Digital human creation with Reallusion: Sculpting & morphing

Oct 08, 2020 at 12:00 pm by nemirc

Digital human creation with Reallusion: Sculpting & morphing

Welcome back to this series. This time I continue working on Amelia, as we explore Character Creator more deeply. As you saw last time, I had pretty much finished shaping the body, but there was still work to be done.

After what you saw, I still continued fine-tuning the body until I was happy with it. However, since I went beyond the limits in some of the sliders, there were some small artifacts that, while not really noticeable, really bothered me because I am somewhat of a perfectionist in most cases. The biggest issue bothering me was the very sharp angle on the lower back, as you can see in the image below.

You can fix that issue very easily in Character Creator using the mesh editing tools. If you click the Edit Mesh button in the Modify pane, you can access tools to move your vertices and faces, and also sculpt the geometry. You can select a vertex on one side and then use a mirror selection to select the corresponding vertex on the other side, or you can simply modify one side and then click a button to copy those modifications to the other side.

Depending on your final application, you may want to subdivide the model. By default, Character Creator 3 characters have a pretty good resolution (and the default resolution is suitable for high end video game graphics), but for high definition graphics (specially for mediums that use pre-rendered images), you may need even higher resolutions.

I’ve also been working on the face of my character. As I said before, the bundle I got also includes Headshot and 1000+ head morphs. Working with the face dials is exactly the same, as you go through the different categories of morphs. Some categories even have sub-categories to keep morphs more organized.

In the first article I talked about Headshot. These morphs are different to the face sculpting tools you use in Headshot to fine-tune your face after projecting the face texture on your character’s head. If you are using Headshot, you can use these more than 1,000 morphs to adjust your model’s head so it fits your real-life model. You have morphs to change pretty much any aspect of the entire head, including the size of the head (which is useful if you want to make a toon character). You can change the shape of the skull, the upper part of the skull, the face angle, face size and depth, and then you can fine tune smaller details like the mouth, ears, eyes, cheeks, etc. You even have morphs to create elf ears, and you can fine-tune the shape of the ears using other morphs. The image below is not Amelia, but rather another character I made for another project, but I am showing her because she has elf ears.

Amelia is actually based on a real-life person (her name is Katie Otten), but I am still unsure if I will use Headshot to create the face texture, because the rest of the characters in that game don’t have a real-life counterpart. Even so, I was able to create a pretty accurate reproduction of the model’s face using all the face and skull morphs available to me.

Next, we will take a look at SkinGen, CC3's module to create realistic skin materials. See you next time.

Visit Reallusion’s website: https://www.reallusion.com/






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