首頁 » Page 30

Free Auto Setup for 3DS Max | iClone 8 & Character Creator 4

Most animators are looking for realistic cinematic renders. There is an industry devoted to third-party renderers that will attest to this. Reallusion once again extends the ease of use that comes with iClone to another blockbuster rendering tool that is also packed with many other features and could arguably be considered the granddaddy of 3D apps.

Autodesk’s 3DS Max is one of the most powerful 3D software tools available. It not only provides modeling and sculpting tools, but it also provides powerful animation tools, curve editors, dope sheets and many more professionally oriented tools that have been embraced by major studios and indie studios of all sizes. It has POST features and effects that were not always available from its competitors.

(Click on Image to Enlarge) A magazine mockup using a Sketchfab car model and Character Creator 4 character rendered with Arnold.
“Future Car” (https://skfb.ly/54ihge0) by 3DHaupt is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

3DS Max produces and renders some of the greatest-looking scenes in computer-generated animation with VRay and its built in renderer Arnold. With the right lighting and materials both renderers can produce near photo-realistic results. On the other hand, they can also produce great quality “Pixar” type toon renders.

It seems I have been married to Autodesk products in some form (3D Studio, Max, Maya) since the dawn of time, and it has been a great ride and very fruitful. Learning the software that many triple-A studios adopted afforded income opportunities for its users. 3DS Max is still used for movie and television production to this day which demonstrates its staying power as a modeling and animation application.

(Click on Image to Enlarge) The Sketchfab and Character Creator 4 model in 3DS Max with preset base lighting and the Auto Setup Menu docked to the side.

It only seemed natural to include 3DS Max into the “easy to animate” arena of iClone by producing a free plugin, Auto Setup for 3ds Max, that takes care of one of the most important parts of rendering a character, proper materials, and shaders. It also includes some lighting presets and other features. The importance of proper materials and shaders cannot be overstated as that directly affects how the render will look, particularly realism.

Installation

As usual, Reallusion has made the installation into 3DS Max very simple with a free download that contains a batch file and supporting files that will either install or uninstall the plugin with no other action required. Just a few clicks and you are on your way to using Auto Setup inside 3DS Max.

Go to the webpage to download the version or versions of 3DS Max applicable to your situation.  Unzip the file and click on the installation batch file. It’s that simple.

Auto Setup Import Versus Standard FBX Import

Seeing is believing so let’s take a look at what happens when you import a character FBX directly into 3DS Max versus using the free Auto Setup plugin. In the image below the LEFT-SIDE character was imported into 3DS Max with the Auto Setup plugin. The RIGHT-SIDE character was imported via the standard import menu choice in 3DS Max bypassing the plugin.

As you can see the difference is day and night. I adjusted the skin roughness on the plugin-imported character to take out some shiny areas on the face and hands. This was easy as the plugin provides sliders under different tabs depending on the task you need to accomplish.

Left: Import Via Free Auto Setup. RIGHT: Standard FBX import.

The Auto Setup Menu, Tabs, and Sub-Tabs

The Auto Setup Menu is the heart of the plugin and can be docked or free-floating. As the following menu breakdown shows, it has a LOT of options to help you get that right look and much-improved render.

I will be focusing on the native Arnold renderer as it produces great results without a lot of interaction and comes with the application at no additional cost. Any images rendered using Auto Setup in this article use Arnold which you select in the first tab of the Auto Setup menu.

The plugin interface is self-explanatory as you will see in the following overview. There are a LOT of CHOICES so experimentation is highly recommended and might even help you develop a personal render style for characters. There is also an online manual available.

(Click on the image to enlarge)

This is where you import your CC4 characters into 3DS Max. This is the Import tab, the first tab at the top of the menu.

First, we must choose our renderer which has to be compatible with Auto Setup. This dropdown list is populated by the renderers available to 3DS Max on your system.

In my case, I had only one compatible renderer which was the native Arnold renderer. Even though it is native to the system it is not a second-class renderer by any means.

As mentioned earlier, if you for any reason import a character into 3DS Max via the standard import menu you will not get a nice-looking character as the materials will not match the renderer. This is the big advantage to using the plugin as it sorts all that stuff out for us. Even though Kai’s tutorial said it exported from CC4 I exported from iClone which produces the needed JSON file too.

Now we move the Look Dev tab and the Look Dev sub-tab. This is where the facial body lighting presets are located.

These are one-click presets that can be chosen while the renderer is running depending on the complexity of the scene of course.

There is also a one-click button to remove the lighting solution completely. This includes any props or other items loaded by the preset.

The presets can also be a great starting point as they provide lights that you can duplicate and move around to get that “just right” lighting setup before the final render.

There is also a Macbeth Chart for color matching that can be added and removed with a click.

The HDR sub-tab gives you a choice of four HDR images or you can load your own.

There is also a rotational offset slider and a general strength slider.

If you check Global Exposure, you get access to the Exposure Value slider and the White Balance choices such as Illuminant, Temperature slider, or Custom color.

Illuminant gives you many options like Daylight, Sunlight, Shade, Overcast, Incandescent, fluorescent, and many other choices including Halogen, Xenon, and Sodium among others. As in iClone and Character Creator 4, HDR is an important part of the overall scene lighting scheme and will produce results from dull to vibrant depending on your needs.

Now we are moving over to the Material tab and the Skin sub-tab in particular. All of these sub-tabs are fine-tuning for the overall look of the skin in the render.

Experimentation is encouraged, particularly if you are not familiar with all of the sliders so you can see the visual impact of each one.

Sub Surface Scattering is an important part of gaining realism in the render. Too much and areas of the skin will appear to glow. Too little and the skin will look dull and lifeless depending on the skin color. There is also a Head or Body selector for the second section of this sub-tab. This includes Normal Strength, Roughness, Specular, Micro Normal Tiling, and Micro Normal Strength.

These two panels contain a multitude of advanced sliders that control the Roughness on the left and Sub Surface Scattering (SSS) on the right.

While not exactly glamorous these two sub-tabs show just how much detail you can drill down to for added realism. Both include sliders for further enhancements to the nose, mouth, ears, cheek, forehead, and chin areas.  

The wrinkle sub-tab provides pre-defined areas via the dropdown menu:

  • Forehead Lines
  • Frown lines
  • Eyelid Crease
  • Tear Troughs
  • Bunny Lines
  • Crow’s Feet
  • Nasolabial Folds
  • Lip Lines
  • Smile Lines
  • Marionette Lines
  • Pebble Chin
  • Neck Lines
  • Neck Veins

Each selection has a slider for Strength and Rate of Appearance which is the speed in which a wrinkle appears.

According to Kai’s tutorial, the Wrinkle system is independent of the basic texture maps for an additional level of realism. Yet another area for experimentation even if you are familiar with the controls.

These two tabs control the facial expressions from the Face Rig tab (left) or create a custom body rig with the Body Rig tab (right).

