Sun, Dec 22, 7:19 PM CST

A Look at Reallusion's Headshot Version 2.0

Jul 19, 2023 at 08:30 am by gToon


Character Creator 4 has once again added an easy-to-use, but very powerful Mesh head-to-character feature as well as their already popular image-to-head tool that was the main focus of Headshot Version One. I’m not sure if the image-based tool was improved as I’m still caught up in using the new mesh tool.

I have to admit to being a bit skeptical about its advertised ability to attach a mesh head to a fully rigged CC4 character with a working mouth, teeth, and so forth. My mind quickly wondered about scenarios like long-necked or extreme face-forward creature types and what about snouts. Would it just work on humanoid heads, or could creature or stylized heads be thrown into the mix?

To this point, I’m very pleased to say that the plug-in works as advertised on the test creatures that I have conjured up in ZBrush. Once you figure out how to use the simple mapping system you define those long necks and forward faces or even large, long snouts like lizards.

 
The Headshot Version 2 Mapping System with the stock head on the left and custom head on the right.
You can also import other head meshes but with ZBrush the process is simple as CC4 has long had GoZ integration. This allowed me to send the character from CC4 to ZBrush with a few clicks and back again. The only reason I transferred a character was to have proper scale as I quickly deleted everything but the head.
 
From there I remeshed the head for smoother topography and subdivided to get a little more meat on the bone then used Sculptris Pro to add polys as I modeled the mesh. Since I wasn’t making a morph, I wasn’t limited to an incoming poly count so I could take full advantage of whatever ZBrush tools I needed. Once in ZBrush you can sculpt, add, subtract, divide, or do whatever you need to do but remember you will be going back into the pipeline eventually and will need to be at a reasonable poly count. 
 

Just to clear things up a bit you don’t have to transfer a character over for scale, you can just start by importing an existing head mesh instead of creating one. As I wanted to give this a thorough test, I created several meshes to work through the pipeline and had no problems. 

Even extended eyes and long snouts could be tamed by tweaking the eyes, teeth positions, and scale, albeit some major tweaking. You are not limited to 100 percent on the CC4 morph sliders so you can input 200 or -200 percent and on up (then press enter) to ridiculous amounts. I routinely go over 100 percent on the negative and positive side depending on the slider so long snouts, and widely spaced eyes are no problem as the sliders or slider input box can move them into place once you are back in the main CC4 workspace. 

Stylized cartoon caricatures are no problem either. Tall foreheads, big ears, and humongous noses are no obstacle for version two.

 
Just like the lizard type of character, alien heads with eyes on the side of the head pose no problem for CC4 to properly position them. Having a small mouth in the middle of the head took the most tweaking but like the eyes, when you do them once, you know how to do similar characters.
 
This next image really demonstrates the power of CC4 with its current toolset. The head mesh is a custom “Batarian” model from the old Mass Effect game and the suit was extracted from a Mixamo character using the extract mesh tool in CC4. Mix it all together and you have a working 3D character ready for animation.
 
With the improvements to Headshot Version 2, we can have just about any custom character within reason as long as it is a basic bipedal character. Other than that, if you can get the head mapped then Headshot will do a good job of getting it matched to a CC4 body.
 

M.D. McCallum, aka WarLord, is an international award-winning commercial graphics artist, 3D animator, published author, project director, and webmaster with a freelance career that spans over 20 years.  Now retired, M.D. is currently working part-time on writing and select character development projects. You can learn more about MD on his website
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