Overview
TL;DR: This tutorial covers the complete Character Creator 5 to ZBrush accessories, armor, and cloth physics workflow used to equip three alien creature characters for animation and rendering. Starting from sculpted HD bases built with Character Creator 5 and ZBrush, the guide tackles three production challenges: linking a weapon to a character’s hand via Pick Parent, attaching rigid and conforming armor pieces using Transfer Skin Weights, and configuring cloth physics on a cape — including both real-time simulation and an offline Marvelous Designer–to–Alembic pipeline for cinematic shots.
This is the second installment in digital sculptor Óscar Fernández’s alien creature series. The first article covered the HD sculpting workflow from concept to motion-ready character. Here, those same creatures — an insectoid, a crustacean, and an amphibian — get outfitted for production using CC5, Substance Painter, iClone, and Marvelous Designer. All three characters will be available as a content pack on the Reallusion Content Store.
This article focuses specifically on outfitting characters with weapons, armor, and cloth — the production steps that come after the base character is sculpted and rigged. If you are interested in Óscar’s HD GoZ sculpting workflow and how these alien creatures were built from scratch, please check:
- From Concept to Motion-Ready Alien Character: ZBrush and CC5 HD Step-by-step Workflow
- Mix Custom Aliens Into Infinite Characters with CC5 ActorMIXER Pro
Concept Art — Setting the Visual Direction
Hello everyone! I’m Óscar Fernández, a digital sculptor and educator specialized primarily in figures for 3D printing. Before we start working on the mesh, we need to set the direction for our work. Once again, I’ve turned to the talent of KithKart to define the conceptual design and aesthetics of these three characters. We opted for a visual narrative based on terrestrial biology applied to alien environments.
The Insectoid
This character stands out with a slender and vertical silhouette, featuring elongated limbs that suggest speed. Its design features segmented biological armor that protects vital areas without sacrificing mobility.

The Crustacean
A creature with a massive build, a low center of gravity, and broad shoulders. Its body is covered by a heavy exoskeleton, with textures evoking a crab or spider crab shell, including irregularities and micro-details of wear and tear.

The Amphibian
This specimen features more rounded volumes and skin with a wet, elastic appearance characteristic of anurans. Unlike the previous ones, its morphology is less rigid, with a prominent torso and powerful yet fluid limbs.

Before diving into the process of how they came to life, I’d like to mention that these three aliens, as well as the three previous designs, are available in the Reallusion Content Store. So, if you like the final result, you can work with them directly in your own projects.
Establishing Alien Proportions in CC5
The starting point for all three cases will be identical and fundamental to ensuring the technical compatibility of the model. We’ll start by loading the new “HD CC5 Neutral Base,” a mesh that, as we already know, features a rigging system and topology optimized for the most demanding deformations.
Before any intervention, we’ll place the character in a neutral pose. From here, we will use the native CC5 morphs to define the global proportions. This is the time to establish the height, shoulder width, leg length, etc., and the primary volumes that will serve as the foundation for our sculpture.
Once we have the base structure, the next step is to send the model to ZBrush. We will use the GoZ button to send the character directly to ZBrush. At this point, we will skip any texture maps and keep the default subdivisions. Our goal is to receive a clean and lightweight geometry in ZBrush, ready for the organic sculpting process to take over.

Sculpting the Aliens in ZBrush
We’ve already covered the sculpting process in ZBrush in previous videos, so we won’t repeat it, but we will recap the key points to keep in mind for everything to work perfectly:
- Don’t modify the model’s topology.
- Don’t delete subdivision levels.
- Don’t alter the default pose.
- Don’t rename the Subtools.
Reducing Finger Count Without Breaking the CC Rig
One of the recurring challenges when working with base meshes is the limitation in the number of fingers. The “HD CC5 Neutral Base” has a standard five-finger structure, but for our alien species, we need to alter this configuration without compromising the integrity of the mesh. This is where we’ll apply an incredibly simple but effective technical trick:
For our frog, we’re going to convert the 5-finger hand into a four-finger hand. The procedure is simple but requires some precision. We mask the middle finger and, using the TrimDynamic tool, we collapse the polygons onto themselves until their volume is reduced to an imperceptible scale. After controlled smoothing, the finger visually disappears, but the topology remains intact for the CC5 engine.

