Luis Duarte
Luis Duarte is a 3D digital artist specializing in character creation for animation and video games. His work is distinguished by a strong focus on stylized aesthetics, crafting characters that are highly expressive and full of charisma. Clearly inspired by the visual language of cartoons translated into 3D, Luis excels at simplifying realism with keen artistic judgment, resulting in clean, well-structured, and visually striking designs.

Overview
Character Creator 5 represents a major step forward toward the next generation of high-definition characters. This version introduces the ability to add multiple layers of detail through subdivision-based workflows, multi-level map baking from ZBrush, and greater flexibility for creating stylized characters with a clearly professional finish.
In this article, I will guide you through the new features of Character Creator 5 and its integration with different tools in the 3D pipeline. We will examine how CC5 connects with ZBrush for high-definition detailing, Blender for polygon count control and optimization, and Substance Painter for texturing—always maintaining a clear focus on a stylized aesthetic inspired by Battle Royale video game characters.
We will explore the workflow used to bring Byron to life, one of the characters included in the HD Urban Kings Content Pack. The pack is now officially available and can be purchased directly from the Reallusion Content Store, allowing artists to easily access and integrate these high-quality stylized characters into their own projects.
For the creation of this character, I used a selection of references gathered from Pinterest. Based on these references, I focused the design on three key aspects: body silhouette and proportions, facial design, and clothing style.

1. Starting with a Neutral Base
With the project open in CC5, I begin by working with a neutral base mesh. This mesh is ideal for establishing a strong character silhouette thanks to its low polygon count, which provides excellent control during the creation process. It also includes a complete skeletal rig, well-organized UVs, and a full set of morphs, making it easy to smoothly create facial expressions and animations.

2. Building the Silhouette with Morph Sliders
Using the morph sliders, I modify the shape of the base mesh, which allows me to quickly build the character’s silhouette. At this stage, I focus exclusively on body stylization, introducing unique characteristics from the very beginning. For example, I can slightly enlarge the hands and feet, elongate the neck, and refine the pelvis and joints, achieving a more dynamic and stylized design early on.

Once I am satisfied with the overall body structure, I save this base project to the Content Library. This allows me to keep a secure and reusable backup.
3. Using HeadShot in the Workflow
The logical next step would be to send the model to ZBrush using GoZPlus to begin sculpting, which works extremely well. However, in this case, I chose a slightly different approach: I modeled Byron’s head structure directly in ZBrush, starting from a basic geometric shape. This process is particularly enjoyable, as it focuses purely on sculpting. For this step, I recommend working at a medium level of detail, since the primary goal here is to define the facial silhouette and head shape.

Later, I use the HeadShot 2 plugin to transfer all the previously sculpted details from ZBrush. I then export the high-density head as an OBJ file and, using the mesh generation process, transfer those details onto a CC5 body.

Tip: Add subdivisions during the mesh redefinition process to achieve a cleaner and more detailed transfer.
To integrate the head with the body, I recommend creating a head slider using the HeadShot-generated project. This allows us to return to the original project, incorporate the head structure, and prepare for the next stage of facial development.

4. Defining Details in ZBrush
Using GoZPlus, I send the character to ZBrush in an A-pose, working with subdivision levels 6 or 7. At this stage, I prepare the model to add the layer of detail that will define the stylized aesthetic of the character.

From a technical standpoint, there are several key rules to follow in ZBrush:
- Do not modify the topology, including tools such as Dynamesh, ZRemesher, or ZModeler.
- Avoid making excessive pose changes.
- Keep all subtool names unchanged.
By following these guidelines, I maintain a solid connection between CC5 and ZBrush, allowing me to switch between both applications as needed. This workflow lets me visualize updates directly in the CC5 avatar, apply additional adjustments in ZBrush, and return using GoZ; all while ensuring an efficient and fluid pipeline.

At this stage, I can add an extra layer of detail. Using various brushes, I enhance fine elements in key areas such as the eyes, lips, fingers, and joint regions.
5. Automatic Map Baking with GoZ Plus
At this point, I send the character back to CC5 using GoZPlus. I enable only the normal maps, disabling the other options that are active by default. I keep SubD set to 0 and choose a balanced 4K resolution. In the update window, I make sure to preserve both geometry and texture details.

