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Seasoned VFX Creative embarks on Short Film with Character Creator and iClone

Soumyadipta Roy

In the multifaceted role of a Trainer across diverse creative domains like 3DDMP, Concept Art, SpeedTree, etc., within Technicolor Creative Studios, Soumyadipta Roy draws upon a wealth of experience spanning 15 years. His expertise extends to the development of VFX, Games, Episodics, and Animation teams, involving recruitment efforts across national and international territories, with a successful track record of hiring hundreds of artists for the studio.

With a portfolio that includes contributing to iconic projects like Harry Potter, Wrath of the Titans, Superman, X-Men, and other significant franchises, Soumyadipta brings forth 14+ years of seasoned experience and a confident skill set.

His professional aspirations center around fostering a healthy work-life balance within these creative disciplines and evolving in tandem with the artist community. He is dedicated to cultivating an ecosystem that empowers every participant towards a more promising future, especially in the burgeoning era of content within the Metaverse Market.

Looking ahead, Soumyadipta’s ambitions include spearheading a CG project designed to seamlessly transition into games, movies, and episodics. His vision involves collaborative development with the artistic community, emphasizing collective empowerment. Soumyadipta Roy extends an invitation to join him on YouTube, where he share insights and creative processes in one of his initial projects, titled “Winter Child.”

“Real-time software like Unreal Engine, Reallusion’s Character Creator and iClone can now give artists the ability to take their vision to life in hours if spent right. The results are fantastic and allow us to work with the final render quality on the viewport. It gives up the ability to check and edit the final results while the work is in progress. We are just a thought away. This is why I feel confident about Realtime software.”

Soumyadipta Roy – Professional VFX Artist

Q: Hello Soumyadipta! Welcome and thank you for being part of our feature stories. Kindly introduce yourself and tell us more about the many movie projects you have worked on.

My name is Soumyadipta Roy, but out of love, people call me Roy. I have been an artist in the industry for about a decade and a half, creating over 300 hours of content in film, games, and the education sector. I’ve had the privilege of working on notable movies such as Harry Potter, Disney’s John Carter, Stan Lee’s Chakra the Invincible, and Educational Videos for Byjus the Learning App. You can explore my professional journey on my website – https://www.artistroy.com and currently working as a Trainer in Technicolor Creative Studios, Bangalore.

Outside of my professional commitments, my wife and I engage in a personal weekend CGI project named “Winter Child”. This project draws inspiration from mythological forecasts found in Hindu and other scriptures, exploring a scientific connection within them. The project is called “Winter Child” and the name plays a significant role near the climax of the story. We started this project in 2018 as a couple-project which is why it is very personal to me. Little did we know the campaign would find so much love from the community. But as we could not raise enough funds at the time, and due to the lack of knowledge and experience, we kept it for later. So we work on it from time to time on the weekends and holidays as a couple of thing.

I thank Reallusion for the wonderful tools and support they are doing for the community. I hope to bring this world to the metaverse and I look for your support. If I can build a social media community through, YouTube, Instagram, Facebook, Twitter, and other platforms, then I can connect with audiences and will be happy to develop this metaverse world together. Please join me on my YouTube channel to kick-start this project.

Q: As a VFX Artist you have decided to embark on your own project the WINTER CHILD. What made you decide to create your own film? And why did you decide to use real-time animation software, instead of the traditional animation tools?

At some point of every person’s life, they feel like creating a project of their own. I too want to do that, a project of our own with fantastic views from our cultural and mythological side in the Hollywood sci-fi approach to things. This, in turn, will make room for jobs against the crisis in the industry, but also allow us to remember our essence of Dharma, a way of living in India, back into the views of our generation, which makes it a product not only for children but for an age group ranging to the elderly who are well versed with the codes of Dharma from the ancient mythologies.

It’s neither an easy nor a cheap task to do, which is why real-time animation software enables us to quickly render out results which was not possible in the earlier days. This ability now allows artists to able to make movies at home. Real-time software like Unreal Engine, Reallusion’s Character Creator and iClone can now give artists the ability to take their vision to life in hours if spent right. The results are fantastic and allow us to work with the final render quality on the viewport. It gives up the ability to check and edit the final results while the work is in progress. We are just a thought away. This is why I feel confident about Realtime software.

Q: You mention bringing grand visions to life, using the perfect tools. As a VFX artist, how did you discover Character Creator and iClone? And what are your comments on these tools?

In my journey within the industry, interacting with diverse people and navigating different management styles across films, games, and education, I’ve encountered various problem-solving scenarios. One significant challenge was organizing high-quality characters and their props for animators to bring to life. The process of conceptualizing characters, along with their props, facial blend shapes, rigging, and skinning, is time-consuming and usually takes weeks for just one successful character.

The remarkable part is how, with the help of Reallusion softwares, I was able to streamline this complex process into a matter of days. iClone’s capacity to manage high-quality content is truly impressive. As an artist, I’ve successfully crafted characters of varying ages, ready for animation and expression. I could easily dress them according to the “Winter Child” world, even adapting outfits to different body types, allowing us to create an army from a single designed soldier! The real-time results displayed on the viewport facilitate quality checks on the fly.

In my role as a content creator and talent trainer, handling character packages in iClone has been exceptionally smooth, saving valuable time in file administration.

Q: Character Creator enabled you to create all your characters for your film. Typically what is your creative process, starting from the script, and how long does it take you to create one character?

Normally, for any project, I would read the script from the client, where the core of the concept lay. I read the script multiple times and often discuss the designs, the finish, the mechanism, and manageability. This process is not only helpful for the artist’s side but also for the client’s side because it brings more perspective to the concept. That’s why I ensure I write a satisfying script before heading into production.

Being an English Major, my background helps me write something my wife and I find exciting to show to the world. Every detail of the character, such as the palm mark on a character’s chest or the little blinking lights on the character’s suit, serves a function or has a story behind it. These characters inhabit an ice apocalypse, and they need rich background physical world mechanisms to survive.

Crafting characters used to be a time-consuming process—weeks for one character! Thanks to Character Creator, it now takes hours. My wife and I were able to design and test the final look simultaneously. As an artist, I can develop characters of various ages, animation-ready, and expression-ready. We can modify and enrich the concept even better because we can see how minor changes would look at the final stage. Dressing them for the “Winter Child” universe is a breeze, and the real-time viewport feature allows for quality checks on the go.