And in the case of the crustacean, we take this method even further. We apply the same principle to the middle and ring fingers, achieving a three-fingered hand with a much more aggressive and functional silhouette for its design. This system is vital: it allows us total creative freedom in ZBrush while maintaining the weight mapping and the original bone hierarchy of Character Creator, avoiding export errors or strange deformations in animations.
Beyond these structural alterations, the workflow follows the logical sculpting methodology we already know. We’ll start with the proportions and primary volumes at the lowest subdivision levels. We must try to hold back and only increase the polygon load as the shapes demand higher resolution for fine detail.
When defining the features of our species—whether it’s the more humanoid face of the insect or the broadened shapes of the amphibian—we must make an effort to adapt our sculpture to the model’s original topology. We can isolate the head and load the CC5 reference texture. This allows us to visualize the deformation regions in real-time. Respecting these guides while sculpting ensures that when it’s time to apply expressions, the muscles and facial folds behave with absolute naturalness, no matter how extreme the creature is.

When reaching the detail phase, we must check the behavior of the fingers we had hidden. When increasing the subdivision level, the default subdivision may try to recover volume in the collapsed areas or generate certain pinching in the mesh. To fix this, we will again collapse any residual polygons and apply controlled smoothing, which will remove any trace of the original base mesh.
ZBrush Polypaint
With the sculpture finalized and the topology respected, we enter the Polypaint phase. Although I feel comfortable with volumes, color is something I’m particularly bad at, but luckily, I can count on KithKart again to give me a hand. Out of all the proposals she offered for each character, these are the ones we finally chose:
- For the insectoid, we opted for a palette of earth tones and olive greens, looking for that natural camouflage to break up its slender silhouette.
- For the crustacean, the approach is the opposite: we work with highly saturated organic reds and tonal variations on the edges to simulate calcium wear and the impact of the environment on its shell.
- Finally, for the amphibian, the technical challenge is the transition. We apply soft gradients as if we were painting with an airbrush to simulate that permeable and moist skin, adding irregular spot patterns to help define the torso volumes.

Having these color guides before actually starting to paint in ZBrush is a total lifesaver since we know beforehand that the artistic base is solid and will work perfectly once we export everything back to CC5.
Returning to CC5 with GoZ Plus
With the sculpting and Polypaint phases finished, it’s time to return our specimens to the Character Creator 5 ecosystem. For this process, we will use the CC GoZ Plus plugin, which, as we know, completely automates the data transfer and map generation.
In the export settings, we’ll select subdivision levels 0 and 1. This ensures a lightweight base mesh for animation, but with the geometric support necessary for the normal maps. We’ll activate the automatic generation of all maps so that CC5 correctly interprets our Polypaint and the sculpted detail.

After pressing “All” and returning to the CC5 interface, the final step is the Update. But first, we must ensure the “Adjust bone to fit morph” option is active, though we could also adjust the bones automatically later, as we already know. Since we made a fairly extreme alteration of proportions in ZBrush, this function will automatically relocate the internal skeleton to match our new sculpture.

Now that our three characters are prepared, let’s move on to the three challenges we’ve set for this project. We’ll start with the simplest one.
Linked Weapon — Attaching Accessories with Pick Parent
With the three characters ready and articulated in CC5, we’re going to tackle the first of our challenges: the integration of linked accessories.
Since KithKart handled the conceptual weight of the entire project, I turned to her again for the weapon design. She proposed several creative directions with a variety of silhouettes ranging from technological to arcane.