Next, I add additional levels of detail. In CC5, I subdivide the mesh to SubD Level 1, and in ZBrush, I activate the SubD 1 option. I repeated the process, but only to update the texture. This allows me to visually compare how the details behave across different layers.

Tip: To add an extra layer of detail, repeat the same process by working at SubD Level 2 in CC and enabling SubD 2 in ZBrush.
6. Clothing and Accessories Modeling
I make sure to create visually appealing accessories, always based on my references and with a unique style. I aim for simple shapes that stand out through high-quality finishes, especially in the texture work.

The final design features an afro hairstyle with braids, a beard, a sleeveless shirt, a loose-fit jacket, pants that match the character’s style, athletic footwear, and several additional accessories.

Since I want to combine the clothing and accessories with characters other than Byron, each piece has its own UVs and is not merged with the others. This allows me to reuse each element independently across different characters.
7. Hand-Painted Texture Style
For Byron’s texturing, I use Substance Painter. I export the avatar from Character Creator along with the normal maps generated during the ZBrush baking process, with the goal of creating a stylized skin look. This can be done directly through CC5’s integrated Substance pipeline or via manual export, as in this case.

The main idea is to focus on the painting technique, replicating brush strokes as if working on a digital illustration. To achieve this, I use darker tones in shadow areas and lighter tones in illuminated regions, without applying any additional effects. I work exclusively with brushes, resulting in a finish that reinforces the character’s stylized aesthetic.

For the hair and other accessories, the process is similar, with the difference that detail maps need to be baked directly in Substance Painter. Additional maps such as Ambient Occlusion, Roughness, and others can also be included depending on the project’s needs. Finally, I export all textures at 4K resolution to ensure optimal quality.

For the internal avatar textures, I adjust tones directly using an image editor (I personally use Photoshop). I start with the eyes, making color corrections, applying white strokes to adjust eyelash opacity, and performing basic adjustments on the teeth, always aiming for a natural result that matches the character’s style.
8. Character Assembly
The first step in assembling Byron is integrating the textures. From the Material Editor, I select each body part and assign the corresponding base maps in the texture slots. This process ensures that every surface of the character has the desired level of detail before moving on to final adjustments.

To create the clothing, I import the pieces as .OBJ accessories using the Create menu. Once an element is correctly positioned in the viewport, I use Transfer Skin Weights to copy the skin weights from the body. I then assign the appropriate category—such as dresses, shoes, or gloves—ensuring each piece adapts naturally to the character.

I use the Skin Weight Editor to correct clothing deformations, a very useful tool that allows me to preview how each garment behaves during animation. For larger areas, I use the brush tool, while for more precise adjustments, I switch to vertex selection mode, ensuring accurate and natural deformation in every movement.

To convert accessories, I use the Convert Accessory module. In this case, transferring skin weights is not necessary, since the accessory is linked only to the nearest bone. This simplifies the process and ensures the accessory remains correctly positioned.
9. Conclusion
Creating Byron has been a journey that combines creativity and technical precision, fully exploring the capabilities of Character Creator 5 and its integration with complementary tools such as ZBrush and Substance Painter. Each stage of the workflow—from the initial silhouette to final assembly—allowed me to maintain a strong and consistent visual identity.
By simplifying shapes, emphasizing color, and ensuring the character is animation-ready, this process demonstrates how a structured and creative approach can transform a simple idea into a cohesive and visually compelling 3D character.
FAQ
Can I edit my character’s colors in Character Creator 5?
Yes. Character Creator includes a color editing module that allows you to work directly on both base textures and materials. This makes it possible to perform fine adjustments within the software, without needing external tools.
Can I store my character’s clothing to use it with other characters?
Absolutely. CC5 allows you to organize each garment within the Content panel, including accessories and specialized items such as gloves. This makes it easy to reuse clothing across different characters and projects.
Can I use another program instead of ZBrush to sculpt my character?
Yes. CC5 is compatible with several sculpting applications, allowing you to adapt your workflow according to your needs and preferences, and choose the tool that best fits each project.
Where can I animate my finished character?
You can preview basic animations directly in CC5. For custom animations, simply send your character to iClone with one click to edit body movements, create facial expressions, add voice lip-sync, or generate animations using motion capture. You can also produce complete multi-character scenes with integrated cameras and environments. These animations can also be live linked or exported for rendering in other software such as Unreal Engine, Blender, or Autodesk Maya, expanding your creative possibilities.
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