Q: For animation you employed iClone and its tools. What would you say are the most impressive advantages of using iClone, and what advice would you give to other artists who are on the fence about using Reallusion tools?

Handling character packages in iClone was a breeze, saving me valuable hours in file administration. The animation tools and packs in iClone are nothing short of wonderful. Once I imported the pack, it was a delight to work with the tools for body animation layers, facial lip sync, and expression editing. This smooth workflow allowed me to focus more on storytelling and less on getting tangled in technical troubleshooting with iClone‘s layout. Both Character Creator and iClone have proven to be indispensable tools for my wife and me in crafting our CGI project in the Metaverse.

“Handling character packages in iClone was a breeze, saving me valuable hours in file administration. The animation tools and packs in iClone are nothing short of wonderful. Once I imported the pack, it was a delight to work with the tools for body animation layers, facial lip sync, and expression editing. This smooth workflow allowed me to focus more on storytelling and less on getting tangled in technical troubleshooting with iClone’s layout. Both Character Creator and iClone have proven to be indispensable tools for my wife and me in crafting our CGI project in the Metaverse.”

Soumyadipta Roy – Professional VFX Artist

Advice for fellow artists who haven’t tried Reallusion tools yet: Embrace the simplicity and efficiency these tools bring to your creative process. The seamless handling of character packages, coupled with the powerful animation features, can truly elevate your storytelling game. Get your hands into the Reallusion universe, and you might just discover a perfect alley for your creative endeavors. The real-time benefits and user-friendly interface could be the game-changer you’ve been looking for. Give it a try, and you might find yourself wondering how you ever created without it!

Follow Soumyadipta Roy:

YouTube:
https://www.youtube.com/@artistroy

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

ArtStation:
https://www.artstation.com/soumyadiptaroy

Website:
https://www.artistroy.com/

Flying Solo with Vector Graphic Animation and Motion Pilot

This article is featured on AWN

About Daniel Pojda

Hi, I’m Daniel hailing from Poland. I’m a designer who dabbles in digital content creation for e-learning, animations, instructional videos, and interactive graphics. No matter what kind of work I do, animation remains my favorite hobby that gives me great satisfaction.

Spaceships and Cosmic Voyages, but Why?

Since childhood, I’ve been fascinated by space travel. I loved watching movies like 2001: A Space Odyssey, Star Wars, and Blade Runner. When I learned about the new features in the Cartoon Animator 5.2 update, I immediately envisioned an animation of a spaceship flying in outer space, with its hull reacting to flight direction and speed.

How to Start Creating 2D Animation

To begin with, I didn’t plan on making an entire animation, instead, I just wanted to create a spaceship in a graphics program. Afterwards, I considered which parts would need to be animated using Spring Bones and which parts would need to use the Sprite Editor.

Thanks to new features like Motion Pilot and Motion Path, my standard animation workflow has improved significantly. Now, I can focus more time on the details, including secondary animations for the rocket’s spinning fan, blinking light, and rocket engine.

Testing the movement of the spaceship with Motion Pilot inspired me to tell a more complex story. Thus, “Paper Dreams” was born, depicting a little boy’s dream of a journey through space and time.

Animating a Story using Motion Pilot and Path Animation

The story is acted out in two settings: the present, depicted as the peaceful life of a little boy in the countryside; and the future, in an imaginary cosmic space. The new animation function in Cartoon Animator 5.2 gave me the ability to fill in many details. For example, the present scene is filled with dozens of animated objects that contribute to the ambiance. By combining Motion Pilot and Spring Bone functionality, I was able to very quickly create animated flowers and grass. The time saved allowed me to add a spinning windmill, a moving tractor on the farm field, farmhands, and even a crowing rooster!

With Motion Path Animation, I quickly animated the paper airplane along a flight path. The ability to use different objects on the same path allowed me to effectively transition from one timeline to another.

Customizing Ready-Made Characters

Considerable thought went into the creation and animation of 2D characters since I needed to portray the same person at different ages. It was important to maintain similar features between the two versions of the same character.

The library of ready-made characters in Cartoon Animator made it easier to alter individual elements on the characters. I could mix and match various visual elements by using whatever was available in the Content Manager or by creating new projects if needed. Because I aimed to display my characters from various angles, I managed to create the front and back sides of my characters by swiftly adjusting the layer order in Composer mode. This feature alone makes Cartoon Animator an exceptional 2D character creation program.

Putting Lip-Sync Animation onto 2D Characters

Utilizing and modifying characters already available in Cartoon Animator 5 has another advantage: they are ready for lip-sync. I simply added a premade sound file to the timeline to perfectly synchronize the character’s lip movements with the voice. This enjoyable process required minimal adjustments 

Adjustable Colors for Vector Graphics

While animating, I always pay attention to consistency, especially when it comes to visuals. By using vector graphics, I was able to add objects and color them in real-time. This way, I could perfectly match the colors of the moving elements like grass or meteors to the backgrounds.

Cartoon Animator Streamlines the Workflow

Cartoon Animator 5 has significantly enhanced my experience and efficiency as an animator. The new intuitive features, such as Motion Pilot and Motion Path, have streamlined my animation process. By reducing the time and effort required for the technical aspects of 2D animation, Cartoon Animator 5 has enabled me to devote more time to creativity, focusing more on the finer details and storytelling. 

The software’s versatility in handling various aspects of animation — from creating characters and synchronizing lip movements to editing vector graphics on the fly — allows me to experiment with diverse styles and techniques. This flexibility is invaluable, helping to keep my work fresh and innovative, which is crucial in the rapidly evolving field of digital content creation. 

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

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The original article is written by Daniel Pojda and also featured on AWN.

Realtime Animation Made Easy with ActorCore and iClone Omniverse Live Sync

3D crowd generation workflow for a cinematic night scene

This article is featured on AWN

About the Artist

Hi, I’m Pekka Varis, a 3D animator hailing from Finland and the CEO of Cineshare, a company centered around NVIDIA Omniverse technology. I proudly hold the title of NVIDIA Omniverse Ambassador, with expertise in utilizing Reallusion’s iClone, Character Creator and ActorCore within NVIDIA Omniverse Composer. My focus lies in crafting realtime animations and delivering top-notch rendering for various projects.

In this tutorial, I’ve demonstrated techniques for breathing life into expansive outdoor environments by populating a 3D scene with animated individuals. I utilized iClone Live Sync to Omniverse, integrating ActorCore 3D characters and mocap animations to create a dynamic and engaging experience.

What is iClone Omniverse Live Sync?