Each proposal had something I particularly liked, so I decided to combine the most powerful elements of the different designs.
I kept the base structure and silhouette I liked from KithKart’s sketches, but decided to sculpt it with a twisted, organic wood texture in ZBrush, integrating that central eye as a biological energy focus. On this occasion, I’ve decided to keep the object fairly simple and apply the details directly in Substance Painter.
To send it to Substance, we need UVs, so I sent our accessory to RizomUV via its free plugin, which works great in ZBrush. Now we just have to export a low-poly version (at the lowest subdivision level) and a high-poly version (at the highest level) in FBX to do the baking within Substance itself and start playing with texturing.
I used some Smart Materials as a base and added layers on top with dirt, micro-wear, tonal variations, etc., until reaching the final result. Once the final texture maps are exported, we return to Character Creator 5. Here, we load the original low-poly mesh and link each map to its corresponding channel within the materials section. The result is a visually complex but polygonally lightweight staff.

The process of linking the staff to the hand is incredibly simple.
First, we position and orient the accessory using the transformation Gizmo, ensuring an ergonomic fit with our character’s hand anatomy. Once placed, we go to the Attach section and activate the Pick Parent function. We just have to click on the hand’s geometry to establish that dependency hierarchy.
From this moment on, the staff is anchored to the hand node. When applying any animation or modifying the character’s pose, the accessory will maintain its relative position and respond coherently to the arm’s kinematic chain.

All right, with the accessory linked and responding to every movement, we’ve completed the workflow for rigid objects. Let’s head to the next challenge.
Armor — Rigid Binding vs. Transfer Skin Weights
For the armor design, the starting point was KithKart’s original concept, beginning with the helmet and upper pieces. However, when moving it to 3D, we encountered a common production challenge: what works aesthetically in 2D doesn’t always translate with the same strength in 3D.

After the first block-out tests, I felt the original design lost its presence in complex camera angles.
That’s why we decided to change the armor design. I looked for a more aggressive and functional segmentation, creating plates that not only protect but also emphasize that slender, alien silhouette. Since the character itself was already finished, the armor’s shapes practically emerged on their own.
For the texturing of the armor, we followed a workflow identical to the staff: we ran the pieces through RizomUV to get the UVs, exported low and high meshes to bake in Substance, and started texturing. I started texturing the helmet and saved the material to apply it to the rest of the armor pieces.

Now it’s time to move the pieces to CC5. Although everything can be sent at once, I prefer to send them one by one to check the behavior of each part individually. To prevent GoZ Plus from having to check all subtools, I’m going to move each piece to a new ZBrush document and export it from there using only subdivision level 0, deactivating color, normal, and displacement maps since we’ve already generated them in Substance Painter.
We plug the maps into the corresponding slots, and everything is ready. If the textures don’t look right when plugged in, it’s because we worked in DirectX while texturing, and CC5 uses the OpenGL standard; just expand the UV panel and flip each one vertically, and everything will look perfect.
Once we have all the armor pieces in CC5, we must decide how they will behave mechanically. Here, the workflow splits into two strategies depending on the piece’s function.
For elements that must maintain absolute rigidity, such as shoulder pads, forearms, or knee pads, we’ll opt for the method we saw with the staff: we load them as accessories and link them directly via Pick Parent to the corresponding bone. This ensures the piece moves with the limb without suffering any elastic deformation.
However, for pieces that cover complex flexion areas, like the breastplate or footwear, we need the mesh to follow the character’s volume. For this, we will use the Transfer Skin Weights tool. When applying the default preset for the breastplate, CC5 automatically calculates which part of the torso’s weight should influence the armor. In the case of the shoes, the specific footwear preset ensures that the sole and instep follow the foot’s movement naturally.

Once the pieces are linked, we can apply animations and poses to our character, and we see that the armor responds perfectly to the deformation of our character’s skeleton.
Cloth Physics — Real-Time and Offline Simulation
The third major technical challenge is the implementation of cloth physics, and for this, we will focus on the crustacean. I wanted to give him the air of a wandering warrior, a pilgrim, or something like that, and nothing communicates that narrative better than a cape worn out by miles and miles.

