The "2024 Reallusion 3D Character Contest" was a runaway success that comprised of 267 submissions, with more creativity and skill in a single contest than we have ever witnessed. A huge thanks goes out to all the participants who rocked this event! Join us and check out the winners from Character Creation, Character Animation and AccuRIG Character categories, including the selected Special Awards and Honorable Mentions.
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"Reallusion's tools were incredibly helpful, especially the ease of switching between Character Creator and ZBrush using GoZ. But what I appreciate the most is FaceTools, which takes care of the most tedious aspects of working with morphs and dynamic normals by automating everything with just one click!"
Hetko's precise rendering of wrinkles, blemishes, and asymmetries powerfully portrays an elderly figure's solemn demeanor. The lone candle's glow in the shadowy setting underscores the vulnerability of advanced age, hinting at life's tenuous nature. His adept use of Face Tools swiftly laid a strong groundwork, allowing him to refine facial intricacies. Also notable was Hetko’s work-in-progress post, with many anatomical and fabric details to our delight.
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"I really like tools from Reallusion. Especially the Character Creator. They help me speed up the character creation process tremendously. Quality textures, Topologies, Meshes and Morphs are of a high standard and very well made. As well as tools and addons for Blender, ZBrush, Unreal or Unity. Any pipeline including characters can be significantly sped up."
Tomáš Babka’s “Shannaz” captures a character steeped in a rich and believable narrative through her complexion, costuming, pose, and props. Her ambiguous expression — an awkward smile that conceals a subtle grimace — suggests a troubled mind, provoking unease. Babka skillfully embeds intricate clues around her backstory and motives in every detail, leveraging posture and camera angles to enhance their visceral impact.
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"Character Creator introduced me to a refreshing new way of creating 3d characters with a very non-destructive approach with its hundreds of sliders (if not thousands using additional Headshot sliders) for full body modifications. I could easily try out new proportions, new ideas without fearing that I won't be able to revert back to the old one. And on top of that the GoZ link allowed me to fine-tune the primary shapes that I could achieve with using only CC4. All of this flexibility comes with an additional benefit of having the character pre-rigged with both body and facial rig. Once my character was ready, I could easily rig the rest of the clothing, armor and shoes with 1 click Accurig. It gave me a 90% usable rig in just a few seconds and with some minor skin weight correction I could get the character up and running (literally) in a couple of hours which would have taken me a good few days."
The unsettling details of the character's injury serve as a striking symbol of a pyrrhic victory. Her hunched posture, unbefitting of a victor, underscores the bittersweet truth that ambition often demands sacrifice. Shah went above and beyond by rendering a series of images that capture key moments of her journey. His clever use of CC SkinGen effectively established hyper-realistic skin effects that enhanced the palpability of her traumatic wounds.
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"It's such an ease to have a faithful base to the concept, reducing the time to see in action for the created assets and the character. Character Creator provides the possibility and versatility of adding bones for extra accessories, giving life to the character."
A unanimous favorite among the judging panel, Ayala’s Astin showcases meticulous rigging for all the bells and whistles of the costume design. From swinging flasks and drawstrings to elastic tubes and draping cloth physics, every element moves in harmony with the characteristic walk cycle. Achieving this was no small feat, as Ayala had to painstakingly plot each auxiliary bone and paint skin weights to ensure proper articulation without mesh penetration. The final piece not only features an intriguing design and strong silhouette but also presents a masterclass in secondary animation.
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"Reallusion tools helped me create a base mesh for my character, as well as the ability to rig and pose her much faster then modeling or rigging a character from scratch."
“Avice” is a well-crafted character that employs proven techniques from the initial sketch to the final render of the posed model. The presentation is conservative yet competent, particularly in aligning the costume style with the tastefully exaggerated facial features and proportions. Boutilier's dedication is evident in his work-in-progress post, and his experience as a digital sculptor is underscored by his measured approach, with disciplined visual cohesion as true north.
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"Character Creator 4 is an incredible software; it helped me save 50% of the time in my character creation pipeline. Additionally, it allows me to pose characters quickly without needing complex rigging methods. Its integration with ZBrush is so seamless that they almost seem like a single program."
Florez's “Seeker” design strikes an effective balance between intricacy and clarity, eschewing unnecessary visual complexity. The lean polygon count, coupled with carefully adjusted premade animations from Reallusion's motion library, yields a character well-suited for both fluid animation and precise control within any given game engine. This versatility shines in the Unreal Engine demonstrations, where Seeker navigates and interacts seamlessly in diverse environments. Florez’s work-in-progress post shows a deep understanding of game-ready character design and aesthetic appeal, offering both inspiration and valuable insights to fellow creators.