Your character must have a facial profile to work with the Facial Rig and you can see this rig is quite extensive. It provided more than enough controls to create custom expressions for your characters inside 3DS Max. The Body Rig tab provides a one-click Biped or CAT rig if you prefer those control rig types.

Summary

I’ll admit to relegating 3DS Max to modeling and simulations since the advent of easier-to-use tools like iClone and Character Creator 4 became available. My 3DS rendering and rigging skills have suffered. With the preset lighting, it didn’t take long for this old Max veteran to start getting great renders. The presets provided a starting point to copy light and reflectors and then reposition them for additional lighting effects to further enhance the renders beyond the presets.

While there is a manual as I stated earlier, I think I only had to look at it briefly a couple of times as Auto Setup for 3DS Max is very easy to use with little to no learning curve like most Reallusion products. The extended facial rigging and ability to switch to Biped or CAT is another plus for Max veterans if that is the rig they are most proficient with.

The plugin is freely available for 3DS Max 2023, 2024 and 2025. Download your copy today!

MD McCallum - WarLord

MD McCallum – WarLord

Digital Artist MD “Mike” McCallum, aka WarLord, is a longtime iClone user. Having authored free tutorials for iClone in its early years and selected to write the iClone Beginners Guide from Packt Publishing in 2011, he was fortunate enough to meet and exchange tricks and tips with users from all over the world and loves to share this information with other users. He has authored hundreds of articles on iClone and digital art in general while reviewing some of the most popular software and hardware in the world. He has been published in many of the leading 3D online and print magazines while staying true to his biggest passion, 3D animation. For more information click here.

MAX BEYOND: Transfer iClone Expressions to Unreal Engine

Hasraf ‘HaZ’ Dulull – Filmmaker / Director / Animator

Hasraf ‘HaZ’ Dulull

HaZ started his career in Video games before moving into Visual Effects,  and then later transitioning over to Directing & Producing with his breakout feature film THE BEYOND, the indie sci-fi was released in 2018 and was number 2 in the iTunes Charts before being licensed on Netflix and turning into a profitable movie.  

His second feature film – 2036 Origin Unknown, starring Katee Sackhoff (Battlestar Galactica, The Mandalorian) earned a limited Theatrical release before landing on Netflix.  He was then hired by Disney to helm the pilot for action comedy series Fast Layne, where he also served as EP / Creative Consultant on the entire series.   

HaZ is the co-founder of production company HaZimation, producing the indie CG animated feature MAX BEYOND. This is a feature made with an array of real-time and virtual production tools, including Character Creator, iClone, ActorCore and Unreal Engine.

“iClone’s intuitive interface and powerful features allow animators to focus on creativity without getting bogged down by technical challenges. By using iClone, we can focus on perfecting the creative aspects of animation, while ensuring that technical elements are seamlessly integrated into Unreal Engine.”

Hasraf ‘HaZ’ Dulull – Filmmaker / Director / Animator

Mastering Animations with Haz Dullul

In the ever-evolving world of digital animation, integrating tools and software to create lifelike characters is a crucial skill. A compelling video tutorial by Haz Dulull showcases how to seamlessly transfer stylized expressions from iClone to Unreal Engine. This detailed guide explains the step-by-step process of importing characters, crafting facial expressions, and refining animations for final rendering. The use of iClone in this workflow demonstrates its powerful capabilities in creating nuanced animations. This article highlights the key steps and insights shared by Haz Dulull, emphasizing the importance of proper setup, organization, and customization.

The Role of iClone in Animation

iClone is a real-time 3D animation software that simplifies the process of character creation, animation, and scene design. It provides animators with a wide array of tools for crafting detailed character animations. Haz Dulull uses iClone to develop stylized expressions, which are then transferred to Unreal Engine for further refinement and rendering.

Importing Characters from iClone to Unreal Engine

Synchronization and Control

The initial step in the animation process involves importing characters from iClone to Unreal Engine. Synchronizing and controlling character expressions manually is crucial for effective animation. Dulull emphasizes the importance of proper setup. He states that “correct synchronization ensures that characters are imported accurately. This allows for precise control over their expressions.”

  • Selecting the Right Avatar: Carefully choose the appropriate avatar from the iClone library. This ensures that the character’s movements and expressions are effectively transferred to Unreal Engine.
  • Manual Expression Control: iClone enables animators to manually control expressions, providing greater customization. This involves keyframing expressions for desired effects within the Unreal Engine sequencer.
iClone enables animators to manually control expressions
iClone enables animators to manually control expressions

Exporting and Importing Settings

Exporting settings play a vital role in transferring animations from iClone to Unreal Engine. Adjusting specific settings, such as unchecking ’embed motion,’ helps streamline the export process. This step is essential for ensuring that animations are correctly imported and functional in Unreal Engine.

  • Understanding FBX Import Options: To maintain compatibility and functionality, users must uncheck the import mesh option. They must also select the correct skeleton during the import process in Unreal Engine.
Exporting settings play a vital role in transferring animations from iClone to Unreal Engine

Organization and Naming Conventions

Importance of Proper Organization

Proper organization and naming conventions are critical when exporting animations for visual effects. This practice ensures that all elements are easily identifiable and linked correctly throughout the project, facilitating smoother collaboration and production.

  • Creating Dedicated Folders: Organizing assets into dedicated folders for each character simplifies management and prevents confusion. This practice is especially important when handling multiple assets in a project.
  • Consistent Naming Conventions: Using consistent naming conventions for files allows for quick identification of specific shots and expressions. This aids in efficient collaboration among team members.
Proper organization and naming conventions are critical when exporting animations

Setting Up Animation Scenes

Loading Levels and Shots

Importing settings and loading scenes are essential components of the animation workflow. Proper organization of levels and shots ensures a smoother process when working on character animations.

  • Loading the Level: Establishing the environment where characters will interact and perform is the first crucial step in animation.
  • Accessing Cinematic Folders: Access the correct cinematic folder related to the level. It contains all the shots necessary for the specific scene being animated.
  • Managing Shot Numbers: Identifying and managing shot numbers accurately prevents confusion. It ensures that the right expressions and animations are applied to characters.

Enhancing Animations for Realism

Adding Details for Expressiveness

Enhancing character animations from iClone to Unreal Engine involves focusing on adjustments like blinking and head movements for realism. This process includes keyframing techniques to add details that improve the final animation quality.

  • Blinking and Eye Movements: Adding detailed animations like blinking enhances character expressiveness. Keyframing different eye positions creates realistic effects that bring characters to life.
  • Head Movements: Animating head movements such as rotation and tilting adds realism to characters. iClone allows animators to keyframe these movements without compromising the original motion capture.
  • Adjusting Eyelines: Realistic character animations require accurate eyeline adjustments. This enables characters to interact authentically with their environment and other characters during scenes.
Enhancing character animations from iClone to Unreal Engine involves focusing on adjustments like blinking and head movements for realism

Rendering the Final Animation

After fine-tuning expressions and movements, the final step is rendering the animation in Unreal Engine. This process brings all the elements together, culminating in a polished and lifelike animation.

