Mythcons
Greetings, my name is Peter Alexander. I am a character designer and 3D generalist who works with Character Creator 5 (CC5) and related pipelines. The recent updates to the Blender Auto Setup have made me more excited about CC4 character design than ever. Thanks to the brilliant developers, character design in Blender using CC4 assets is very streamlined and is a viable solution for those who do not have access to ZBrush or other licensed software.


Introduction
In this article, I’m going to explore some of Character Creator 5‘s new features, focusing mostly on the HD pipeline. Character Creator now supports two subdivision levels, adding a vast amount of mesh definition, which can be enhanced further with normal maps. The extra geometry allows for more possibilities with how far the base mesh can be stretched. Whereas previously a design like this was only barely achievable, now the geometry rests comfortably in this shape, allowing for enhancements like a better facial expression profile.
For this tutorial, I’m going to stretch the mesh over this AI-generated rat character. Once I clean up the mesh after wrapping, I’ll give it some basic polypaint and sculpted details, then send it back to Character Creator 5 at SubD 2. From there, I’ll clean up the mouth shape, add some expressions using Face Tools, add a tail and whiskers, then send it to Unreal to take advantage of that pipeline’s features. Let’s dive in!


Prepping for the Wrap
I’ll start by loading up the CC5 HD base mesh. Then I’ll send it over to ZBrush using the GoZ Plus. The HD Base loads with one Sub Division Level. You can add another subdivision if you want. Or you can add it later. GoZ Plus can send up to 7 Subdivision levels, though usually 5 or 6 is enough. Even though you’re generating extra subdivision levels in ZBrush, only 2 are supported on the CC5 side. The extra levels will be used to generate more detailed normal maps.

Generating an AI Mesh
I’m using a free service called Tencent Hunyuan 2.5 to generate this mesh from an AI reference. I’ll export it as an FBX and then load it into ZBrush. Then I’ll insert that Subtool into the Ztool right under the “CC_Base_Body”.


Wrapping the Base Mesh
Next, I’ll use a paid add-on called Zwrap to wrap the base mesh around the reference mesh. Before you do that, you’ll want to create a Morph Target for the CC_Base_Body. This will allow you to more easily correct aspects of the mesh after wrapping.

Zwrap functions much like Headshot. You line up corresponding points on the two meshes and then initiate the wrapping process.

Fixing the Wrap
Once the wrapping is complete, areas of the mesh will have to be corrected, such as the eye sockets and inner mouth, as well as the tear ducts and eyelashes. If you mask everything except those areas, you can dial out the deformed areas and manually align the corrected areas to the current body shape. This can take a bit of practice to master, but you’ll get it if you stick with it. It basically involves a lot of masking, smoothing, and using the gizmo.

Having a morph target saved allows you to selectively fix areas of mesh that have been badly deformed or are incompatible with the reference mesh, such as the hands and feet.

Adding Color
Now that all my details are in place, I will add some basic polypaint so that I can easily generate textures using the GoZ Plus process. This character is very exaggerated, but almost basic in his colors, so I can just paint them by hand. You can transfer the colors from your reference mesh, but in this case, it’s about the same effort to just paint them.

Polypaint works based on mesh density, so more subdivisions allow for more polypaint details. However, these colors will be baked onto textures that do not depend on mesh resolution, and since these are basic colors, 2k should be enough resolution.
Using GoZ Plus HD
The character is now ready to send over to CC5. Go to the GoZ Plus panel and adjust your settings as needed. The GoZ Plus panel now includes the new Subdivision levels. For this project, I’m adjusting the settings to create data for SubD 2. If you select all SubD levels, it will create the normal map for each level, adding tothe file size. Since you can do this as needed in Character Creator, I will keep those options unchecked. In addition, the GoZ Plus panel now supports 8k resolution and Displacement Maps, which can add a new dimension of detail to the character when combined with SubD 2.

Initiating the HD Transfer
Make sure you choose a Subdivision Level; otherwise, the normals will be generated to accommodate no subdivisions, and no SubD data will be transferred. After you initiate the GoZ Plus Transfer, it will go through a script that will create the diffuse and normal maps if those options are checked. When the script finishes, it will send that data to CC5 and place the maps in the proper material slots, and will have transferred the SubD data.

I did not create polypaint data for the eyes, teeth, or tongue, so I will fill in that data using the texture settings and by replacing the materials with those of prefab assets.
Set HIK T-Pose
If your reference mesh has a different pose, you can give your character a proper T-Pose using the “Set HIK T-Pose” function. This will ensure compatibility with all humanoid animations in iClone.

Eyelash Correction
In addition to the “Correct Eyeblink” function, Reallusion has introduced a “Correct Eyelash” command, which saves a tremendous amount of time (as those who’ve created content for the Marketplace come to know).

Although this figure is more stretched than detailed, you can see the difference in stretching quality when you dial down the subdivision levels.

Mouth Correction
A common issue with wrapping meshes is that the mouth has deformation issues. In order to correct the mouth, go to the “Edit Facial” menu, and dial the “jaw open” slider. Then send the character to ZBrush using the “Current Pose” so that the mouth stays open.

In ZBrush, we’ll need to correct issues without changing the rest of the character too much. Any issues with the mouth being open involving the neck should be addressed in the Facial Profile Editor or Face Tools, not with this edit. When you’re finished, send the character back over to ZBrush and close the mouth.
Face Tools
Now I’m going to edit the facial profile. This can be done using Face Tools or using the Facial Profile Editor. For this pipeline, both involve ZBrush. Face Tools allows you to do it in one sculpting session and create wrinkle maps, whereas the Facial Profile Editor allows for more complete editing. The best of both worlds is to start with Face Tools and then finish with more refined editing using the Facial Profile Editor.

Once the editing is done, initiate the transfer to CC5. This is another script, and it will prompt you with options for the process. Make sure you enable “SubD2” in the process if you’re working at that level.


Adding a Tail
I created the tail very quickly by exporting the main body mesh to Blender and basically using it as a source for duplication and extrusion. The mesh can be sent using the OBJ or FBX export, or through the Blender Auto-Setup add-on. I rigged the tail with basic bones, painted the skin weights, then imported the Tail as an FBX using the Prop Import option. Rigged items must always be imported as a prop first, not an accessory.


I attached the tail to the “Pelvis” bone, and then assigned the tail some spring bones to give it dynamic motion when he walks.
This rat is now ready for the Unreal Engine pipeline. And since it is compatible with Reallusion’s library of animations and iClone’s expression tools, I can give the character a unique personality, fitted to its design.

Unreal Export
I will start by exporting to Unreal Engine and selecting the UE5 Skeleton. Click the gear icon to load more options for export, choose “SubD 0” under “HD character”, and make sure “Smooth Mesh” is checked. Once imported into Unreal, you’ll have access to the Unreal Engine Control Rig, giving even more facial control within that pipeline. The UE facial rig provides an industry-standard solution to facial animation and refined control.


It’s a new day for Character Creator, and I’m excited to see how CC5 will be leveraged by large and small projects as the Reallusion suite of 3D tools embraces a new dimension of detail and integration. Thanks for reading this tutorial, and I look forward to seeing you apply these exciting techniques in your own creative journey.
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