above. open "RHG_HeadMeshFile.blend" and scroll down inside adjustment panel and press "Append Additional Shapekey", this will add those new faces in source file for future usage.

otherwise, the version 1.0.2 zip file contains all new additions, you can update it old fashion way.



Update 1.0.1:

Added two nose controls: nose size, nose up down.

Added 5 more face templates.

Added function to append new shapekeys in source blend file.

this operator only available when open source blend file "RHG_HeadMeshFile". it is located at the very bottom "Append Additional Shapekeys":

this will append any new shapekeys from mesh named "Addition" in a "Addition" collection of blend file named "Addition". It paves the way for future shapes appending.










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PS:

For advanced users, if you'd like to incorporate your own mesh, keep read on:

First, for the import and append ARkit part. the blend file location, names, mesh name and its collection matter.

the blend files have to be in the addon folder which is located at "C:\Users\YourUserName\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\RandomHeadGen".

the main head import blend file need to be named "RHG_HeadMeshFile.blend", inside the file, the head mesh that has shapekeys should be named "RHG_Head_Source" in "RHG_HeadMesh_Collection". while the ARKit blend file should be named "RHG_ARkit_Mesh.blend" and inside, the mesh that has the ARkit shapekeys is named "ARkit_HeadMesh" in "RHG_ARkit_HeadMesh" collection.


Second, for the main head, the script use prefix of shapekeys to determine which category it belongs. for shapekey that control General Head Shape, add "HS_" in the shapekey name. "CM_" for Common Feature. "FOREHEAD_" for forehead area, "EYE_" for eye area, "NOSE_" for nose area, "CHEEK_" for cheek area, "MOUTH_" for mouth area, "JAW_" for jaw area, "EAR_" for ear area, "FACE_" for face templates and "EMO_" for emotions.


Third, for hair particle systems. any hair particle system name start with "Male_" the Male Hair toggle button will switch its render as Path, while the toggle is off the render is set as None. same idea applies to hair systems with "Female_" prefix names.


Last for the material, the main head material should be named "RHG_HeadMat", and there are two mix node that control the blend, which are "Mix" and "Mix.001"


if you have done the above, the script will have no problem finding relevant target and execute. you can open the default blend files in the addon folder and check its structures.


Although you can use the default mesh to jump start the creative process, if you decide to bring your own, there are couple of free addon may be beneficial, Mesh Data Transfer which can transfer shapekeys between different meshes of different topology.  Transfer the Vertex Order, if two mesh of the same topology have different vertex orders, when join as shapes, the mesh would explode, transfer the vertex order fix that.

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