Building on the foundation of a full 3D animation system integrated into NVIDIA Omniverse™, the iClone Omniverse Connector brings even greater productivity with its new Live Sync feature, offering real-time animation preview and a seamless two-way workflow. The powerful combination of iClone and Omniverse empowers individuals and design teams to effortlessly create, animate, and deploy 3D characters for digital twins and business simulations, all while fostering seamless collaboration within the Omniverse platform.

Live Sync shows realtime previews between iClone and Omniverse.

Benefits of live sync are huge! As you can see, I get instant feedback inside Composer with high frame rates. I have no limits in my creations, building larger than life stories inside city streets – such an easy task with ActorCore stock assets.

Pekka Varis, CEO, Cineshare

ActorCore + iClone for Realistic Crowd Animation

In the ActorCore 3D asset store, I have the ability to swiftly download characters tailored to my specific style and effortlessly apply movements. Creating bustling crowds to populate my streets is a rapid process, and if necessary, I can easily generate manual, high-quality close-up animations with just a few clicks. The synergy between ActorCore characters and iClone Motion Director empowers me to execute exceptional camerawork for inspiration.

ActorCore library offers a variety of 3D people.
Powerful motion editing tool in iClone.

Camera Animation and Rendering inside Omniverse

In Omniverse Composer, I animated my cameras and integrated various free props available in NVIDIA’s extensive asset store. Utilizing the latest RTX real-time rendering engine, along with the new DLLS 3.5 and Composer’s exceptional camera tools, I successfully concluded this project, achieving stunning and beautiful results.

Use Omniverse Composer for advanced camera movement and high quality rendering.

Conclusion

Leveraging iClone Live Sync for Omniverse greatly enhances the efficiency and productivity of deploying digital humans in virtual productions. It provides a robust, rapid, and intuitive method for creating expansive outdoor renders, enabling advanced character animation tailored for simulation purposes.

For free ActorCore 3D characters and mocap animations, visit here.

For a free trial version of iClone , visit here

For more info about Pekka Varis and Cineshare, visit here.

Related Posts

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The original article is written by Pekka Varis and also featured on AWN.

Winning 2D Animation Contest by Making Animated Series with Own Characters

The Winner Tips & Interview series covers practical workflows and techniques shared by winners from the “2023 Animation At Work Contest”. To let users see the full spectrum of the Cartoon Animator pipeline, we are introducing projects that received attention and credit from the community. Let’s now take a look at “A A Gourmet’s Gospel” to see how Noel Yu worked her magic with Reallusion Cartoon Animator (CTA).

About Noel Yu

I am an illustrator from Hong Kong with a pen name called Momofish, currently working on promoting my IP characters, “Little Flame” and “Little Ocean”. Although I would call myself an illustrator, I am in fact a hobbyist with no professional background.

Like many people, I have no formal training in animation, and my sole foundation lies in the passion for drawing that I’ve nurtured since childhood. Despite being a novice in this field, I hold a small dream close to my heart. I aspire to see the characters I create evolve into a unique IP, potentially becoming my legacy for future generations. Presently, I am dedicated to developing my IP character, Little Flame, and regularly updating the latest stories and Cartoon Animator tutorials on my YouTube channel.

How I Discovered My 2D Animation Software: Cartoon Animator

To make my own IP character more alive, I find it necessary to learn how to make animation. With the character performing on screen, my drawing is much more eye-catching. When I looked up on YouTube for animation software, I was determined to find something that could start immediately, while also cutting the production time. While searching, I found Cartoon Animator 5. With the online courses offered by Reallusion and Basic courses from 2D Animation 101, in addition to the experience gained through the production of each animation, now I can make my own animated story series for my characters.

Why I chose this topic?

I’ve been a fan of manga and a gamer since I was a kid. Therefore, I accumulated a lot of stories in my head and they’re a major source of inspiration for me. These stories mix together in my head. When combined with my own imagination and experiences from my daily life, without realizing it, my own story is born.

Little Flame is my original IP character and he has many different looks and identities to fit different scenes. In the Asian Lunar Calendar, the year 2023 is “the Year of the Rabbit”, so I designed this bunny costume for him a long time ago. No matter what Little Flame looks like, his characterization is that of an agile gourmet, a boy who will go to any place for delicious food. If I’m going to make an animation based on the premise of “selling a product” with a promo starring Little Flame, it must be something related to food. At first, I wanted to take on the “Comics and Arts” category. After thinking for a while, I realized that IP characters should know how to integrate themselves into the product, so I decided to switch categories and dive into the “Business and Commercial” category.

My 2D Character Creation Process

Step 1 – Create G3 Actor

Create a unique G3 Actor for your character first. If you’re not sure how to start, you can use the default character in CTA5 as a reference.

Step 2 – Create G3 Actor’s own animation by using rigging and collect clip

Create repetitive actions such as walking and jumping for your character by rigging bones. Then use ‘Collet Clip’ to record it. It’s very convenient and time-saving because you don’t have to recreate this kind of action when you need to use it in the future.

Step 3 – Scene Creation

Pay attention to the Z-axis of each object. The front and back positions are very important.

Step 4 – Insert script’s WAV file and adjust lip sync

After inserting the WAV file, CTA will automatically detect the vocabulary and change the mouth shape for G3 Actor, but you still need to check it once and change it to a more suitable mouth shape.

Step 5 – Camera Movement

In order to have a better sense of presence and to make the audience more engaged in the scene, the Camera needs to be used in a timely manner to change where the focus needs to be.

Interview with Noel Yu

Q: What do you think makes a winning entry to competitions like this? How does someone make their entry stand out in the crowd and really grab the judge’s attention?

A: I think the most important thing is originality and uniqueness, having your own character makes an impression and makes you look different.

Q: You are quite new to Cartoon Animator. As a novice of Cartoon Animator, what surprised you most about working with this 2D animation software?

A: As a newcomer to CTA, I think the most amazing thing about it is how much time it saves. If you use frame-by-frame animation, it is very likely that a few seconds of animation will take hours to create. But if you use CTA, you can probably do it in just a few tens of minutes.

Q: Did you find the process of creating characters and content for your entry easy and enjoyable? And how did you find the experience of animating your project with Cartoon Animator? Were there any specific challenges you had to overcome? And if so, how did you overcome them?