Key Takeaways

  • iClone’s Role: iClone plays a pivotal role in creating and transferring stylized expressions to Unreal Engine. This enables animators to craft detailed and expressive animations efficiently.
  • Workflow Efficiency: The integration of iClone and Unreal Engine streamlines the animation process. This allows for greater creativity and precision in character development.

Conclusions

The video by Haz Dulull provides valuable insights into the process of transferring stylized expressions from iClone to Unreal Engine. Dulull emphasizes the importance of proper setup, organization, and customization. He demonstrates how modern animation tools can be effectively integrated to create lifelike and engaging animations. This workflow not only enhances the quality of animations but also empowers animators to push the boundaries of creativity. For those looking to master the art of animation, iClone and Unreal Engine offer a powerful combination. These tools simplify the process while delivering exceptional results.

Related Articles

Cartoon Animator 5.3 Update: Powerful Puppet Performances and Live Camera Controls

Building on the success of Motion Pilot mouse-led animation, Cartoon Animator advances further with the introduction of Puppet Stage and Live Camera System in the 5.3 update. As the demand for short films, social media, and live streaming grows, Reallusion is addressing the emergent need for rapid animation production. This update delivers a game-changing trigger-based animation system that simplifies traditional keyframing by utilizing existing animation assets, seamlessly integrating facial tracking and voice lip sync. Designed for real-time, studio-grade live shows, all within a unified interface, this intuitive system sets a new standard in livestream animation.

New Feature Highlights

Puppet Stage – Live Stream Redefined

Puppet Stage combines trigger animations, voice lip-sync, and facial motion capture in one unified system. With Motion Pilot and Camera Switcher integration, artists can harness a full production process geared toward fast 2D production and responsive live streaming featuring original artwork and media.

The latest update introduces an array of powerful features designed to elevate animation and live streaming experiences:

  • Trigger Panel: Users can now fully customize a hotkey-triggered deck to control animation files, facial performances, FFD, VFX, props, and backgrounds, delivering seamless and responsive animation control.
  • Facial Mocap Integration: Effortlessly mix facial motion capture from a PC camera or iPhone to create dynamic facial expressions that blend naturally with other animation elements.
  • Voice Lip Sync: Enhance character performances with automatic lip-syncing to voice input, adding emotional depth while seamlessly integrating with expression triggers.
  • Head-driven Body Movements: Guide character eye movements with a simple mouse drag and automatically trigger natural body actions using motion-tracked head rotations.
  • Motion Pilot: Control character walks or runs with cursor movements, offering options to adjust movement range, tempo, amplitude, and direction for fluid motion.
  • Camera Switcher: Take control like a director with hotkey camera switching or automatic target tracking to keep fast-paced action in view.
  • Livestream Focused: Optimized for live streaming, the dedicated window mode for OBS and Twitch integrates with hotkey mapping for Stream Deck, Loupedeck, and other trigger devices.
  • Portable Data: Enjoy the flexibility to export and import trigger settings and asset files between computers, ensuring smooth transitions across different setups.

>> Explore full features from the product website

Engaging Realtime Camerawork

The Camera Control Panel is where visuals and storytelling are interwoven through a range of cinematographic tools. Directors can save their favorite shots, perform live previews, and set up camera cuts and triggers for Puppet Stage, achieving lifelike results that rival professional techniques.

The latest release introduces advanced camera control features designed to give creators more precision and flexibility in their animations and live streams:

  • Custom Camera List: Store camera angles, lens settings, and tracking targets within the camera control panel. Capture thumbnail images and assign hotkeys for quick retrieval of specific camera setups.
  • Live Preview: Seamlessly toggle between camera cuts during playback to direct the narrative in real-time, ensuring creative control as scenes unfold.
  • Switch Keys: Easily store and recall camera cuts using a streamlined hotkey setup. Once applied, these camera keys are organized within the Camera Switch Track for full keyframe adjustments in the timeline editor.
  • Camera Tracking & Toggle: Select a target for camera tracking to keep the focus on the action, with the ability to switch between tracking and roaming shots at any time. Fine-tune rough takes by adjusting camera keyframes in the timeline editor.
  • Mimicking Real Camerawork: Emulate real-world camera movements—track fast-paced sequences, zoom in on close-up dialogue, or use dolly zooms for dramatic effects. All camera actions can be created and managed effortlessly through the Camera Control Panel.

>> Explore full features from the product website

Camera cuts can be easily stored and recalled from a hotkey setup. Once applied, the camera keys are organized within the Camera Switch Track,

Simulate Real Camera Operation, any camera effect can be created and conveniently managed with the Camera Control Panel.

Puppet Stage Content Packs

To showcase the full potential of live puppet controls, two invaluable expansion packs have been created to help users quickly experience the power of Puppet Stage. These packs allow you to reuse pre-designed characters, animation trigger settings, and easily swap in your own characters, props, and animation assets, making it effortless to create your own dynamic live show.

CARTOON PUPPET

This universal virtual host template features 3 sets of distinctive animation performances for live show or interactive presentation. Choose from the Chill, Sweet, or Dramatic animation genre to fit your character styles. Additional amoeba animation templates can turn simple images or vector graphics into engaging actors.

>> Explore more virtual host performance templates

ANIME PUPPET

This illustrious Anime pack showcases the dynamic details and versatility of CTA anime characters. A must-have for fans of manga and anime culture, Anime Puppet allows you to instantly bring characters to life in a live show or dive into advanced techniques like smooth expressions and hand-keyed sprite sequences. Plus, you will uncover design secrets with the bonus 360-degree robo-pet “Digi Paws” included in the pack.

>> Explore more virtual host performance templates

Livestream Power Bundle

This virtual host bundle kit is available in both anime and cartoon styles, designed for live performances and interactive presentations with trigger-based animations.

>> Explore more virtual host performance templates

Explore more tutorial videos

Resource links

Know more

2D Animation Software for Cartoon Maker | Cartoon Animator

FREE for 30 days & get 1,700+ ready-made assets:

2D Animation Software Download | Cartoon Animator

zbrush pose tools space pirate

How to Effortlessly Pose a ZBrush Character Using Character Creator

This article is featured on 80 Level

Jaaziah

Hi everyone! I’m Jaaziah, a 3D Character Artist. In this mini-tutorial, I’ll be showcasing the workflow for posing a ZBrush character I used for creating my Space Pirate creature from “The Extra Mile” tutorial course.

When I started the course, my goal was to create a character that could exist in the same universe as Kudu, The Clever Repairer, created by Pablo Munoz Gomez for the course. This meant achieving a realistic style by sculpting in ZBrush, texturing in Substance Painter, posing in Character Creator 4, and using ZBrush Pose Tools all of which I will showcase in this article.

Jaaziah’s ArtStation

Sculpting

Heavily referencing the 2D concept for my pirate, I started with a blockout in ZBrush, prioritizing the character’s silhouette. I used ZBrush sculpting tools to extract many of the clothes and accessories, and utilized ZRemesher and ZModeler to create clean details. Additionally, I enhanced my character’s costume with a variety of sci-fi kitbash assets.

