Digital Artist Óscar Fernández has offered an extensive look at the new Character Creator 5, exploring two of its game-changing features: the new HD workflow for creating ultra-detailed characters and ActorMIXER Pro, which transforms custom characters into reusable assets.
Overview
Character Creator 5 brings revolutionary improvements to digital character creation, including an HD design workflow with subdivision support, enhanced shaders, and a next-generation facial animation system. In this article, I'll explore two game-changing features: the new HD workflow for creating ultra-detailed characters and ActorMIXER Pro, which transforms custom characters into reusable assets for generating infinite variations.
I'm Óscar Fernández, and I'll be walking you through this process using primarily two programs: CC5, which handles most technical processes automatically, and ZBrush, where we'll focus on the artistic side. For this project, I collaborated with KithArt, a talented concept artist who designed three unique alien characters that push CC5's capabilities beyond typical human proportions.
Part 1: HD Character Creation Workflow
Starting with the Neutral Base
The journey begins in CC5 by loading the new neutral base mesh – a significant upgrade featuring perfect topology for sculpting and animation, optimized UVs, robust skeletal rigging, and an updated eye mesh. To focus on volumes during initial setup, I simplify the materials by setting the strength to zero and darkening the diffuse color to gray.
Setting Basic Proportions
CC5's intuitive sliders make it easy to establish basic proportions. For our humanoid alien with unconventional anatomy, I adjusted pelvis height for shorter legs and modified hand and foot sizes. The program's slider system proves especially valuable for tasks like separating the eyes and changing their tilt – adjustments that would be far more time-consuming in ZBrush.
The new GoZ Plus feature allows seamless communication between CC5 and ZBrush. After making initial adjustments, I send the character directly to ZBrush, establishing a connection that enables quick back-and-forth iterations throughout the creative process.
The Sculpting Process
Before diving into ZBrush, keep these essential rules in mind: don't modify topology, don't delete subdivision levels, don't alter the default pose, and don't rename Subtools. Following these guidelines ensures your character will work flawlessly when you bring it back to CC5.
In the early stages, I recommend working with the model's facial topology rather than against it. This ensures facial deformations work perfectly later when applying expressions. Start broad with primary forms, then gradually move toward finer details. The beauty of this workflow is that you can test your character in CC5 at any point by sending it back using GoZ Plus and loading animations to see how everything performs.
Real-Time Adjustments
Sometimes CC5's sliders are more practical than sculpting directly. You can make corrections in CC5 at any point, then send the updated model back to ZBrush to continue adding details. This back-and-forth workflow can be repeated as many times as necessary, giving you the flexibility to work in whichever program makes the most sense for each task.
Adding Character and Detail
Once the base shape works well in CC5, it's time to add secondary and tertiary forms that give the character its unique personality. This includes defining anatomical volumes, muscle structure, large skin folds, and natural body curves. For extra detail, specialized brush packs can add unique textures and features that make your character truly distinctive.
Technical Fixes
When working with non-human proportions, the skeleton might need adjustment. CC5 makes this simple: just press "Adjust Bones," enable symmetry, and run an automatic adjustment for both body and face. The "Pose Offset" tool allows you to fine-tune the default pose or fix animation issues – for example, resolving fist collisions by slightly modifying the offset.
Adding Color
The final ZBrush stage involves texturing with Polypaint. Using the SkinShade material prevents color contamination while you apply gradients, masks, and manual painting techniques. This is where the character truly comes to life, developing its distinctive identity. At this stage, you can push to subdivision level 7, achieving extremely high polygon counts without limitations.
Revolutionary Auto-Baking
Here's where CC5's power truly shines: subdivision compatibility and automatic texture baking. Previously, we sent the model at level 0 without textures. Now, by selecting the appropriate subdivision level and pressing the corresponding buttons, GoZ Plus automatically generates normal, displacement, and diffuse maps using the base mesh's UDIMs.
The innovation continues: subdivide once in CC5, return to ZBrush, activate level 1 with all textures, regenerate them automatically, and update in CC5. The difference is immediately striking. Repeat the process for level 2, and the results become spectacular.