A: As long as you understand what each function can do and what it can achieve, I think making this animated content is enjoyable, especially when you’re done! Using CTA allowed me to create my own animation quickly, which not only gave me a sense of accomplishment but also allowed me to see how much I’ve grown in animation production in a short period of time. I think the challenge is learning new features of CTA, or should I say, it’s always hard to learn new things. In fact, this is my first time creating a G3 Actor. When you’re starting from zero, you always worry about whether you can really do it. But after learning from Reallusion’s online tutorials and going into it with the idea that “it’s okay to make mistakes”, I slowly corrected any mistakes I might have made. Finally, I succeeded in making my first G3 Actor!

Q: As a Cartoon Animator user, if you had to choose only one tool or feature of CTA that is your absolute favorite, what would it be?

A: Must be Bone Editor. I use it for almost every animation, and it is time-saving with high productivity.

Q: What is your best piece of advice to other Cartoon Animator users who might be considering entering contests like this in the future?

A: I would like to begin with three questions and answer them.

  1. Am I a graduate of an arts-related program? No. 
  2. Have I ever learned how to make animations? Never.
  3. Am I good at using new computer software? Of course not!

It’s better to try out more features of CTA to make the animation better. Even if you don’t win the award, you’ll learn a lot of new techniques in the process. But the most important point is, “ believe that you can do it”. It would be too expensive to go back to school and I would have to study for several years so it’s obviously not for me.

Q: Now that this year’s contest is finalized, what does the year ahead hold for your work? Are there specific projects you are working on? How does Cartoon Animator fit into your future plans?

A: I will continue to use CTA to create stories about Little Flame and his friends and put them on my IG and YT channels. Also, since I can draw in the Japanese anime style, I will try to apply CTA to it in the future. Discovering more about myself and the possibilities of CTA seems to be one of the joys of my life.

Follow Noel Yu

Instagram | http://www.instagram.com/momofish_illust

YouTube | https://www.youtube.com/channel/UCWd9NGzW_eIsHt7cXk4DXMQ

Learn More

Know more about Cartoon Animator | https://www.reallusion.com/cartoon-animator/default.html

FREE for 30 days, and get 1,700+ ready-made content | https://www.reallusion.com/cartoon-animator/download.html

The Making of Miles Morales | Transforming 2D concept into 3D model with Character Creator ZBrush Pose Tools

Gerard Martínez Sánchez

I’m Gerard Martínez, a character 3D Artist and Instructor residing in Parets del Vallès, a town near Barcelona.

Presently, I teach at various universities, notably in Barcelona and Latin America. This year, I’ve had the opportunity to collaborate with XP-Pen Spain, enabling me to bring art and technology closer to a broader audience and share my passion for both worlds.

Follow me through my social media profiles: Instagram, ArtStation, Linkedin, Website

Introduction

Welcome to this 3D tutorial, where I wish to start by expressing my gratitude to the Reallusion team for inviting me to share the details of the creation process behind one of my latest characters: the Miles Morales fan art which was featured in Spanish magazine Renderout! in their issue #41 – for December 2023. It’s an honor to take part in this experience!

In this making of, I’ll walk you through my process of transforming a 2D concept into a 3D model, capturing the essence and exploring the best techniques and key elements that will bring the character to life using some of the tools from Character Creator (CC).

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Software Used:

  • PureRef: An application for gathering and visualizing references.
  • Photoshop: Post-production.
  • Blender: For polygonal modeling.
  • Maya: Retopology, UV mapping, and rendering.
  • Arnold Renderer: For the final rendering.
  • ZBrush: For digital sculpting.
  • Adobe Substance 3D Painter: For baking and 3D texturing.
  • Character Creator 4: Rigging with AccuRIG and posing the character.
  • ZBrush Pose Tools: Poses Management

_________________

A Pixar Touch

My main goal right from the start was to give the character a Pixar touch, as if it had dropped directly into their animated “universe.”

Before sculpting, I dedicated time to a thorough analysis of the original concept art from the movie “Spider-Man: Across the Spider-Verse,” created by Wendell Dalit. Exploring the details in the concept art provided me with a solid foundation for the project, allowing me to capture the essence and key elements that would contribute to the final result.

Next, I sought reference images for the body, suit, and clothing to start building a visual board in PureRef, which is a program that serves as a tool to efficiently organize and visualize visual references.

To search for references, I primarily use Pinterest because of how easy it is to find a variety of inspiring content that I can use as a reference. I also find inspiration on social media platforms like Instagram, Twitter, ArtStation, etc.

©Sony Pictures Animation

Starting the Sculpting Process

Typically, I start with a Polysphere or a low-polygon density sphere to perform the Blocking. I prefer using the “Reference Views” function to place my reference behind my model, which makes it easy and quick to compare with the concept.

Next, I’ll share the various stages I follow to sculpt a character in ZBrush:

Blocking

What is blocking? Blocking is the initial phase in creating a sculpture or character. It involves using basic shapes such as spheres or cylinders to establish its main structure.

It is crucial because it lays the groundwork and structure before adding details. It helps ensure correct proportions and a solid anatomy, serving as the foundation for adding more details later. The goal is to create a solid foundation to work on subsequently, ensuring that the final sculpture looks coherent and well-constructed.

For instance, I represent each muscle using different spheres. To create these initial shapes, I used various spheres and cylinders with the “IMM Primitives” brush.

Anatomical Blocking

Benefits of performing blocking

  • Quickly establish the basic proportions and volume of the final appearance of your model.
  • Prevent issues throughout your creation process.
  • Ensure that all parts fit together correctly before committing to the detailing stage.

Refinement and Detailing

Once the basic shapes of the character have been defined in the Blocking phase, I move on to the detailing stage. In this phase, it’s essential to merge all parts and increase polygon density for better definition. To achieve this, I use Dynamesh and simply smooth with Shift, refining volumes and beginning to add details.

I spent quite a bit of time perfecting the face to achieve that moment where, upon seeing it, you can immediately say, “Hey, that’s Miles Morales!”

When working with a concept, it’s crucial to ensure that facial features maintain the proper proportions in relation to the overall shape of the head and body. For instance, achieving the right position between the eyes, nose, and mouth makes it easier to capture the character’s likeness accurately.

Next, the following step involves capturing the secondary details of the face, such as eye shape, mouth thickness, nose shape, eyebrows, among others. Once I have the head more resolved, I paint the iris of the eyes to give it more vitality and expressiveness, providing greater inspiration for sculpting.

In the Geometry menu, we can find the Claypolish tool. I use this option quite a lot to achieve a more defined and polished appearance, especially recommending it for cartoon or stylized characters.