Here’s the final result of my ZBrush sculpture. At this point, it is too high-poly for Character Creator 4 to handle, so we will need to do retopology.

Re-topology & ZRemesh

Before importing our character into CC4, we need to ensure the 3D model has proper topology for smooth animations. The model should have enough quads for smooth deformations but not so many that it becomes too intensive for CC4 to handle. I used ZRemesher to create low-poly subtools for my character, which I then imported into Maya. In Maya, I further reduced the quad count by deleting unnecessary edge loops and UV unwrapping the meshes.

Baking & Texturing

I used Marmoset Toolbag 4 for baking, as it allows me to manually paint the offset and skew the baking cage to eliminate baking errors. The more tedious step is manually renaming all of the baked maps to their corresponding UDIMs so that Substance Painter can recognize them properly.

To simplify the texturing phase, I assigned two materials to the character: one for the jacket and one for the rest of the character. This allowed me to hide the jacket layer and properly texture the materials underneath.

After this, I exported the model and baked maps into Substance Painter and began a PBR texturing workflow. To achieve a realistic look, I referenced real-life clothing and creature skin to replicate intricate details like dirt on clothing and wrinkles and scars on the skin.

To make the texturing phase a lot easier, I used many smart materials I’ve collected over the years from high-quality packs by various artists. For the skin, I used a “Creature Skin” smart material provided by Pablo in “The Extra Mile” course, which includes settings for veins, skin color variation, and bumps.

Posing in Character Creator 4 (CC4)

To efficiently transfer our retopologized model from ZBrush to CC4, we need two plugins: ZBrush Pose Link for CC4 and ZBrush Pose Tools in ZBrush.

Rigging in CC4 is a straightforward, step-by-step process. To simplify joint placement, I hid the jacket and set the leg joints to tip-toe. I then generated a three-fingered skeleton and placed the joints accordingly. Next, I selected the meshes that needed to deform during animation, leaving others as non-bending accessories. I pressed “Bind Skin,” which might take some time depending on mesh density. After just 10 minutes of work, I ended up with a fully rigged character, ready for posing.

For this character, I’ll be using the “Raging Orc” animation pack, as its barbaric style complements the Space Pirate’s personality.

I explored the animations and selected a frame, then further edited the pose to my liking. I pressed “Record New Pose” in the Pose Tools plugin before sending the mesh back to ZBrush. Since I didn’t import the armblade into CC4, I can adjust it in ZBrush.

Once back in ZBrush, I can easily correct any errors by pressing the “Edit Current Pose” button and using the move brush. This feature is very useful for correcting issues when weight painting becomes too tedious in CC4 or for exaggerating certain shapes of your character.

Thanks to CC4’s efficiency in creating new poses, I crafted five different poses to showcase the character’s sneaky yet aggressive personality. In ZBrush, I utilized the T-Pose mesh feature to edit multiple subtools simultaneously, which was especially useful for the jacket due to its multiple subtools. I also used facial references to add expressions to the character, such as anger, characterized by furrowed eyebrows, flared nostrils, and a clenched jaw.

What I appreciate about CC4 is its extensive library of hand signs and gestures, which is a massive time saver for me. Looking back, these five poses took about half a day to complete, even though I had to manually touch up some meshes that were deforming or overlapping incorrectly. Overall, CC4 is the best software for posing characters efficiently.

Once I was satisfied with the poses, I exported the entire model from ZBrush and imported it into Maya to assign unique materials to each UDIM, as Marmoset Toolbag 4 currently does not support UDIMs. After assigning the materials, I exported the model to Marmoset Toolbag 4 for lighting and rendering.

Lighting

The quickest yet most crucial part of the character creation workflow is lighting and rendering, as beauty shots significantly enhance the quality of your portfolio. The best method is 3-point lighting, achieved by combining HDRI with point lights. To easily adjust the point lights, I select them directly in the viewport, allowing me to move them as if they were a camera. I recommend using no more than 2 or 3 point lights in addition to your HDRI, as adding too many lights can quickly make the lighting appear artificial.

After that, I imported the raw renders into Photoshop, applied a High Pass filter, and used overlays to brighten key areas such as the character’s face. These adjustments help make your portfolio stand out among other character artist portfolios.

Conclusion

This concludes my showcase of the Space Pirate creature character. I’d like to thank Reallusion for recognizing this character and providing me the opportunity to share my workflow. I hope you found my process helpful for your own character creation journey.

Related Posts

————————————————————————————————————————————————————————————

The original article was written by Jaaziah and is also featured on 80 Level.

Reviving Historical Figures with Character Creator and iClone

Jose Andrés García – 3D ARTIST AND CREATIVE

Jose Andrés García is a 3D artist and creative professional from Málaga, Spain. He first developed an interest in 3D animation through his work in decoration. He also worked in architectural visualization.

He started with Daz Studio. He gradually mastered Character Creator and iClone. Eventually, he integrated these tools with Unreal Engine to tackle more advanced projects. His expertise has been instrumental in crafting stories about Spain’s history.

For several years, Jose has collaborated with The Legacy: El Legado Español. The organization is dedicated to promoting Spain’s legacy in North America. This collaboration has involved organizing traveling exhibitions in Spain and the USA. These exhibitions celebrate the 250th anniversary of American independence and Spain’s support for the thirteen colonies.

Jose’s use of Character Creator and iClone in these exhibitions has gained significant media attention. It was notably featured on NBC during an exhibition in Washington D.C. that ran until April 12th, 2024. Among his notable works is the historical series “We The Spanish People.” This series received considerable recognition in both Spain and the United States.

“Creating and animating this kind of stories presented itself as a real challenge. After trying several programs, I discovered iClone and Character Creator. That’s when everything changed. The workflow and the ease of creating animations and characters surprised me a lot. I was also impressed by the possibility of transferring everything to Unreal Engine.”

Jose Andrés García – 3D Artist & Creative

Transitioning from Architecture to 3D Artist

Hello, my name is Jose Garcia. I have been working as a freelancer for several years. I want to share with you how I started in the field of 3D animation. I also want to discuss the creation of historical videos. I have always been passionate about drawing and painting.

I worked for many years as a decorator. However, my dream had always been to tell animated stories beyond infographics and architectural video presentations. I wanted to create stories where characters interact with each other and their environment. This was finally achievable when I discovered Reallusion tools.

Creating and animating this kind of stories presented itself as a real challenge. After trying several programs, I discovered iClone and Character Creator. That’s when everything changed. The workflow and the ease of creating animations and characters surprised me a lot. I was also impressed by the possibility of transferring everything to Unreal Engine. I spent some time learning and practicing both programs. Finally, I set out to create a project. Through this project, I can tell stories of my country using 3D animation. This method would reach a young and not-so-young audience in an entertaining way. Now, they could watch episodes of Spain’s history and its heroes, many of them forgotten.