CC5 lets you work in ultra-high resolution, with optimized maps generated for each subdivision level. You can adjust the intensity independently depending on your needs. At level 2 with displacement at 100%, vertex shifts add spectacular improvements to the silhouette, with more natural shadows and enhanced fine detail beyond what normal maps alone can provide. For a complete step-by-step breakdown of this HD workflow, check out the full tutorial here.
Part 2: Creating Multiple Characters
To demonstrate ActorMIXER's capabilities, I created two additional alien designs with completely opposite characteristics. One is extremely heavy-set with a calm demeanor (inspired by a bulldog's features), while the other is a relentless predator with reptilian characteristics and digitigrade legs.
Both characters followed the same workflow: starting with CC5's base mesh, using native sliders for main proportions, then moving to ZBrush for sculpting. The base mesh's versatility is remarkable – even extreme changes like digitigrade legs or vastly different facial structures work seamlessly. After sculpting and adding Polypaint colors, each character is brought back to CC5 through multiple subdivision levels.
A useful extra trick: create metallic masks by exporting diffuse maps to Photoshop, creating a black layer, using color range selection on metallic areas, filling with white, and dragging the result into CC5's metallic slot.
Part 3: ActorMIXER Pro
ActorMIXER provides an intuitive system for creating and customizing characters through non-destructive deformation. It allows you to modify the head, full body, or individual facial features simply by dragging your mouse, transforming custom characters into reusable mixing assets.
Creating Mixer Assets
The first step is converting your characters into "Mixer Presets." Load a character, open the "Create Mixer Assets" panel, configure settings (including name, path, and which elements to include), and click "Create." The system generates gallery items, facial and body sliders, and skin materials. Note that the subdivision level you select determines whether you create standard "Mixer Sliders" (SubD 0) or "HD Mixer Sliders" (SubD 1 or 2).
Setting Up Mixing Wheels
ActorMIXER opens in Editing Mode, where you create custom mixing wheels with your presets. Select each category and drag-drop your characters as targets. The interface auto-syncs with the Content Manager gallery for efficient selection. Each wheel needs at least three targets for effective blending.
You can save wheel configurations as Mixer Layout files for reuse or group multiple wheels into a Mixer Package for easy sharing and transfer. I created wheels combining my custom aliens with characters from CC5's extensive libraries, including the ActorMIXER PRO CORE Library and HD Human Anatomy Set.
The Magic of Mixing Mode
Click "Start Mixing" and simply drag the green dot within the wheel – the character transforms in real-time, blending features from your preset targets. Two concentric circles control the blend: the inner circle maintains a stronger influence from the base character, while the outer circle gives more weight to your presets.
Work through each category, refining forms until satisfied, then apply skin textures directly from the Content Manager. Sliders with the green ActorMIXER icon are affected by the mix, while others remain unchanged – perfect for maintaining family traits across multiple characters.
You can even perform mixing while the character is posed or has facial expressions applied, giving you a dynamic, detailed view of how blends affect appearance and body language.
Finishing Touches
CC5's improved eye system offers greater HD detail, direct iris control for size and color, eyelid shading, realistic tear line effects, and enhanced eyelashes. New tooth controls add further polish. Test everything with facial and body animations to ensure proper performance, then save your creation to the Content Manager's Custom Character library.
Conclusion
This workflow allows you to take ZBrush models to the highest level of detail and, with just one click, transfer everything into CC5 as a fully animatable character. You can still apply morphs, textures, clothing, hair, and accessories while keeping all of CC's facial and body animation capabilities: motion libraries, motion capture, voice-based lip-sync. I also did some pose editing in iClone. You can find detailed instructions for creating these characters and preparing them for ActorMIXER in the complete guide here.
ActorMIXER makes character creation almost addictive with its intuitive interface, enabling an infinite variety of characters through simple mouse movements. Together, these features represent just some of Character Creator 5's exciting new improvements – tools that fundamentally transform the character creation pipeline from concept to motion-ready asset.
Whether you're creating realistic humans or pushing boundaries with alien designs, CC5's HD workflow and ActorMIXER Pro provide the power and flexibility to bring any vision to life with unprecedented ease and quality.