

Zoltan Barati / Digitone Pictures
I am a 3D Artist and Animator with experience in various Digital Content Creation tools.
My work includes environment and character production using software such as Blender, ZBrush, Maya, Substance Painter, Marvelous Designer, Cinema 4D, Character Creator, iClone, Cascadeur, and others.
I build levels/scenes in Unreal Engine or in Maya and render characters and animations within detailed environments.
Production with Director’s Vision
In the age of Artificial Intelligence (AI), while AI excels at creating concepts, consistent character production across multiple shots with a directed vision remains crucial. Creating animatable characters in DCC applications (Maya, 3ds Max, Cinema 4D, Blender, Houdini) is a lengthy process. Reallusion’s Character Creator and iClone apps significantly speed up this process, working in tandem with ZBrush, Blender, and Marvelous Designer to shape characters, create accessories and clothing.
The Main Reallusion Tools
Character Creator
Character Creator offers a CC3+ template to start with, optimized for real-time production but can be subdivided as required for cinematics. Character Creator features traditional polygon editing and brush tools, but it can seamlessly integrate with ZBrush and Blender as well. Typically, exchanging characters between applications involves lengthy processes like setting up textures, shading, and facial blend shapes. A single character can have over 60 textures (diffuse, bump or normal, transparency, roughness) for body parts, accessories, and clothing.
Character Creator or iClone can automatically transfer models, textures, blend shapes, and setup shading with Auto Setup tools for ZBrush, Blender, Substance Painter, 3ds Max, Maya, Unreal Engine, Unity, and Omniverse. This allows fine-tuning the look in the target applications with details, skin pores (micro details), and wrinkles. The approach allows round trips to update characters and animations. These Reallusion tools are among the most user-friendly tools in the 3D production pipeline.
iClone
iClone combines some of the best animation capabilities developed over decades by many applications. Though some traditional animation tools have disappeared, critical features have been reborn and evolved in iClone:
- Softimage, Face Robot features were reborn and enhanced in Character Creator Facial Profile Editor and in iClone’s AccuLips to create facial and speech animation with dynamic facial wrinkles.
- Maya and ZBrush blend shape system live in Character Creator Facial Profile Editor. Characters can be seamlessly transferred to iClone for body and face animation or back to Character Creator for update.
- Motion Builder and Maya’s non-linear animation system for motion clips and motion capture have been reimagined in iClone’s Motion Clip System.
- Motion Builder and Maya characterization system lives in Character Creator and iClone Motion Layer Editor, this allows creating control rigs on most of the major character bone structures, (Maya, Motion Builder, Mixamo Bone System, etc.)
- Motion Builder and Maya Human IK system lives in iClone’s Motion Layer Editor
- Maya Animation Layer system lives in iClone Animation Layer Editor.
- Maya Animation Curve editing lives in iClone’s Curve Editor and in Motion Trail system to edit function curves, and to edit bone motion trail in the viewport.
- Motion Bulder’s Constraint system lives in iClone’s Reach Target system with similar non-linear editing capabilities.
- Unreal Engine’s interactive character control lives in iClone’s Motion Director Control system for interactively triggering and recording movement direction, jumps, etc.
- 3ds Max CAT Footprint is mirrored in iClone’s Motion Corrector’s Editor.
- Mixamo style auto rigging and skinning are available in Character Creator’s AccuRIG, or in the standalone AccuRIG application, with roundtrip transfers to iClone for animation
iClone is also highly compatible with other animation production pipelines. With a few clicks, it can send animations to Cascadeur for fine-tuning with Auto Physics, and returning the animation as a motion clip for non-linear editing. iClone also offers “characterization” to create character controls for AI based motion capture rigs, such as Cascadeur, Motion LIVE, Meshcapade, etc.
iClone can hand over animation for cinematic rendering to many applications via Auto Setups, Live Links, or by exporting FBX, USD, and Alembic file formats. It creates camera sequences and shot clips for rendering in Unreal Engine.
Reallusion Ecosystem
The Reallusion ecosystem offers a character template (CC3+) as a starting point, which can be sculpted into unique humanoid characters. The template is ready for facial animation even after sculpting the character. Blend shapes are automatically adjusted to the new shape if the base polygon topology kept intact.
Such characters can be used in cinematics but are not permitted for AI training or as characters in games. Reallusion tools support custom topology characters with manual blend shape creation, without the use limitations. Character Creator provides roundtrip connection with ZBrush or Blender to create the facial blend shapes. In the following image, the female character was sculpted from the Reallusion CC3+ template, while the sturdy male character has custom polygon topology and his facial blend shapes were created in ZBrush for facial and speech animation. Both of the characters’ facial animation were created with AccuLips:


The animation: Lost Bay Zoe and Conall 4k: Lost Bay Zoe and Conall 4K
The following is an example of iClone’s Motion Director Control system for interactively triggering walk and jump, recoded into a motion clip for further mixing:
There are many outstanding tutorials on these tools on the Reallusion’s YouTube channel. I would like to highlight the features that are particularly valuable for cinematic production.
Character Face Creation
Artists can efficiently create characters using the Reallusion CC3+ template by reshaping it or importing custom models, benefiting from auto blend shape adjustments and an automated Substance Painter workflow. They can use Headshot 2 Image or Mesh modes for quick head shape creation, and the legacy Image Pro mode allows for initial shape generation from an image, which can then be adjusted for a 3D illustration style.


In general, the face projects well for the front view but need shaping the face for the desired facial profile, as seen from the side. Character Creator has face shaping mode to improve the shape. Artists can also use Modify panel’s Headshot morph sliders. When you select a region, the related morph sliders get in focus on the right. This allows you to adjust the shape by dragging in the viewport or adjusting the morph sliders:


The face can be reshaped and fine-tuned in ZBrush. The recent update to GoZ Plus, makes the ZBrush workflow very versatile. As with other tools’ GoZ workflow, you can adjust the base shape. With the Reallusion GoZ Plus solution, you can regenerate higher ZBrush subdivision levels from the character’s normal map from Character Creator. On the way back, the sculpted higher subdivision levels can be automatically baked back to normal maps. Before sending the characters to ZBrush, you can define the desired subdivision level:
In the GoZ Setting panel, I prefer setting “Match ZBrush Model Scale” to ON to ensure ZBrush uses common brush sizing:

After sculpting the face, you may want to sculpt the body then send it back to Character Creator as described in the next section.
To improve texture projection problems from the image, you can edit the projected texture in Photoshop or edit the head diffuse texture with ZBrush Polypaint tool. However, I used Reallusion’s SkinGen to recreate skin details, pores, and makeups.
This method eliminates lighting effects baked into the facial image, allowing for high-quality camera close-ups in different lighting conditions. For this model, the best starting skin template was the Skin tab \ Full Skin tab \ Realistic Human Skin \ Female Thin preset:

After that, I added makeup:

If you already have a 3D head model or a bust created In ZBrush, you can wrap the default template around it to create extreme humanoid shapes in HeadShot 2 Mesh mode:

Character Body Creation
You can shape the body in Character Creator’s Modify Editor:

You can fine-tune the body shape with GoZ Plus, similar to how you would with the face:

When you send the character back, you can set whether you want to return the model with Polypaint as a Diffuse texture or if you want to project higher subdivision details back to the normal map. You can also define the texture resolution. Use the “All” button to send it back:

On the Character Creator side, you need to verify the receiving data and set whether you want to update the body parts. If you matched the scale for ZBrush on the way out, make sure to activate “Match CC Model Scale (x 100)” option on the receiving side to keep the correct character size:

Hair Creation
Reallusion offers various hairstyles in hair card formats, which you can quickly apply to the character from the Content Browser. An artist can create custom hair cards in Blender. The card’s transparent texture makes the cards look like hair:



Optionally, you can create strand-based hair in Maya XGen, render it in V-Ray, or export it to Unreal Engine as Alembic curves for rendering:

Clothing Creation
Reallusion has clothing library, which is automatically fitted to the shaped character. Artist can create clothing in other applications and import them as Accessories, then convert them to skin weighted clothing.
For example, the male clothing was applied from the Reallusion library, while the female clothing was created in ZBrush and Substance painter and transferred to Character Creator with the GoZ and Substance workflow:

The Reallusion’s Character Creator also works well with Marvelous Designer to create clothing. Marvelous Designer has a patterned-based clothing design. The clothing may have multiple layers for packets, buttons, and decoration. Stitches can be maintained as another geometry layer or normal texture, which helps the cloth simulation process:

Characters with Marvelous Designer’s clothing can be posed, animated and rendered with this Reallusion-focused pipeline along with detailed environments:

When using Marvelous Designer and exporting from Character Creator, export the character in Maya FBX format. When importing into Marvelous Designer, select the “cm DAZ Studio” scale setting. Ensure that Marvelous Designer is opened with the default ‘mm’ unit.:


In Marvelous Designer, you can use its fairly new Auto Fitting feature to fit existing clothing to the imported custom character and quickly fit multi-layered clothing patterns. This involves creating a tight fitted suit from which Marvelous Designer can recalculate pattern placement automatically for various sized custom characters:
You can set the cloth polygon resolution at any stage within the Marvelous Designer session and use polygon quads. Character Creator or iClone can further subdivide this and hand over for rendering to get smooth folds:


Clothing can contain of multiple items such as tops, pants, etc. To maximize the texture space for each clothing item within the first UV quadrant, it is advisable to export each item individually. This approach allows a single item (shirt, pants, etc.) to utilize the full UV space, which is ideal for cinematic applications.
For cloth simulation, using a thin version of the garment is more practical. A thick version can be created in Blender from the thin version. Then the thin version simulation can drive the thick version. Alternatively, you can simulate a thick like version by retaining the edge but removing the back side:
The most common Marvelous Designer export setting is activating Zipper if you have one, setting “Unified UV Coordinates” to ON to create the pattern’s UV in the first quadrant.

Even if Weld option set to on, some patterns remain detached, which could cause visual separation problem when subdividing later in the pipeline. This can be easily corrected in Blender by merging close vertices. Select all the faces in Edit Mode and press M and select By Distance. Set the last digit of the distance value to 5 (0.0005). After this, you can use Subdivision in the pipeline.
The first image shows the separation after subdivision, while the second image shows the corrected subdivided object ready for cinematic presentation:

Examples of clothing and character rendering in detailed environment:


Shading and Rendering Setup for Multiple Applications
Artists have several options to rendering character in any environments. Reallusion offers Auto Setup (Blender, Unreal Engine, Unity, 3ds Max, Maya in progress, Omniverse via USD) to set up shader network and Live Links tools (Unreal Engine) to send out to render or receive models for location reference. Common exchange formats (FBX, Alembic) are also provided.
At the time of this article Auto Setup for Maya was not available, the shading setup was done manually. A Reallusion CC3+ character has separated body parts with their own UV space for high quality presentations. These parts include the head, body, arms, legs and nails. The head, body, arms, and legs skin textures need to seamlessly blend, requiring synchronized color and texture settings. V-Ray offers a VRayMultSubTex node to collect all textures and output them as if they were a single object texture. When processing this output for further tuning, all body parts are treated the same way:

The diffuse textures are collected via VRayMultSubTex node:

Body parts can be identified by an assigned ID in the VRayMultSubTex node (Head = 1., Body = 2, Arm = 3 Legs 4 and Nails = 5):

Similarly, you can collect the Roughness and Normal maps with the same ID in separate VRayMultSubTex nodes so that, for example, the head’s normal map will be tied to head diffuse map with the same ID = 1. Then connect the VRayMultSubTex’s Out Color to the appropriate material slot (Diffuse, Roughness Amount, Normal Map inputs):

To set skin’s subsurface scatter, adjust the material’s Refraction and Translucency channels. When connecting the collection of Diffuse to the SSS Color, you may use VRayColorCorrection node first to adjust subsurface color then output that to the material node’s SSS Color input:



While traditional DCC application rendering can take some time (many minutes), FlexRap (Flexible Rapid) rendering workflow takes advantage of Unreal Engine and V-Ray capabilities to render character with complex environment, typically under 10 second. It took 5 second to render the following image:

Posing and Animating Characters
iClone offers non-linear animation of motion capture files, similar to Motion Builder. In addition, it provides keyframe animation. The recently introduced AccuPose feature offers AI assisted posing and animation, trained on Reallusion’s vast library of motion capture files, the ActorCore library.
iClone also offers AI assisted, text or voice to lip-sync speech animation. What differentiate iClone from some other tools is that it allows editing viseme timing and strength, or allows changing speaking style for narrative to drama, or singing:

iClone allows smoothing out mouth and jaw movement to make it look more natural:

AccuLips animates the jaw, mouth, teeth and tongue. Additional facial emotional expressions need to be superposed for the rest of the face. Head movement and expressions can be keyframed or added from Digital Soul library. These expression clips can be cut and blended the same way as motion capture clips.
iClone also offers facial control from video or live camera via iPhone facial motion tracking.
With the Unreal Engine workflow, iClone offers two-way data transfer. For example, an artist can export a chair or a room at certain location from an Unreal Engine scene into iClone. (R-click select Transfer to iClone / Transfer to iClone):

Then the artist can position, pose and animate the character on that chair, at the exact location, in iClone. The reference objects come in without textured shading to preserve iClone’s real-time animation ability, while the character to be animated remains textured:

Then the artist can send the animated character into Unreal Engine’s sequencer at the correct location to sit on the desired chair at the reference location.
In the Unreal Live Link panel, you can select the character to send over by activating the appropriate checkmarks. You can also choose to send the character with animation within the defined time range:

iClone’s pipeline friendliness allows setting up quickly, and rendering the scene with exceptional speed (5 second) and quality via the FlexRap Rendering workflow. In the image below, the larger displays screens act as light sources projecting and illuminating the scene with their screen images’ luminance. It renders hair, skin subsurface scatter, detailed clothing, many light sources and a complex environment, while keeping the dark regions relatively noise-free:

The followings are more examples with FlexRap rendering workflow. The characters were transferred into a complex environment using iClone’s Live Link:


With such a flexible workflow, the sunlight source can be unlinked and more intricate lighting can be linked with the character, refining micro details, such as pores:

The following is a cinematic Sci-Fi environment with many light sources and with characters created using the Reallusion focused pipeline:

Advantages of Such Workflow
The Reallusion focused pipeline presents significant time-saving advantages over the traditional DCC application pipeline:
- Character Creator offers a CC3+ template to start with, optimized for real-time production but can be subdivided as required for cinematics. Unlike other DCC applications, it does not lock down polygon vertices upon skin weighting and blend shape creation. This flexibility allows setting subdivisions during the rendering phase while maintaining optimal resolution for real-time animation.
- It is inevitable to use multiple applications for modeling, texturing, rigging, clothing and hair design and rendering in a cinematic production pipeline. A single character can have 60 or more textures. Moving those within applications can take some time to setup. The Reallusion Auto Setup tools, GoZ Plus, and Substance Painter Auto Texture Pickup features significantly speed up this process.
- When using the Reallusion CC3+ character template for cinematic applications and shaping characters, the blend shapes are automatically adjusted for the new character design. This is significant time saver during production. At the same time, Character Creator can work with custom polygon topology and helps creating custom blend shapes for facial animation.
- During character production with clothing, it is common to experience clothing penetration into the body toward the end of the production pipeline. This may be due to applications calculating skin weighting and deformation differently, or it can be caused by different polygon resolution of the body and clothing above it. The traditional DCC applications lock vertices after skin weighting, requiring substantial rework to fix clothing penetration problems. With Character Creator, you can paint over the cloth to pull it out in the Modify panel, with the Edit Mesh brush tool, even after skin weighting or at any time during the animation. This preserves the polygon face offset throughout the animation. (Character Creator also allows hiding the mesh below clothing, but this may cause problems if you simulate and calculate cloth collision in an external application.):


Changing the shoe height after skin binding and cloth fitting with the traditional DCC applications can cause problems. With Character Creator, you can freely change shoe sizes if you set your character into the bind pose:

- Pipeline friendly with the ability to collaborate with most other tools.
- Fast speech animation, which would normally take a long time to keyframe. The AI assistant solution speeds up this process, while giving option to edit visemes and speaking style.
- The Unreal Live link round trip feature allows matching animation position to a specific location in the scene when using multiple apps.

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