
Overview
Traditional character pipelines ask students to build every stage from scratch — proportions, topology, rigging, weighting, facial setup — before they ever see their character move. By the time the rig finally works, the deadline is already in sight, and the creative decisions are behind them.
A different approach is emerging inside programs like Think Tank Training Centre, where mentors are guiding students toward hybrid Think Tank character creation workflows that fold Character Creator 5 into established high-end pipelines. Claudia Marcucci and Marco Meier — two Advanced Term students working on very different projects — both used CC5 as the connective tissue between ZBrush, Substance Painter, and Unreal Engine 5. Their results show what the pipeline unlocks at either end of the spectrum: creative acceleration on one side, game-ready precision on the other.
Meet the Artists and Their Projects
Claudia Marcucci is a 3D character artist from Milan, currently studying Character for Games at Think Tank Training Centre. Her path into character work has been deliberate — after training as a 3D generalist in Italy, she took Scott Eaton’s anatomy course to deepen her figure work before joining Think Tank to push further into character specialization.
During her third Advanced Term, she developed Travelling Merchant, encouraged by her term supervisor, Saurabh Jethani, to experiment with Character Creator as part of her pipeline.
“I decided to implement it in my pipeline after seeing how Saurabh’s character was taking life during our recorded lessons by using it, week after week.”
Claudia Marcucci, student at Think Tank Training Centre
Marco Meier approached CC5 from a different angle. From the start, he knew he wanted a fully game-ready character with a complete rig and working cloth simulation — and CC5’s MetaHuman integration gave him a specific reason to rebuild his pipeline around it.
“From the start, I knew I wanted a fully game-ready character with a complete rig, cloth simulation, and with the CC5 update introducing the MetaHuman feature, I saw a great opportunity to integrate the CC workflow to save time and streamline the process.”
Marco Meier, student at Think Tank Training Centre
Both characters converged in Unreal Engine 5, fully rigged and Auto-Setup-ready, despite starting from very different creative briefs.
The Hybrid Think Tank Character Creation Workflow: Why It Matters
For students, the hardest part of character work is rarely the sculpt. It’s the weeks of technical setup that stand between a finished model and a posed, animated shot — and that’s where CC5 is changing the Think Tank character creation workflow.
- Stage 1 — Start inside Character Creator 5 or from the Reallusion base
- Stage 2 — ZBrush for sculpting, with Character Creator 5 compatibility preserved
- Stage 3 — Substance Painter for texturing
- Stage 4 — Back into Character Creator 5 for rigging and skin weighting
- Stage 5 — Send to Unreal Engine 5 via Auto Setup
Character Creator 5 in Claudia’s Workflow: Acceleration Through Immediate Feedback
Claudia’s use of CC5 is about compressing the distance between sculpture and movement. She wanted to see her character pose, emote, and react well before she was deep into final detail — and the pipeline rewarded that curiosity.
Starting from the Reallusion base — but flipped
Claudia began from the Reallusion Free Fully-rigged 3D Character basemesh, but deliberately chose the opposite gender of her final character. The constraint forced her to exercise anatomy and sculpting without leaning on the initial base.


To protect the pipeline, she applied Reallusion’s topology maps as a texture directly in ZBrush, keeping the loops in the right place even after heavy sculpting. She describes it as essential prep — not a nice-to-have.

GoZ iteration between ZBrush and Character Creator 5
Once the sculpt reached a strong stage, she used GoZ to bring the body into CC5 to check that the rig and deformation actually worked.
“It was really satisfying to see one of my characters taking life.”
Claudia Marcucci, student at Think Tank Training Centre
That early validation is the core of her case for the pipeline. Instead of discovering deformation problems at the end of the project, she caught them while they were still cheap to fix.
Transfer Skin Weight for clothing, directly inside Character Creator 5
After baking high-to-low and texturing everything in Substance Painter, Claudia brought the clothes and props into CC5 to skin them.

“Thanks to the implemented skin weight painting system CC has, I skinned everything directly in it, without having to constantly export and reimport from other softwares.”
Claudia Marcucci, student at Think Tank Training Centre
For the garments, she used Transfer Skin Weight to start from a cloth template and then refined the result by painting manually — a hybrid approach that respects the tool’s automation without surrendering artistic control.
Into UE5 with Auto Setup
With the character rigged, Claudia brought it into Unreal Engine 5 using the Reallusion Auto Setup for UE (All-in-One) plugin. The plugin assigned the skeleton and shaders on import — and crucially, made the character compatible with the MetaHuman Control Rig for both face and body.
She then imported animation from Character Creator, retargeted it, and combined it with her own keyframed animation directly in UE5’s sequencer.
“CC5 really helped me accelerate the character setup and rigging. Being able to see the character you worked on moving and being able to replicate realistic facial expressions was incredible, even from a really early phase.
As a student character artist, this pipeline helped me accelerate this technical stage and dedicate more time on the character creation stage.”
Claudia Marcucci, student at Think Tank Training Centre
Character Creator 5 in Marco Meier’s Workflow: A Game-Ready, MetaHuman-Rigged Result
Where Claudia’s pipeline is about speed, Marco’s is about control. His goal was specific from the outset — a fully playable character with a working MetaHuman rig and cloth simulation — and CC5 sat at the center of the pipeline that delivered it.