For this style, the most important aspect is perfecting the volumes and refining the shapes.

From Blocking to Detailing

Suit and Webbing

Once I had detailed the face and body, I proceeded to work on Miles Morales’ suit from the first movie. Although I could have opted for the suit from the second movie, I felt a special connection with the more “handcrafted” and urban design of the first one. Since the first time I saw it, I was fascinated by the design, and it has been a sort of homage for me.

Additionally, I decided to merge elements from the suit worn by Tobey Maguire in the trilogy directed by Sam Raimi. My goal was to achieve a version of Miles Morales’ standard suit with more realistic textures, incorporating raised web lines and a metallic touch instead of them being sewn into the fabric.

To achieve this, the first step was to draw the entire suit’s silhouette and then perform an “Extract”. Subsequently, I sculpted some details to emphasize certain muscles and began drawing the entire web pattern using Vertex Paint. I opted for the Lazy Mouse option for greater precision in tracing.

Later, I turned the masked stroke into a polygroup (Polygroups/From Polypaint), duplicated the body, and removed everything except the web mesh. Then, I cleaned up the geometry and finally extruded it to add volume.

Steps for creating clothing

Hair

From the start, I knew Miles’ hair was crucial as it’s distinctive and easily recognizable.

In ‘Across the Spider-Verse,’ Miles Morales has a haircut known as a ‘taper blowout,’ which means it has volume backward, lifts, and features a fairly defined fringe.

Firstly, I searched for more images of this haircut to gather inspiration. Then, I made an approximate blocking of the hairstyle and sculpted each curl individually. I used the Clay Buildup tool for shaping and the Move tool to position the curls in the desired direction

High version

Retopology

Retopology is the art of remodeling a high-resolution model polygon by polygon, simplifying it, and making it more manageable for subsequent stages.

Retopology is an essential process that facilitates subsequent processes such as UV mapping or rigging.

Retopology

In my case, I prefer to perform this stage in Autodesk Maya, which I find very practical and intuitive.

Before importing the character, I optimize it a bit in ZBrush using the Zplugin “Decimation Master” to prevent Maya from freezing due to the number of polygons. This tool not only allows us to reduce the geometry amount but also maintains all the detailing we have sculpted. However, it’s essential not to repeat the process too many times as doing so can lead to loss of detail.

Once imported into Autodesk Maya, I use the Quad Draw tool to perform polygon-by-polygon retopology, ensuring that the polygons have similar sizes and correct topology.

Retopology Process

UV Mapping

The UV Mapping serves as the bridge between modeling and texturing in a 3D model. It essentially involves unwrapping the surface of the 3D object to represent it in a two-dimensional space. Though explaining this process might seem complicated, let me explain it with a simple example for better understanding.

Have you ever tried origami? It’s a creative art form that involves folding paper to create various figures and shapes. In other words, you transform something two-dimensional, like paper, into something three-dimensional using this technique.

With my students, on the first day I explain UV mapping, I always bring a cube for origami. I choose a cube because it’s a quick and easy object to build. This way, we observe the mechanics that when we have it flat, we can draw or paint as we like, and then we assemble it to create the cube. Understanding this mechanic, I explain that UV mapping is the same but in reverse. That is, we have the three-dimensional object, and we need to transform it into 2D to texture it.

Another example I often use, especially during this holiday season, is chocolates wrapped in the shape of Santa Claus.

When performing UV mapping, each model has its own rules, but there are critical points to consider:

  • Hide cuts in inconspicuous areas.
  • Ensure each part of the object is the correct size, similar to a puzzle.
  • Fill all available space, leaving nothing empty.
  • Avoid overlapping or crossing parts.
  • Leave a small space between parts.
  • Cut enough so that nothing looks odd.

It’s also essential to consider Texel Density, ensuring consistent sizes among UV parts. In programs like Maya, you can set a Texel Density as a reference and then adjust each one to be the same size. This prevents having different resolutions for each area when applying textures, achieving uniform resolution across the entire model.

For the Miles Morales character, I had a specific pose in mind, so I made cuts on the back to avoid issues. However, if your character is for animation and will be seen from different angles, it’s advisable to clean from all perspectives, not omitting any, as you don’t know where or when the model will be displayed.

In this character, I organized my UVs as follows: the head, eyes, and body divided into the suit and the webbing.

 UV Mapping – Head

Texturing

It’s time to give color to Miles in Substance Painter, and this is one of the stages I enjoy the most!

Before starting with texturing, I perform the bake of all the details from the high-resolution version and transfer them to the low-resolution version we created during the retopology stage.

Skin

I began the texturing of Miles Morales’ face by using the ‘Skin Face’ smart material as a starting point, then made some adjustments based on my preferences. The fascinating aspect of using Smart Materials is their versatility, making customization easier.

Initially, I adjusted the Base Skin layer to a tone more similar to Miles’. Then, I duplicated the ‘Skin Pores’ layer, adjusted the pore size using the tilling value, and strategically distributed them according to facial areas. All these adjustments were made using layer masks.

Later, I created a new folder named ‘Skin Shade’. Within it, I added several fill layers to introduce more skin tones. Next, I moved to what I call ‘Breaking Up.’ At this stage, the colors on the face seemed too smooth and unnatural for my liking.

To address this, I added a fill layer, applied a black mask, and used a procedural map with the ‘Add generator.’ I chose ‘Tri-planar Advanced’ and applied ‘BnW Spots 1’ to alter the color mask. As a result, the skin gained a more realistic and detailed appearance.

Skin Texturing

Eyes

The eyes were simply created by designing a texture in Photoshop and then projecting it onto Substance Painter with a roughness value set to 0.

Suit

Finally, for Miles Morales’ suit, I started by adding a black fill layer for the entire suit. Then, I projected the spider symbol that I easily found on the internet.

To add an artistic touch, I used a predefined brush in Substance called ‘Paint Spray,’ creating a spray-painted effect.

Lastly, I applied the smart material named ‘Fabric Super Hero’ to add texture to the suit using its height map

Suit Texturing

Exporting

Once I had all the textures for the character, I began the export process. The setup I used was for Arnold (Ai Standard), in PNG format with a resolution of 4096.

Posing

Now it’s time to bring the character to life and give it expressiveness. I was sure that the pose I wanted for Miles would have a youthful vibe.

In the past, when I was more junior, I didn’t enjoy this stage much; sometimes, I left the character in a T-pose and rendered it as is. But over time, I’ve realized how crucial posing characters is. My advice: dedicate time and care to the pose.