“My dream had always been to tell animated stories beyond infographics and architectural video presentations. I wanted to create stories where characters interact with each other and their environment. This was finally achievable when I discovered Reallusion tools. “

Jose Andrés García – 3D Artist & Creative

Creative process of “We The Spanish People”

Thanks to this storytelling approach, my videos have been widely disseminated. They are exhibited in traveling exhibitions both inside and outside of Spain. One of the most notable works is the video “We the Spanish.” It was created for the presentation of the book “The Spanish Legacy; We the Spanish People.” The book was presented at the National Library of Spain in September 2023. The book was created by The Legacy association in collaboration with the Ministry of Defense. It is a journey through postcards that span three centuries of history. It showcases the cultural footprint that Spain left on what is now the United States.

Several of my videos are included in the book, viewable via QR codes. The creative process in this project has been very smooth. This is thanks to the integration of iClone, Character Creator, and Unreal Engine. The possibilities for creation and editing are almost endless. With Character Creator, I can even use AI enhanced plugins like Headshot. These plugins allow me to quickly generate a face and body animatable 3D character from a photo or portrait image.

For characters where we have paintings or images, like Admiral Luis de Córdova, I use those sources for their creation.

For those without documentation, like General Montiano from northern Spain, I create the characters based on facial features. These features are appropriate to their place of origin. I also consider the era. It’s incredible to see how a forgotten hero like General Montiano is now easily recognizable with his story. You can simply search for him on Google.

Character Animation with iClone and Unreal

In the case of the project “Nosotros los Españoles” (We the Spanish People), the main animations focus on three heroes: General Montiano, Admiral Luis de Córdoba, and the Corsair Olavarría. They are protagonists of previous videos. These heroes appear in the explanatory postcards included in the book and seen in the museum paintings.

iClone is a fantastic program. In combination with Unreal Engine, it allows us to transfer our characters and animations with motion capture.”

Jose Andrés García – 3D Artist & Creative

Using the Museum Environment Kit from Unreal Engine, we created a realistic setting. In this Unreal Engine setting, we recorded everything as if it were a real movie.

We added secondary characters from ActorCore. It helped make digital people appear as if they were visitors to the Spanish Legacy Museum.

Experiencing the Spanish Legacy Exhibition

Thanks to associations like The Legacy: El Legado Español en los Estados Unidos de América, the history of our country has been widely disseminated. Our country’s crucial contribution to the development of what is now the USA has also been widely shared.

The Legacy has organized traveling exhibitions throughout Spain over the past few years. These exhibitions showcase Spain’s impact and the contributions of the Spanish Viceroyalty. This occurred during the 300 years our ancestors were in those lands. These exhibitions have been held in over 30 Spanish cities, where people have enjoyed the videos I’ve created. These videos tell mostly unknown chapters of this part of Spanish history.

Additionally, an exhibition was organized in Washington D.C. at the Spanish Cultural Center. Another was organized at the Army War College. The Army War College is the most advanced center of the US Army, which trains its future leaders.

Learn More

https://www.spainculture.us/city/washington-dc/we-the-spanish-people

https://www.thespanishlegacy.com/en/we-250th-aniversary

https://www.youtube.com/@thespanishlegacy6236

https://www.defensa.com/espana/we-the-spanish-people-expone-washington-aportacion-espanola

Related Posts

Cutting-edge technologies at Choffin Career and Technical Center

STEM Students at Choffin Career & Technical Center employ cutting cutting-edge technologies with iClone and Character Creator

Choffin Career & Technical Center offers Youngstown City School District scholars career and technical education opportunities combined with hands-on learning experience to prepare them for their futures.

ABOUT CHOFFIN

Originally opened in 1912 from a generous gift from the C.C Choffin estate, Choffin Career and Technical Center has provided specialized training for various skilled trades and occupations beyond traditional high school and college curricula for decades. From automotive repair to game design, Choffin has been preparing students for careers in various industries.

In September of 1973, a new building was built to house Choffin Career and Technical Center to accommodate 1,100 juniors and seniors from Youngstown’s high schools.The opening of the new center introduced several new courses, including account clerk, auto body, advanced secretarial, and many more, supplementing existing courses such as appliance repair, drafting, and cosmetology.

Today, fifty years later, the Choffin Career and Technical Center continues to serve both Youngstown students and adults, offering updated versions of existing courses and introducing new ones aligned with technological advancements. The programs are organized into five academies: Skilled Trades, The Arts, YouMed, Business, and Public Safety. Additionally, the center provides adult training in practical nursing, dental assisting, and surgical technology.

While career tech training was once considered an alternative to college, it now serves as a pathway to higher education, particularly for those pursuing STEM fields. The Choffin Center remains committed to accomplishing three primary goals for Youngstown students: graduating on time, earning industry credentials, and being prepared for both career and college pursuits.

TEACHING TOMORROW TODAY

In 2019 Interactive App and Game Design was added to the program available at Choffin. In this program, high school juniors learned how to do computer programming as well as design games using Unreal Engine. 

In their senior year, they learned 3D modeling and animation using software such as Blender, Character Creator, and iClone. In 2023 the program evolved and became the Real-time 3D Technology program. The Real-time 3D Technology program is designed for the world of entertainment, arts, and technology. In this program, our students learn how to develop video games, create 3D worlds, animate 3D characters, and develop AR and VR experiences.

This knowledge prepares students who wish to enter the Mobile App and Video Game industry with vast knowledge in Design, Programming, 3D Art, and Animation. The skills learned throughout this program will open the doors to endless possibilities in industries such as Game Design, App Design, Film, Architectural Visualization, Artificial Intelligence, Augmented Reality, and Virtual Reality.

WORKING WITH REALLUSION SOFTWARE

In the real-time 3D technology program at Choffin, our students are no longer confined to traditional textbooks and lectures. With the advent of cutting-edge technologies like iClone and Character Creator, the classroom has become a vibrant hub of creativity and innovation. From crafting digital worlds and games to producing virtual production sets, movies, and VR experiences, our students are embracing the limitless possibilities of these powerful tools to redefine the way they learn and express themselves.

This year we purchased iClone 8 and Character Creator 4. These programs allow our students to create lifelike characters, animate them with fluid movements, and design immersive environments with ease. Whether they’re crafting a fantasy adventure, building a futuristic city, or reimagining historical events, iClone provides students with the tools they need to turn their ideas into reality.

Complementing iClone is Character Creator, a versatile tool that enables students to customize and personalize their characters with unprecedented precision. From facial features and body proportions to clothing and accessories, Character Creator gives our students the freedom to express their creativity and bring their characters to life in ways never before possible. With a vast library of assets and a seamless integration with iClone, Character Creator empowers our students to create unique and compelling characters that drive their narratives forward.

But the impact of iClone and Character Creator extends far beyond the realm of storytelling. In our classroom, students are using these tools to explore a wide range of disciplines and subjects, from art and design to computer science and engineering. With iClone and Character Creator, students can collaborate on projects, experiment with different ideas, and develop critical thinking and problem-solving skills in a dynamic and engaging environment.

