Turning Static Head Models into Fully-Animated 3D Characters | Character Creator
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- เผยแพร่เมื่อ 8 ม.ค. 2025
- www.reallusion... In the presented video, 3D Character Artist Peter Alexander, recognized by the alias “Mythcons”, adeptly demonstrates the remarkable versatility of Headshot 2. Through insightful commentary, he elaborates on why Headshot 2 is at the forefront of converting static mesh into dynamic, fully-rigged 3D heads. Employing the Character Creator and ZBrush pipeline, Peter guides viewers through the process of utilizing Headshot 2 to craft two distinctly unique stylized characters. magazine.reall...
Aside from showcasing the process of crafting real-time 3D characters derived from images and 3D models, Alexander leverages assets from the artist Makar Malicki, including Makar’s character “Fred”. By delving into Alexander's insightful tips and techniques, you can now embark on your personal journey of character creation!
First stylized character
0:04 Choosing a Head Mesh Reference
0:40 Editing the character in ZBrush
3:03 Transferring to Character Creator
3:16 Scaling Head Mesh
4:11 Assigning Reference Markers
5:54 Masking Options
6:53 Attaching Head to Body
8:02 Touching up the Head in Zbrush
10:28 Cleaning Up Normal Map
12:03 Correcting Clothing
Second stylized character
13:23 Choosing a Head Mesh Reference
14:09 Correcting a Starting Body
15:19 Using Auto-Detect for Reference Markers
20:34 Fixing the Posture
21:10 Adding other Details in ZBrush
25:53 Adding Assets
Character Creator 4 (CC4) is a full character creation solution for designers to easily generate, import, and customize stylized or realistic character assets for use with iClone, Maya, Blender, Unreal Engine, Unity, Daz 3D, 3ds Max, or any other 3D tool. CC4 connects industry-leading pipelines with one system for 3D character generation, animation rig, asset management, look-dev rendering, and interactive design.
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Thanks, Nice tut! Should be great having a "lasso selection tool" when we need to select vertexes, polygons and such (edit mesh mode)
Great tutorial. Learned a lot. Thanks!!
Reallusion still needs to add Squash and Stretch features to their rigs. Stretchy bones and curvy bones would make it the perfect animation software.
Need to talk more. Why are you doing what you are doing? What are your thoughts behind your actions? An example would be in 14:09 Correcting a Starting Body. Discussion on why you are adjusting what you're adjusting would be insightful. It would be a huge plus to have the theory in addition to the technical.
Great workflow.
Realliusion need to add sculpting tool that’s it
HI great tutorial! Question: How can you animated that face? blendshapes? any tutorial of that. Always you do tutorial full body animated but face from any 3d webpage like artstation? THANKS
Could you possibly tell me what buttons are you holding down to be able to rotate in the Align Points windows?
I have a question : is it possible to save custom motions in the motion puppet menu for repeated use?
Also, is there a way to bind a key or combo to a motion?
how did you attach the generated head to the custom body?
How did you connect to a custom (current) body? I cannot get that to activate at all. What process did you use to make that available to you?
not sure if anyone else has this issue with Headshot 2.0, but the eyes have always given me the hardest time. It's difficult to get it perfectly symmetrical and sometimes the eye shape doesn't match the base head that I am using as a template.
Hey Peter, thanks that is very useful. I’ve been converting a few of Makar’s models myself with his permission, you’re right, they are great. I had a question about baking the head normals you did. I see you created a normal map in Zbrush, then in the final stage of headshot you used bake normal from source. So is it baking from the high poly mesh you imported to begin with or is it using the normal you created in Zbrush? I was a bit confused about that. Thanks.
Tired of all the tools ignoring the body.