I used to use ZBrush to pose my characters with the Transpose Master tool.

However, since I had the opportunity to try Character Creator‘s AccuRIG and ZBrush Pose Tools, I now always use this workflow for posing. I highly recommend experimenting with the integration of ZBrush, AccuRIG, and Character Creator (CC).

Character Creator 4 – AccuRIG

To pose Miles, I prepared him before exporting to Character Creator.

It’s crucial to keep in mind that the ideal polygon count for models sent to AccuRIG should be under 300,000. Therefore, if you need to sculpt details that require high polygon counts, use ZBrush’s subdivision functions or other optimization techniques.

It’s also important to ensure that your model’s physical size aligns with Character Creator. You’ll find size unit parameters at the top of the free Pose Tools plugin. There are some preset height adjustments for metric or imperial measurements, or you can use the slider to set it manually. If your character has layers, be sure to merge them first to ensure a uniform size change.

Once the scale is set correctly, click the Resize button and confirm the model’s size. After this step, we can send the model to CC using GoZ, which will send the currently selected subtool. Once in CC, we’ll use AccuRIG to automatically link a skeleton to this character.

ZBrush Pose Tools – Resize

Once imported into Character Creator, the first step is to automatically detect the character’s joint positions. This is done by clicking the “Create Guides” button. After clicking “Create Guides”, the character’s joint markers will be generated. You can choose different display settings, including Wireframe over Shaded mode, for more precise placement if desired.

AccuRIG – Create Guides

Next, we’ll set the number of fingers for our character and click “Generate Skeleton” to produce our skeleton.

Here, we can adjust the bone color for better visibility and refine the position of the generated bones.

AccuRIG – Generate Skeleton

Once the skeleton is linked, skin weights are assigned to meshes related to body parts and clothing. This ensures realistic movement and separates solid accessories that should not be attached to the body.

AccuRIG – Bind Skin

Processing time may vary based on your character’s complexity and your computer’s speed. When the linking process completes, the skeleton’s color changes, and solid objects not previously selected are now categorized as separate accessories.

The most interesting aspect is that we can manually adjust all the bone weights provided automatically by AccuRIG. To do this, we’ll click on the “Skin Weights” button and then be able to manually paint the skin weights for each bone, allowing us to improve the entire skinning process.

Skin Weights

In “Edit Pose” is an essential tool to bring your character models to life. It enables easy creation and adjustment of custom poses, providing the ability to express emotions, dynamic movements, and subtle details. With intuitive controls, this editor enhances creativity by offering a wide range of options to refine the posture and attitude of your characters with precision and realism.

Edit Pose

After adjusting the pose in Character Creator, we send the current pose to ZBrush using the Pose Link plugin. Renaming poses immediately is essential for organization.

Editing in ZBrush is crucial for refining the pose and accessories. 

ZBrush Pose Tools

Furthermore, model subdivision allows for adding details like skin wrinkles or muscle definition.

Once editing is complete, save the file. It’s essential to save in both ZBrush and Character Creator to ensure continuity. CC’s pose management easily updates when loading the project, allowing a smooth transition between programs.

Definitely, there are several reasons to consider using this combined program (Character Creator and ZBrush) for character creation and editing:

  • Seamless creation of custom poses: The integration between Character Creator and ZBrush makes it easy to create and edit custom poses for your character models. This allows you to breathe life into your creations with unique and realistic movements.
  • Workflow optimization: The Pose Tools and Pose Link plugins streamline the process of transferring poses between programs, saving you time and avoiding technical complications.
  • Compatibility and versatility: The AccuRIG tool simplifies skeleton linking and skin weight assignment, ensuring characters are compatible with a wide range of movements and accessories.
  • Detail and realism: The ability to make manual adjustments in ZBrush allows for enhancing anatomy and clothing details, achieving more realistic and detailed visual results.
  • Extensive motion library: Character Creator offers a vast library of built-in motions, with the option to access more motions and poses through online marketplaces, providing an unlimited spectrum of possibilities for your characters.

Overall, using these programs together provides an efficient workflow, powerful tools for pose customization, and the ability to create characters with exceptional levels of detail and realism.

Shading and Lighting

For the final render of Miles Morales, I aimed for a blend between the film’s style and a look closer to cartoon animation, while still maintaining my personal style. During this stage, my usual approach involves applying maps within the Arnold aiStandardSurface material. I apply the Base Color texture to both the base color node and the Subsurface Color. Additionally, I connect the roughness map, the metalness map, and finally, the normal map.

Skin Shading

The shading for the webbing was opted for a completely black tone with a subtle shine.

For the lighting, I used a setup called the “three-point light” scheme. This scheme is primarily used in 3D productions and virtual settings to illuminate objects or characters in a 3D environment, achieving depth and realism. To achieve this, I incorporated an HDRI with low intensity as the primary light source to capture some reflections.

Next, I added a Key Light (Primary Light) using an Area Light type, illuminating the character from a specific angle to simulate a primary source. I adjusted the intensity, color, and temperature according to the mood and style I desired. I positioned the Fill Light on the opposite side of the primary light to soften the shadows and balance the illumination. The Rim Light was placed behind and above Miles to create a “glow” around him and add more depth.

Finally, in the finishing adjustments, I added backlights to illuminate the environment and adjusted the light intensities to achieve the desired effect. I experimented with shadows and reflections to achieve the desired result.

Lighting

Once rendered, I had the collaboration of my friend and neighbor Eliant Elias (Concept Artist), who helped me design the background to achieve the movie’s style. Thanks, Elias!

Finally, I want to express my gratitude again for this opportunity to explain the process behind one of my characters. It has been an absolute pleasure to collaborate with a company like Reallusion! Thank you!

I hope you’ve enjoyed this behind-the-scenes look. Until next time!

Follow Gerard Martínez Sánchez:

Instagram:
https://www.instagram.com/gms.3dart/

ArtStation:
https://www.artstation.com/gms3dart

Linkedin:
https://www.linkedin.com/in/gms3dart/

Website:
https://gms3dart.com/

Multiple Cameras & the Camera Switch (Switcher)

Most of us start out with single camera shots since not all of us are even aware of the camera switch or what it does when we first start using iClone. While there are times you might want to use a single camera, it can make animation harder since that camera has to be carefully used to not have to animate things in a scene when it isn’t necessary. 