One area where our students are using iClone and Character Creator is in the creation of digital worlds, games, and virtual production sets. Students are leveraging these tools to design interactive experiences that transport players to new and exciting worlds, challenge them with puzzles and obstacles, and immerse them in rich and immersive narratives. Whether they’re exploring ancient civilizations, traversing distant galaxies, or embarking on epic quests, our students are pushing the boundaries of what’s possible with iClone and Character Creator.

One of the things that set iClone apart for us is its seamless integration with our Perception Neuron suit. By pairing iClone with our motion capture suit, our students learn how to capture human movement for editing inside of iClone. This allows them to create characters that move and behave in a way that feels natural and lifelike, enhancing the overall quality and realism of their animations.

In our classroom, iClone and Character Creator are invaluable tools for students interested in filmmaking and virtual production. With their intuitive animation tools and powerful rendering capabilities, students learn how to produce high-quality movies, animations, and virtual reality experiences. From previsualization and storyboarding to final production and editing, iClone and Character Creator provide students with everything they need to bring their cinematic visions to life on the screen.

iClone and Character Creator have revolutionized the way our students learn, create, and collaborate in the classroom. By empowering them to explore their creativity, express themselves, and push the boundaries of what’s possible, these tools are transforming education at Choffin and shaping the next generation of innovators, storytellers, and digital artists. 

Choffin Career and Technical Center Hosts Market Day

At the bustling Choffin Career and Technical Center, Friday April 26th marked a day of innovation and creativity as the annual Market Day unfolded. Among the many exhibits, one particularly caught the eye of the press – the Real-time 3D Technology class, where students showcased their mastery in digital artistry. Utilizing cutting-edge tools like Character Creator and its Headshot 2.0 plugin, they demonstrated to attendees their skills by crafting lifelike digital humans from photographs.

Throughout the day, the students explained their process, explaining how the digital humans created can be used in projects such as games, movies, VR experiences, and training simulation apps. From the initial creation in Character Creator 4 to the seamless animation in iClone, powered by Perception Neuron motion capture suits and animations from Mixamo, the students at Choffin Career and Technical Center showcase their dedication and expertise.

WFMJ.com News weather sports for Youngstown-Warren Ohio

Follow Choffin Career and Technical Center:

Facebook:
https://m.facebook.com/ChoffinCTC/

Instagram:
https://www.instagram.com/choffinctc/

Epic Showdown with a Demigod | Character Creator and iClone

Mohammad Khalikh

Mohammad Khalikh, trained and educated in India, is a skilled previs artist renowned for his contributions to both live-action and animation projects. His clientele includes prestigious names such as Lenovo India and Xolair, with one of his previz works notably featured in a war movie available on Amazon Prime Video India.

To explore more of Mohammad’s artwork, follow his portfolio on ArtStation under the username @grizzlyartist.

Khalikh’s Contest Entry

The artwork was a submission to the Pwnisher Boss Fight 3D Montage Challenge in 2023. Utilizing seamless integration with Unreal Engine, iClone, and Character Creator, Mohammad showcased an epic fight between the hero and the ultimate boss with imaginative storytelling and precise technical execution.

Concept Phase

The moment I saw the template for the Boss Fight, I realized I wanted to create a sequence from the epic Ramayana where Lord Ram fights Kumbhakarna. Additionally, I chose Unreal Engine for this project, as I had very little time to execute this challenge.

Using Proxy Models

An important aspect of using the Unreal Live Link with iClone is understanding the correct layout and measurements. Using the Unreal template I received from the 3D challenge, I exported the proxy models from Unreal to iClone with just a click. This helped me understand the layout of the characters in the scene, enabling me to place them in the correct positions accurately.

Generating Crowds

Another critical aspect of this challenge is that it involves a war sequence, which requires crowds. To address this, I quickly created a humanoid monkey soldier using the Headshot 2 plugin. I then used Blender to add a tail with springbones to the monkey character. Additionally, I utilized the available Gargoyle and elephant characters from the Reallusion store. My focus was on creating various animations. And these characters are engaging in combat with each other.

Crafting Characters

The characters were put together with ease in Character Creator. The clothing for the characters was readily available, as it had been prepared for some of my previous projects involving Indian characters. One of the greatest advantages of using CC characters is that the clothing can be easily saved and reused for multiple human characters. It’s as simple as drag and drop!

Making Prop Animation

Animating the bow and arrow is a must. So, I exported the bow from Character Creator and rigged it in Blender. Then, I easily animated it in iClone using the Edit Animation Layer feature. The bones created in Blender were accessible here to create motion for props.

Using Unreal Transfer

After having all the main characters, crowds, and props animations ready, I utilized the Unreal plugin and CC auto setup to export all the characters along with the animations into Unreal Engine. This process also facilitated the reassignment of textures and shaders in Unreal Engine.

Composition in Unreal Engine

After setting all the animations, I utilized the free available models from Sketchfab and other sources like Quixel Megascans to create the 3D environment. Additionally, I incorporated the Ultra Dynamic Sky. This add the sky and lighting for the scene, resulting in the final render.

Thoughts

Creating this boss fight scene was a thrilling and challenging experience. It pushes the boundaries of my skills in Character Creator and iClone. The integration with Unreal Engine allowed me to bring my vision of an epic showdown from the Ramayana to life with vivid detail and dynamic animations. 

From generating crowds to crafting intricate character animations, each step of the process showcased the flexibility of these tools. I hope this scene inspires others to explore their creative limits and leverage the incredible capabilities of modern 3D software. Thank you for joining me on this journey! I look forward to sharing more of my work in the future.

Related Posts

Animating Commercial Quality Film with CC UE Control Rig

Maya director animates sci-fi clone story with Character Creator, iClone, and Unreal Engine Control Rig

Dom Fred – Director / Producer / Editor / 3D Animator

Dom Fred

Dom Fred has established a remarkable career in the television advertising industry. He has made significant strides in digital and 3D production tools.

Over the past two decades, he has expanded his expertise to include music videos. He also creates documentaries, catering to a global clientele. In 2007, Dom founded his own company, DOM ANIMATION STUDIO. He specializes in product and post-production. He seamlessly integrates 3D characters into real environments and special effects (SFX). He also creates martial arts and acrobatics action sequences for commercials.

“The Uni-T” is a 3D animated short film, by Maya animator and director Dom Fred. It showcases how filmmakers can leverage the CC UE Control Rig. This rig can animate Character Creator characters inside Unreal Engine with precision. It enlivens full-body movement and facial expressions using the familiar MetaHuman Control Rig.

In this short film, Dom Fred utilized Character Creator, iClone, and ActorCore‘s vast motion capture library. He combined these with Unreal Engine Control Rig tools. This highlights the full animation compatibility Character Creator users now have with these powerful tools.

The Birth of “The Uni-T”

Written by Alick Macaire, “The Uni-T” is a 3D animated short film by Maya animator and director Dom Fred. This project showcases the innovative use of the CC UE Control Rig to animate Character Creator characters within Unreal Engine. It allows for precise full-body movement and facial expressions through the MetaHuman Control Rig.