Marco eyeballed proportions from his concept inside CC5, then used GoZ to move into ZBrush for the full sculpt, including armor and ZWrap-driven skin detail. The discipline in his process shows up in how he protected the CC base body throughout:
“The main thing I had to be careful about was not destroying the original topology or any of the accompanying assets, so I could send it back cleanly. Importantly, I also verified that the vertex IDs were preserved so CC5 could still recognize the mesh on import.”
Marco Meier, student at Think Tank Training Centre
Vertex ID preservation is the single most consequential technical step in this kind of workflow — without it, CC5 can’t re-recognize the mesh, and the facial rig breaks. Marco refined topology in Maya against the official CC facial topology guide to keep everything intact, then baked it in Marmoset Toolbag and textured it in Substance Painter.
Back in CC5, he handled weight painting directly, making manual adjustments where the automation fell short — particularly on the hands — and used CC5’s built-in animations to test the rig before finalizing. For cloth simulation, he built a lower-resolution proxy mesh and drove the visible cloth from it inside UE5, keeping high-res detail on the visible asset and physics performance on the driver.

The final character arrived in Unreal Engine 5 with the MetaHuman rig fully wired up via Auto Setup, Substance Painter textures applied, and cloth simulation active — ready to pose or drive as a playable character.

Industry Insight: What This Means for Character Art Education
The Think Tank case highlights a broader shift in how character art is being taught. For a decade, mentorship-heavy programs focused almost entirely on sculpting and texturing craft, leaving rigging and real-time integration as separate specializations. The job market increasingly expects character artists to deliver assets that move — not just models that render well in ZBrush.
Folding CC5 into a Think Tank character creation workflow doesn’t replace the fundamentals. Students still learn anatomy, topology, UVs, and detail sculpting the hard way. What changes is where their time goes in the back half of a project. Instead of spending the final weeks hand-weighting a rig that a tool can generate in minutes, they spend those weeks making the character act — or in Marco’s case, making it genuinely playable in an engine.
That’s a meaningful reallocation of student attention, and it tracks with where games, virtual production, and real-time cinematics have been heading for years.
Look Ahead
Claudia’s reflection captures what the pipeline validated for her as a student:
“As a student character artist, this pipeline helped me accelerate this technical stage and dedicate more time on the character creation stage.”
Claudia Marcucci, student at Think Tank Training Centre
Marco’s outcome — a fully game-ready, MetaHuman-rigged character with working cloth simulation — validates the same philosophy from a different direction: that the technical stages don’t have to consume the entire schedule. For artists entering the industry now, the takeaway is less about one tool and more about a mindset: treat rig, weight, and integration as solvable early, so creativity has room to breathe at the end of the project rather than getting squeezed.
Key Takeaways: Best Practices for a Hybrid Character Pipeline
- Apply Reallusion’s topology maps in ZBrush early. Sculpt as freely as you want — just keep the loops where the rig expects them.
- Protect vertex IDs through every round trip. CC5’s facial rig relies on them, and losing them is the most avoidable failure in the pipeline.
- Use GoZ to validate deformation, not just hand off. The value is catching rig problems while they’re still cheap to fix.
- Skin garments with Transfer Skin Weight, then paint manually. Start from a template, refine by hand. External rigging tools are rarely worth the time on student projects.
- Build proxy meshes for real-time cloth. High-res garments belong on the visible character; physics belongs on the low-res driver.
- Let the Auto Setup plugin close the loop into UE5. Skeleton, shaders, and MetaHuman Control Rig compatibility should arrive configured, not be rebuilt.
About the Artists
Claudia Marcucci is a 3D character artist based in Milan, currently specializing in Character for Games at Think Tank Training Centre. After training as a 3D generalist in Italy, she studied figure work under Scott Eaton before joining Think Tank to deepen her character specialization. Her Advanced Term project Travelling Merchant was developed under the supervision of Saurabh Jethani, and marks her first full integration of CC5 into a sculpting-first pipeline.


Marco Meier is a 3D character artist focused on game-ready production pipelines. His Advanced Term project was built around a specific goal — a fully playable, MetaHuman-rigged character with working cloth simulation — and his workflow reflects a precision-first mindset that treats CC5 as a production anchor rather than a shortcut.
FAQs
Can I start from a custom sculpt and still use CC5’s facial rig?
Yes, provided you preserve CC5-compatible topology and vertex IDs. Claudia projected Reallusion’s topology maps onto her ZBrush sculpt; Marco refined topology in Maya against the official CC facial topology guide. Either approach keeps the facial rig functional — and both artists verified vertex IDs before reimport.
Does CC5 work with MetaHuman in Unreal Engine 5?
Yes. Using the Auto Setup for UE (All-in-One) plugin, CC5 characters import with the MetaHuman Control Rig applied to both face and body, making them ready to pose or animate in the UE5 sequencer.
How do I get Character Creator 5?
CC5 is available through the Reallusion Software Store. Reallusion offers a free trial, and the Auto Setup plugins for Unreal, Blender, Maya, 3ds Max, and Unity are free downloads.
Can I use CC5 animations directly, or do I need a separate mocap tool?
Both work. Claudia used animations from AccuRIG and CC5 directly, retargeted them to her character in UE5, and combined them with keyframed animation in the sequencer. Marco used CC5’s built-in animations specifically to test and refine his rig before final export.
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