Multiple cameras give you a lot more flexibility. I usually cite walking up to a door, opening the door, and going through it versus using multiple cameras to show the approach to the door, the door opening, movement through the door, and so forth. Putting enough onscreen to “sell” that walk through the door is the name of the game. 

It can be very tempting to use a single camera and, in a 3D asset, tutorial or tech demo that could be appropriate. For a cinematic endeavor, multiple cameras are the tool of many creatives. Multiple cameras make the dull and mundane more interesting when used with a carefully framed camera angle. It can add life to an otherwise dull scene by adding well-timed camera cuts that quickly switch from one camera to another providing a visual narrative for the viewer. 

You may have seen the commercials where people are partying it up on the beach and all the camera cuts make it look like a large party when in fact there are less than a dozen people shown from many different angles and situations to mimic a small crowd or large party. 

Animation is not so much recreating everything but more of getting the viewer to believe nothing was left out by judicious use of camera angles, camera cuts, assets and timing. 

Again, a single camera has its place in many different situations but research using multiple cameras and you’ll quickly find out it’s a preferred method for live events, sports and drama. 

THE SWITCH AND THE TIMELINE 

The Switch or camera switch is just that. It changes from one camera to another depending on its location on the timeline. You can find the switch on the timeline under the Project subsection. If you do not see the Project section, click on the square button in the upper left corner of the timeline to open the Project section.  

The camera Switcher or switch is located in the Project section of the timeline.

You can see the Switcher line within the Project section. You may have more lines showing on your timeline than in this example as that depends on settings. The Switcher is where everything happens as far as camera cuts go.  

It’s very easy to use. You start by right-clicking at the beginning but within the Switcher line and select a camera from the list. This list is populated by the cameras you have created in your project. From here you move down the timeline right clicking and choosing whichever camera you want to switch to. This is the timeline in its most basic usage. 

The Switcher in action. Notice the camera shot change as it clears each keyframe in the timeline.

The above GIF shows the timeline Switcher with individual keyframes for each time the camera changes. As the play head moves down the timeline you can see each camera change as its keyframe is passed. That camera will stay active until the next keyframe. 

CAMERA POSITIONS

The camera positions and their approximate angles in the above Laboratory example.

The Switcher is deceptively simple to use. You’ll spend more time thinking out the shot angles than you will setting them up in the Switcher.  

Unless you are being very dramatic or extremely comedic, I would recommend you have enough space between camera shots to seem natural when showing an environment like the outdoors or indoors. Dialog and other shots can dictate the placement of cameras to a large degree but in general filler or transitional scenes you don’t want to linger too long as the shot can get boring or go too fast and some of the viewers could miss important plot points. 

TUTORIAL EXAMPLE 

In the video tutorial, I used the Volumetric Lights & Lens Flare project in Visual Effects in IC Project. I have set the textures to smooth so we can see what is going on. I also added some Male and Female Motion Dummies with some simple drag-and-drop motions. These will be our points of interest when creating and switching between cameras. 

The plan is to create a camera for the female motion dummy at the door of a building. Create another camera for the couple window shopping and then one more camera for the male motion dummy taking a walk down the street. None of these cameras will be linked or attached to anything but the camera for the walking character will use its look-at feature to follow the character. 

CREATING THE CAMERAS 

This is a very simple task: 

  • Create a Camera 
  • Set the View to the newly created camera 
  • Select the female motion dummy at the door 
  • Press the Home key to move the view to that character 
  • Set the camera angle (or animate a moving shot)

Repeat the process by selecting one of the motion dummies of the couple. Create a new camera and home in. Repeat the process one more time for the walking motion dummy and with that new camera selected locate and use the look at feature in the Modify Menu to force the camera to always look at the character while it walks by, towards, or away from the camera.  

Each keyframe in the Switcher line represents one the cameras and changes as the play head progresses down the timeline.

See the video tutorial below for more information and detailed instructions. 

CLOSING 

In today’s world, the audience is a very spoiled bunch, and rightly so, particularly if they are shelling out hard-earned money to see content. The persistent inflation, nagging economic doubts, corporate layoffs, and any other number of negatives, mean the viewer wants a break from all that madness. And they have a right to be picky about the content they consume. 

With this in mind, it’s very important to experiment but also to be consistent where consistency is required or desired by the viewer. If they cannot keep up with a conversation between characters, they might not be open to second chances. 

Why multicam is possibly the best way to shoot drama (Redshark News): https://www.redsharknews.com/production/item/5284-why-multicam-is-possibly-the-best-way-to-shoot-drama

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

CC Content Development Guide for Reallusion Stores, ActorCore & Marketplace

Hello! I’m Luis Duarte, a Digital Artist. Currently, I am immersed in the exciting world of 3D modeling, and I want to share with you my enthusiasm for the Reallusion ecosystem, which provides us with a wide range of services, including iClone and Character Creator.

Today, I have the honor of talking to you about an additional benefit that all users can access. If you are passionate about the 3D world, eager to bring your creative ideas to life, and wish to acquire new techniques, you have everything you need to maximize your designs and become a content developer for Reallusion.

Being a content developer will provide you with numerous benefits, including:

  1. Learning new techniques that will enrich your workflow.
  2. Creating 3D assets and character designs more efficiently.
  3. Selling your designs for other users to use.
  4. Building a community of passionate followers.

With Reallusion’s Content Developer Program, you can generate income using your own designs, manage your time your way, and work comfortably from home. If you aspire to a more professional level and seek excellence, you can take your ambitions a step further by building your own brand for sale in the market and exponentially increasing your income.

Make the most of the advantages of building characters using the Character Creator system. This system allows you to create characters more efficiently by applying deformations directly to the animatable mesh without affecting the UVs and improving quality with high-resolution textures.

HOW TO START

In this tutorial mini-series, you will learn to build a cartoon-style character using the Character Creator’s base anatomy template. You can add natural features with the morph sliders system and add details by exporting the character to modeling software. You will also create fully functional clothing components and accessories for animation, building your library of reusable assets for other characters.

I will teach you how to design eyebrows and hair and integrate them into the expression setup system. Finally, you will learn to organize and package your components easily for publishing and marketing on the Reallusion Marketplace.

Don’t miss the opportunity to be part of the vibrant Reallusion content developer community. I assure you that you won’t want to miss this experience!

PART 1 – Character Creator Workflow with ZBrush

PART 2 – Creating Clothing & Accessories with Character Creator and ZBrush

PART 3 – Hair Creation for CC Characters with ZBrush

PART 4 – 3D Asset Packaging for CC Characters

Character Creator Workflow with ZBrush – PART 1 | CC Content Development Guide

Welcome to this 4-Part mini series on how to develop content for Reallusion Stores, ActorCore, and Marketplace.