The third major technical challenge is the implementation of cloth physics, and for this, we will focus on the crustacean. I wanted to give him the air of a wandering warrior, a pilgrim, or something like that, and nothing communicates that narrative better than a cape worn out by miles and miles.
We’ll start by exporting our crustacean base from ZBrush at a low subdivision level to use it as a collision avatar. This time we’ll use Marvelous Designer to create the garment. So, once the character is imported, we start tracing the pattern for the cape. Designing on the actual model allows us to see in real-time how the fabric folds and deforms on the fly, reinforcing that image of a weary traveler. It is this physical behavior, and not just the visual aspect, that ultimately infuses the creature with soul and purpose before returning it to our main engine.

For now, the shapes will be clean, and we’ll add the tears later in Substance.
To create the cape’s tears, the first step in Substance Painter is to change the project shader. By default, the transparency channel is deactivated, so we change the mode to pbr-metal-rough-with-alpha-blending. Once this is done, we manually add the Opacity channel to our Texture Set. Now the software is ready to process invisibility.
We create a Fill Layer where we deactivate all channels except opacity, setting it to zero. On this layer, we apply a Black Mask. By painting with white on the mask, we are “revealing” the fill’s transparency. We will paint manually on the mask to create those tatters and holes along the edges of the cape. The best part is that, thanks to the previous shader change, we see the result of the tears in real-time while painting.
We export the maps and load the garment and textures into CC5 as we’ve seen before.

At this point, we’re going to look at two different workflows.
The first and simplest is to let CC5 handle the physics in real-time: Originally, the cape is imported as a rigid accessory, so the first step is to perform a Transfer Skin Weights. By doing this, CC5 stops treating it as a static object and officially turns it into a piece of clothing (cloth) linked to the skeleton.
With the garment ready, we ensure that physics are activated in the Project Settings. Now comes the crucial part: the Physics Weight Map. In my case, I preferred to paint directly in ZBrush. The logic of this new map we’re going to create is as follows: white areas are those that will be affected by physics and wind, while black areas will remain anchored to the body, without physical movement, but with the typical deformations of a cloth object.
First, we paint the entire garment white, and then we can go to the lowest subdivision level, mask the edge loops of each piece, increase the mask size, invert it, and paint in black. With this, we can generate the new map from Polypaint and export it. Once the map is applied in the Modify panel, all that’s left is to adjust the friction and elasticity parameters. The result is immediate: our frayed cape now collides with the crustacean’s hell in a totally organic way.

Now let’s look at another, slightly more sophisticated possibility with a brutal result. For more cinematic shots where cloth realism is much more important, we leave behind real-time physics and enter an offline simulation workflow. The goal is to capture every fold and movement of the cape with total physical precision.
In iClone, I generated the character’s specific animation, saved it, and then loaded it into CC5 because we have a very interesting option when exporting that we’ll see now. When exporting it as an FBX from CC5, we use the Marmoset preset with a critical configuration: we select Mesh and Motion at 30 FPS.
Here, the professional trick lies in the export range: we set the initial frame as Bind Pose and add a 60-frame physics transition before the actual action begins. These 60 frames are vital; they act as a safety margin that allows the fabric to move from its resting state to smoothly adapt to the shell’s volume and the character’s initial posture, avoiding jerky pulls or failed collisions when the animation starts.

Back in Marvelous Designer, we remove the static avatar and replace it with this new animated FBX. Thanks to our frame planning, we see how the cape settles naturally over the crustacean’s anatomy before it takes its first step. We activate the simulation recording and let the Marvelous engine calculate the dynamic behavior frame by frame.
Once the capture is complete, we export the cloth geometry as an Alembic (.abc) file. At this point, we deactivate all textures in the export; we don’t need them because we already have our Substance Painter maps.