The universal CC standards offer Unreal developers unprecedented flexibility in character customization, while providing access to a vast content ecosystem. This enables the deployment of animated digital doubles, stylized avatars, biped creatures, and crowd simulations.

This science fiction short film “The Uni-T” narrates the story of Sergeant Dominic Helion. He wakes up on the human space colony Libra 2 with no memory of his identity. As he uncovers combat clones in his image, he embarks on a journey to understand his singularity and achieve unity, despite the obstacles in his path.

Technical Mastery of Tools

Dom Fred utilized ActorCore‘s extensive motion capture library to enhance the authenticity of live combat sequences in “The Uni-T.” The project employed advanced tools like iClone , ActorCore, and the Unreal Engine Control Rig. Together these tools forma state-of-the-art production pipeline, that light speeds any animation workflow. Animations that would take weeks can now be done in days.

Character Creator, with its digital human character Kevin, exemplifies the level of detail and realism achievable with the Reallusion ecosystem.

Character Creator, with its digital human character Kevin, exemplifies the level of detail and realism achievable with the Reallusion ecosystem. 3

The iClone Unreal Live Link plug-in simplified the animation process. It allowed for efficient control and rendering of 3D animations from iClone to Unreal Engine. With this plugin you can control characters, lights, cameras, and animation directly from iClone into Unreal Engine.

Collaboration with Reallusion

Years of collaboration with Reallusion have enabled Dom Fred and his team to push the boundaries of 3D technology. They have advanced real-time digital production to new heights. The integration of the CC CONTROL RIG plug-in into their production pipeline added an accent to the creation of “The Uni-T,” allowing for direct interaction with characters and ultra-realistic motion capture from ActorCore.

The CC CONTROL RIG facilitated full-body movements and facial expressions using the MetaHuman Control Rig. This synergy offers unprecedented flexibility in character customization.

Production Process

During the production of “The Uni-T,” the ability to adjust animations directly within the Unreal Engine timeline proved invaluable. It was also crucial to add and modify animations. This flexibility allowed for precise control over complex scenes and character expressions, enhancing the overall storytelling. The use of face and body control poses across different Character Creator characters streamlined the animation process. It ensured consistency and efficiency.

Final Thoughts

The CC-UE Control Rig has revolutionized 3D animation. It enables seamless interaction between CC characters and the Unreal Engine environment. It provides unprecedented control over all tools. Dom Fred’s latest creation, “The Uni-T,” exemplifies the power of Reallusion’s and Unreal Engine’s 3D technology.

For this team, the production of “The Uni-T” is a milestone in 3D animation. It showcases the capabilities of the CC-UE Control Rig plug-in. This project not only highlights their technical expertise. It also reflects their dedication to pushing the boundaries of digital production, to deliver an immersive and visually stunning experience to audiences.

Follow Dom Fred:

Website:
https://www.domfredfilm.com/accueil

LinkedIn:
https://www.linkedin.com/in/dom-fred-films-81904194/

YouTube:
https://www.youtube.com/channel/UCaEVZPzkWUsg9Wti9Cao4Vw

Facebook:
https://www.facebook.com/profile.php?id=100063571358642

Vimeo:
https://vimeo.com/spaceagentsmysteriousax/videos

Related Posts

Photo or Image to 3D Face

When I first discovered iClone in version one it had a powerful image to 3D face tool that was unmatched in the industry as far as I could find. What impressed me was using a photo of the long-running James Bond actor Roger Moore. The character mesh looked nothing like Moore. Having already been disappointed by the early photo-to-face tool in Poser, which did everything but look like the reference photo, I wasn’t expecting much.

The default mesh had a thin face and head along with an equally thin body that did anything but match Roger Moore’s appearance at the time. After a short wait, I couldn’t believe what I was looking at. It WAS Roger Moore in the face and head despite the body being thin.

Both use Auto Mode. The Left has no shaping while the right has stylized shaping.

After this, I rounded up several more pictures of former Bond actors like Sean Connery, Timothy Dalton, and Pierce Brosnan. All were very good copies of the original actor as the tool seemed to shape the head according to the image. Maybe it was just my imagination but that thin mesh head suddenly filled out with different images and became the basis of a test clip called “The Faces of Bond” which helped to sell me on iClone as a viable tool.

Even being new to iClone I was able to put the clip together in one day. Something unheard of at the time, particularly when animation could cost thousands of dollars per minute to produce. My project cost was the cost of iClone and my time.

Both images use Auto Mode with no shaping. Anyone can reproduce reasonable copies of famous actors, people or characters.

Today Reallusion’s photograph to 3D face tool is known as Headshot and resides in iClone’s close cousin, Character Creator and it is easy to use with a minimal learning curve like other Reallusion products. Whether it be a photograph or an AI-generated image, Headshot can use that image to make a very close copy with minimal work.

As of yet, I haven’t found an easier-to-use photograph to 3D face product that turns out such stunning characters with so little time and effort.

AI-Enhanced Headshot 2 Plugin

Headshot, like Character Creator, was a major boost in creativity and productivity when it was released. This is particularly true for those of us who might be lacking in a skill or two when it comes to creating characters with unique faces or reproducing well-known faces of celebrities or newsmakers. Character Creator is loaded with tools including integration with ZBrush for quick and easy round trips between the apps. However, not all of us are master sculptors of facial features but this photograph to 3D face tool makes us look like pros.

Headshot gives digital artists or character devs a quality photo-to-face tool that can bring more detail to your characters. Headshot gives us the ability to take an image (photo or ai-generated) and create a high-quality character with great facial features and expressions. It can be done with little to no intervention in the Auto mode or more detailed shaping and guidance with the Pro mode. Both modes are included in the plugin. 

If you are new to creating 3D characters, you’ll soon learn there is no easy way to do so without applications like Character Creator. Not only does creating a character involve making the basic character mesh, but there is also UV mapping, rigging, and skinning down to knuckles and toes. You have to learn about binding and poly collapse along with poly count and many other 3D nuances.

Or… you can use Character Creator and the Headshot plugin.

Why Use Character Creator and Headshot?

To save time and frustration while getting great results. Being able to tweak those results right up to rendering time is another bonus. Character Creator and Headshot handles all of the character creation tasks for us while we concentrate on making the best character we can.

It wasn’t that long ago that a 3D artist had to have several applications like Maya, 3DS Max, or Cinema 4D for the majority of the work. A painting program like 3D Coat for UV texturing. Sculpting programs like ZBrush or Mudbox for more organic shapes and the list was long. None of those tools are cheap and back in the early days they were prohibitively expensive for the average freelancer while shutting out the home animator completely.

Character Creator and Headshot’s pricing make the tool more readily available to a wider group of animators and character devs for fast turnaround which saves time and money. Smaller studios can benefit from getting more of out their existing talent pool without increasing anyone’s workload. It may decrease the workload while improving character output.