In this FIRST, step-by-step tutorial we will show you how to design a character with all the head and body morphs in Character Creator (CC4)! In this first article, I will provide you with an overview of the complete process, allowing you to create custom characters in no time

  1. The first step is to export the character. We’ll use Blender for this example. Go to the “File” menu, select “Export,” and enable the “Nude Character in Bind Pose” option. Then, choose the export location and click OK.
  1. Next, go to the Modify panel and select the model. Press the “Reset” button at the bottom right to reset the model to its initial state.
  1. Now, you’re ready to start modifying the character. Begin by adjusting the overall scale and making specific modifications to different body parts using the sliders. Make use of the library of morphs categorized by body parts, such as the head, shoulders, arms, hands, eyes, and more. All modifications are applied in real-time
  1. When you’re satisfied with the modifications, go to the Scene Panel, give your character a name, and select all objects. Activate the “GoZ” option to transfer the model to ZBrush and continue customizing it.
  1. Inside ZBrush, make specific modifications to the body Subtool using the Move brush and sculpting tools until you achieve the desired result.
  1. After making modifications in ZBrush, go to the Tool panel at the top and press the “All” button to synchronize and return the model to CC4 with the applied changes.
  1. In the Modify panel, you’ll notice that the model is divided into various materials. Add color textures and normal maps to each of these materials.
  1. Enhance the inside of the mouth by adding stylized teeth from the library. For greater precision of objects within the mesh, use the Edit Mesh tool from the Modify panel.
  1. Include a basic eye texture in the corresponding fields to emphasize the character’s cartoon style. Replicate the same texture on the 4 present UVs (Eyes and Corneas).
  1. You can further customize your character by adding elements like eyebrows. Model the eyebrows in Zbrush and adjust them in Character Creator.
  1. Finally, refine facial expressions using the expression editor. Increase the values of the sliders to extend the range of geometry. Ensure that the eyelids behave correctly both individually and collectively. Adjust the expressions to your preferences.

Ready for Action!

With these simple steps, you can create unique and customized characters in Character Creator. I hope this tutorial has been helpful to you!

See you in the next article below.

Next in this tutorial series, we go to PART 2 – Creating Clothing & Accessories with Character Creator and ZBrush

Creating Clothing & Accessories with Character Creator and ZBrush – PART 2 | CC Content Development Guide

Welcome to this 4-Part mini series on how to develop content for Reallusion Stores, ActorCore, and Marketplace.

In this 2 tutorial, we will explore how to create 3D clothing and accessories as assets in Character Creator (CC). We will summarize the process of creating
clothing for our character, Chad, who is a character designed for a Character Creator content package that you can find in the Reallusion Content Store, under La Family Members Vol. 2 category.

  1. Let’s start by opening Character Creator and selecting our Chad model. Make sure to have the eyebrows selected as well. Then, activate the “Goz” button. In the pop-up window, keep the “Current Pose” and “Maintain Scales Relative to Model in ZBrush” options selected. The idea of having the model in this pose is to facilitate clothing material creation.
  1. Now, we can begin modeling the different pieces, using the body as a reference. You can duplicate the body and hide unnecessary parts. I also recommend using good references to achieve a realistic look without exaggeration. Chad has four pieces of clothing: a sweater, a coat, pants, and shoes.
  1. Once all the pieces are ready, export each piece separately and perform retopology using modeling software. This will generate new geometry with fewer polygons for animation.
  1. You will also create UVs for each object independently, meaning each piece of clothing will have its own set of UVs. This optimizes textures. Before applying textures, use Substance Painter to transfer details from the high-resolution mesh to the low-resolution one through the Bake process.
  1. Now, let’s return to Character Creator. Import our pieces one by one from the “Create” menu and activate the “Accessory” option. Make sure to center the pivot for each piece for proper placement.
  1. Then, select each geometry and use the “Transfer Skin Weights” option in the “Modify” panel. This will allow the pieces to follow the character’s movements. Before proceeding, let’s organize the different clothing layers. Select the sweater geometry and go to theTop Menu “Modify.” It’s essential to assign each garment to a different layer. This helps the program identify geometries based on their location on the avatar. For example, the sweater will be in layer 14, pants in layer 9, and shoes always in layer 1.
  1. Next, insert texture maps into each material. To do this, select each piece of clothing and go to the “Modify” panel, then to the materials section. In the texture settings, you can insert up to nine different textures, each serving a specific purpose.
  1. To correct skin weights on the clothing items, let’s start with the inner sweater. Select the piece and go to the “Modify” panel, then select the “Skin Weights” option. Vertices will be highlighted, and you can see irregularities in the geometry, especially near the joints. To correct this, right-click on the corresponding bone and adjust the vertex influence using the quick selection tool. The quick selection panel allows you to adjust vertex influence on a scale from 0 to 1, with 0 being the least influence and 1 being the greatest influence
  1. Now, let’s eliminate overlapping geometries. Select the shoes from the Scene Panel. Then, activate the “High Body Tool” from the “Modify” panel. This tool allows you to remove internal geometries. Activate symmetry and select the parts you want to hide, such as those on the foot. Do the same with the pants, making sure to keep symmetry active while selecting overlapping areas.
  1. Now that we have all clothing assets ready, the next step is to include them in our library. Ensure that the asset is centered in the scene and go to the content panel in the clothing section. Select the appropriate category, customize the asset, and then press the “Save” button. Assign a name and apply the changes
  1. Create a new project and select an avatar, like Eddie, removing all accessories and leaving only the body. Add the clothing assets one by one in real-time and check how they behave on the new body structure.
  1. To include accessories, the preliminary steps involve modeling and texturing the object, which applies to all types of accessories. Let’s take a cap as an example. Go to the top menu “Create” and choose the “Accessories” option. Reposition the cap by centering the pivot and adjusting its size as needed. Use the “Attach” option and search for the head bone in the search bar to link the cap to that bone. Apply the changes and check how the cap behaves by moving the head with the pose editor.

And that concludes our tutorial on creating 3D clothing and accessories with ZBrush and Character Creator. I hope you’ve learned a lot, and I hope this information is useful for your 3D animation and design projects.

Continuing with this tutorial series, we go to PART 3 – Hair Creation for CC Characters with Blender or ZBrush