This Alembic file contains exclusively the position of every vertex in every frame. When importing it into Marmoset or back into iClone, it synchronizes perfectly with the character’s animation, achieving cinema-level cloth behavior that reacts with inertia, weight, and perfect collisions.
Conclusion
What I like most about Character Creator 5 is that it has broken technical barriers that previously seemed insurmountable. As you’ve seen, even someone like me, without prior training in the field of animation, can achieve professional-level results thanks to such an intuitive and powerful workflow. If you liked these three new creatures, remember that you can find them available in the Reallusion Content Store, along with a huge amount of premium content with packs and elements provided by leading certified artists.
ÓSCAR FERNÁNDEZ / DIGITAL SCULPTOR
Óscar Fernández is a freelance digital sculptor from Spain, specializing in creating figures for 3D printing. With deep expertise in ZBrush, he is known for crafting highly expressive characters that capture both personality and motion. His work stands out through the meticulous attention to facial expression, muscle definition, and dynamic posing, giving each sculpt a strong sense of tension and storytelling power.

About Oscar Fernandez’s HD Alien Character Pack
All three alien characters featured in this tutorial — the insectoid, the crustacean, and the amphibian — along with the three creatures from the previous article, are available on the Reallusion Content Store. The pack includes fully rigged characters with HD sculpt detail, custom textures, and the accessories and armor shown in this workflow. They are ready for animation, rendering, and further customization in Character Creator 5 and iClone.
Key Takeaways
- Use the finger-collapse technique to alter digit count without breaking the rig. Masking and collapsing unwanted fingers with TrimDynamic preserves CC5’s bone hierarchy and weight mapping, enabling alien hand configurations that animate cleanly.
- Choose the right attachment method for each asset type. Pick Parent for rigid pieces (weapons, shoulder pads); Transfer Skin Weights for conforming pieces (breastplates, footwear) — mixing both on a single character produces realistic armor behavior.
- Flip UV maps vertically when textures baked in DirectX look wrong in CC5. CC5 uses the OpenGL standard; a simple vertical UV flip in the UV panel corrects the mismatch without re-exporting from Substance Painter.
- Add a 60-frame physics transition before the action starts in offline cloth simulation. This buffer lets fabric settle naturally onto the character before animation begins, preventing collision failures and jerky movement.
- Start from a professionally built base to accelerate production. The HD Alien Character Pack provides fully rigged, sculpted creatures ready for customization — saving weeks of character development.
FAQs
Can CC5 create characters with fewer than five fingers?
Yes. While the HD CC5 Neutral Base ships with a standard five-finger structure, you can collapse unwanted fingers in ZBrush using the TrimDynamic brush without deleting any topology. Character Creator 5 preserves the original bone hierarchy and weight mapping, so four-fingered, three-fingered, or other non-standard hand configurations animate cleanly — ideal for aliens, fantasy creatures, or stylized characters.
Can CC5 simulate cloth physics?
Yes. CC5 supports real-time cloth simulation using physics weight maps and collision volumes. Paint a weight map to define which areas of a garment move freely (white) and which stay anchored to the body (black), then adjust friction and elasticity parameters. For higher-fidelity cinematic results, CC5 also supports an offline workflow — export your animated character as FBX, simulate the cloth in Marvelous Designer, and bring the result back as an Alembic (.abc) file for frame-perfect playback in iClone or Marmoset Toolbag.
Can CC5 attach weapons or props directly to a character’s hand?
Yes. CC5’s Pick Parent function lets you link any rigid accessory — weapons, staffs, shields, tools — to a specific bone with a single click. Once attached, the accessory follows the arm’s kinematic chain through any animation or pose. Position and orient the object with the transformation gizmo first, then use Pick Parent to click on the target geometry.
Can CC5 automatically rig armor and clothing imported from ZBrush?
Yes. When you send armor or clothing pieces from ZBrush via GoZ Plus, CC5 automatically skins them to the base character. For pieces that need to conform to the body (breastplates, boots), the Transfer Skin Weights tool calculates the correct weight distribution using built-in presets. Rigid pieces like shoulder pads can be linked directly to bones via Pick Parent instead, keeping them deformation-free.
Can CC5 handle extreme proportion changes made in ZBrush?
Yes. After sculpting significantly altered proportions in ZBrush — elongated limbs, oversized heads, non-human body plans — CC5’s “Adjust bone to fit morph” function automatically relocates the internal skeleton to match the new silhouette. This ensures that even radically stylized or alien characters retain full animation capability, including motion capture, facial morphs, and lip sync.
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