With Character Creator and the Headshot plugin, we can dump the expensive apps and the long, difficult learning curves to concentrate on creativity instead of the tedious technical work required to create a great character with full function and a massive expression library.  

Character Creator characters also work in pipelines for Unreal Engine and Nvidia Omniverse with plugins and USD file support. You can control the action from iClone while using the game and render engines for a more cinematic look and feel.

Auto Mode

Auto mode excels at making groups of unique characters in a ridiculously easy way. In this tutorial, I wasn’t looking to exactly duplicate the head in the image, which is possible, but I was more interested in quickly turning out unique characters. This was a quantity-over-quality endeavor (1024×1024 texture resolution) looking to turn out as many characters as possible, so I did not do any reshaping to tweak the head to match the image.

Pro Mode

Don’t let the title fool you. While it is Pro mode, you don’t have to be a pro to use it. In fact, it gives us more tools like the image matching tool and sculpting tools to get results of 4 times higher resolution (4096×4096) compared to Auto Mode. When used in combination with each other, Headshot can create even more professional and delicate close-up views of virtual humans without tweaking any sliders or other morphs.

However, if we use the morph sliders to help shape the head we can more closely match our source image with overall head shaping and individual feature shaping.

The second part of the tutorial below shows how easy it is to use the pro mode with the sculpting features to more closely match the source image. I’ve purposely kept the tutorials short as we can always go to Kai’s tutorials for more details.

TIP: If necessary, you can run your character through both modes using the Auto mode for hair generation and the Pro mode with the Image Matching tool for more detailed sculpting. Go through the Auto mode first then save the hair it generates before going on to the Pro mode for more shaping after which you can load the generated hair onto the character as the hair will conform to the head shapes.

Common Features for Both Modes

Facial Ethnicity Detection

The Headshot AI Engine detects the human face and creates 3D heads with naturally matching face types. Typical profiles for Caucasian, Asian and African are provided, and each with subtle variations based on the nature of your source images.

As you can see, behind the scenes, Character Creator does a lot of work that we don’t have to even think about. As I stated earlier it was the powerful “image to head” technology that brought users like me to iClone back in version one long before AI and since then, with AI, Reallusion has improved on that tech.

Match Skin and Body Types for Generated Heads

Character Creator gives us several body types to choose from whether it be for “Image to Face” or Mesh. These body types range from a currently loaded character to male, female, baby, and neutral. It also gives us some initial tools on skin type like Clean Soft, Clean Rough, Scalp, Beard and Scalp. These help to tell Character Creator how to handle the final output and deserve some time spent here with experimentation. It is recommended that you try all of these types at least once to get an idea of what they can do.

Hair Generation

One of the unique features of Auto mode is Hair generation. Character Creator takes care of this process with no intervention on our part as it relies on the original image for input. According to the website it also adds an additional mesh layer with an alpha mask to soften the edges. The generated 3D hair is also conformable to other character head shapes.

Build a 3D Hair Library

Auto Mode Hair generation can help you build a library of Character Creator hair. Start a habit of saving generated hair and before long you will have a library of hairstyles for your characters. Since the process is handled by the software we just have to wait for the magic to happen, save the hair, and watch our library grow.

One thing we find out, as animators and digital artists, is the fact that you can never have too many hair assets in your inventory. Not only does Auto Mode do all the work but you get the hair as a bonus.

The AI-enhanced plugin does a great job of initial shaping so for a large number of characters, auto mode is a click-and-forget procedure for each character.

Headshot Morphs 1000+ Detailed Shape Refinement

Another feature that makes Headshot so powerful is the Headshot Morph 1000+. From full head and face sculpting to individual features – head contour, face, eyes, nose, mouth, and ears, the six levels of morph detail enable users to hover over different control areas, and use directional mouse drags to refine the corresponding mesh shape intuitively. You can quickly achieve the professional and detailed look of 3D scan models.

Even more, the search function in Headshot Morph 1000+ helps to locate the targeted morph out of 1,125 facial morphs categorized by unique visual icons and naming within a second, users are given control over all possible facial shapes for the most accurate source images to recreate all possible human facial varieties regardless of race.

Source Photograph or Image Prep

There are some things to keep in mind when searching for or creating source images. Foremost is a good image with soft, diffused lighting. We don’t want any harsh shadows on any area of the face as it may come out as a dark spot on the character’s face. A main offender is a side shadow which makes one side of the face too dark and one side of the face light resulting in a less than desired result that looks more like a dirty face.

From the Source Photo Guide in the Headshot Manual:

  • A good image/photo is the key to great result of Headshot 3D head generating process. There are five crucial factors to kind in mind when it comes to choosing a good image or taking a good photo.
  • The image used for realistic 3D head generation should be a clear, well lit picture of a full head facing front, with nothing obscuring the facial features. The film format of the image can be .bmp, .jpg, .jpeg, .png, .tif or .tiff.
  • Depending on the mode you use for generating the head, the concept of an ideal image are basically the same yet differ in terms of resolution and cropping.

Mesh Head Option (New in Headshot 2.0 Update)

There is also a mesh option with Headshot 2 that allows us to replace the head of a character with a different head mesh such as creating an anthropomorphic cat or dog with human, bipedal characteristics with a working animal mesh head. While this article focuses on the Photo to Face options I also wanted to point out the mesh feature for those that may not be aware of it. This powerful, but simple method involves mapping points on the mesh head to match up with Character Creator’s mesh and controls. You can have as few as 24 points or more if needed to define areas like the back of the head or odd shaped ears. There is also an auto-map feature that, in my experience, matches anywhere from 80 to 100 percent of the points needed leaving only minor adjustments and maybe a few additional points.

Overview of using Mesh feature for bipedal Cat character. “Imagine cat” (https://skfb.ly/6R6Qv) by nonlly is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

As usual, Character Creator does the hard work for us. You can get more information from my review on the Mesh option when it was released providing an overview of the process.

Summary

It doesn’t matter what size operation you have, from a one-person studio to a major motion picture studio, Headshot can save a lot of time which saves a lot of money that can be budgeted elsewhere or possibly even go into that ever-elusive concept called “Profit” to make your life better.

Using AI-generated images, stock photography, or our images, Character Creator and Headshot provides us with a consistent and feasible method of creating highly detailed characters for close-ups, crowds or actor groups. We don’t need a supercharged set of skills to produce a great character. Just a good source image, Character Creator, and the Headshot 2 plugin.

Click here for an overview of the 7 steps to create an AI-generated character.

MD McCallum - WarLord

MD McCallum – WarLord

Digital Artist MD “Mike” McCallum, aka WarLord, is a longtime iClone user. Having authored free tutorials for iClone in its early years and selected to write the iClone Beginners Guide from Packt Publishing in 2011, he was fortunate enough to meet and exchange tricks and tips with users from all over the world and loves to share this information with other users. He has authored hundreds of articles on iClone and digital art in general while reviewing some of the most popular software and hardware in the world. He has been published in many of the leading 3D online and print magazines while staying true to his biggest passion, 3D animation. For more information click here.