I was looking through some old sketches I had in various folders and realized that if I redrew a few things and added another character or two, I’d have a full adventuring party—the kind you’d see in a Dungeons & Dragons campaign. I’ve gone back to using watercolor effects and filters, incorporating more of those bright white highlights; the final look is quite different from the way I’ve been rendering volume lately. Each character has a unique height, build, and—of course—a distinct role. I like to imagine them as a group of ladies who get together every Sunday just for fun, heading into ancient ruins to hunt for treasure and enjoy each other’s company.
The trickiest part, without a doubt, was getting the goblin’s nose right—I couldn’t quite visualize how it would look from the front, which is why I included both a front and a side view (the same goes for the orc). As for the archer—who looks a bit like a blue genie—I’m not entirely sold on her; to be honest, she’s quite a departure from my usual style.
sketches
This is the third time I’ve redone this old watercolour illustration. I think this time it’s closer to my current style in general. I created a couple of brushes to draw the waves and various watercolour brushes in Krita. However, the result still looked very digital, so I applied about 800 filters, which gave it much richer tones, and used an upscaler that ended up adding detail to the watercolour effect and the ‘paper’. In the end, I spent more time on the filters and effects than on actually drawing or painting. In fact, the lighting is less refined than I usually make it, although I don’t know if that’s noticeable because of the filters. I’m going to try doing more work with these watercolour filters; I think they produce a very convincing finish. On the other hand, I wasn’t entirely happy with how the branches turned out, but I’d already put too much time into it to redo that part.
sketches
The latest episode of the animated series of "Haunted Hotel" has been a real treat. It’s mad to see how this second series has been just as good as the last one. I was really keen to do an illustration like this from the series; I usually prefer doing character designs, but I just really needed to have an illustration like this from this series. When I watched the episode where Esther turns into a demon, it all became crystal clear to me. Esther and Abaddon of the Gerasenes are definitely my favourite characters, and the way they greet each other is absolutely brilliant. I hope you’ve also been able to enjoy both seasons.
tutorials
Transform Your CC Pipeline: Systematic UV & Texture Remapping Directly Inside Character Creator
Tired of fragmented materials, mismatched UV sets, and constant roundtripping to external 3D software?UVs Remake Plugin is the ultimate native Python extension engineered exclusively for Reallusion Character Creator. It empowers studios, indie developers, and solo artists to systematically unify, remap, and standardize UV layouts and texture sets across an entire character roster with a single click. Whether you are leading a large game production team that requires strictly identical UV templates across dozens of NPCs and heroes, or optimizing draw calls for Unreal Engine and Unity, this tool establishes a bulletproof, standardized character pipeline directly inside your CC viewport.
Zero third-party apps required—100% native inside Character Creator. Say goodbye to exporting FBXs into Blender, Maya, or external UV packers just to reorganize texture atlases and materials. UVs Remake Plugin processes and rebakes your textures natively while preserving maximum texel density, micro-surface details, and crisp visual fidelity across Diffuse, Normal, Metallic, Roughness, and Opacity maps. By smart-packing smaller accessories, eyelashes, teeth, and cornea textures into dedicated UDIM cavities and custom grid arrangements, you eliminate redundant draw calls and messy material slots without sacrificing a single pixel of quality.
Unmatched customization built for real-world studio demands. Every project has unique technical constraints, and this plugin gives you total architectural control: choose from pre-calibrated industry presets (Standard Anatomy UDIMs, 2x2 Quadrants, Symmetric Tiles) or dial in custom grid matrices, custom offsets, and surgical material rules. From automated batch operations for mass production to fine-tuned manual placement for hero assets, UVs Remake Plugin turns Character Creator into a self-sufficient, production-ready UV mastering workstation.
💡 Reallusion Marketplace Listing Bonus (Bullet Points for Feature Highlights):
If you want to include a quick-scan feature box right below the description on your product page:
100% Native CC Integration: Runs directly inside Character Creator via RLPy/Qt—no Blender, Maya, or external baking software needed.
Pipeline Standardization: Enforce uniform UVs and texture channels across your entire project roster, ensuring instant cross-character texture swapping.
Lossless Precision Remapping: High-quality texture resampling algorithms keep pores, fine wrinkles, and micro-details tack-sharp.
Smart Packing & UDIM Layouts: Seamless support for multi-tile UDIM setups (1001, 1002, 1003, etc.) and smart spot allocation for small assets (eyes, teeth, nails, lashes).
Deep Production Customization: Configurable grid layouts (1x1, 2x1, 2x2, 4x4, and custom matrices), custom padding, bleed margins, and savable .uvcfg studio presets.
sketches
Madre con hijo
Figurilla: Modelada
Cultura: Preclásico del altiplano
INAH MUSEO NACIONAL DE ANTROPOLOGÍA de México
It often happens that when I look at a figurine I like, I spot five others that I absolutely love. What I really like about this one is how puffy the eyelids are and the fact that they’re a different color; it makes the whole piece fun and aesthetically intriguing.
sketches
Mike, Lu & Og (Cartoon Network) from 1999 and 2001... has it really been that long? I didn't watch much of the series when I was little; I remember thinking it looked cheap, like a children's cartoon. I feel differently now; I don't think I appreciated it properly back then. In creating this redesign, I sought to emphasize the geometric figure concept embodied by the three protagonists; using more triangular, square, and cylindrical shapes to make them more distinct from one another. #Cartoon Network
tutorials
A Custom Visual Morph Control System for iClone 8 & Character Creator 5
Visual Morph Controller is a customizable visual interface for controlling character morphs and facial expressions directly inside Reallusion iClone 8 and Character Creator 5.
Instead of working through long lists of morph sliders, you can build your own visual control layout using buttons positioned over a custom character control sheet, facial reference, or any other background image.
Create your own control panels, assign morphs to intuitive drag areas, organize different setups into profiles, and control multiple morphs from a single visual interface.
Demo Video
Click the image above to watch the full demonstration of Visual Morph Controller in action. Buy Visual Morph Controller
Why Visual Morph Controller?
Traditional morph workflows often require searching through large lists of morph targets and repeatedly adjusting individual sliders.
Visual Morph Controller provides a more direct workflow:
Choose a visual reference → place controls → assign morphs → drag to pose or shape the character.
This makes it particularly useful for:
Facial expression workflows
Character posing and customization
Facial animation
Blendshape experimentation
Character design
Morph-heavy character pipelines
Custom character control rigs
Reusable artist-specific control layouts
The interface is completely customizable, allowing the control panel to be adapted to different characters, morph libraries, and production workflows.
Features
Visual Morph Controls
Create interactive controls directly on a visual canvas.
Each control can be linked to a morph target or facial expression and manipulated directly with the mouse.
Controls support:
Custom position
Custom width and height
Custom color
Multiple visual shapes
Direct mouse interaction
Real-time morph manipulation
Supported control shapes include:
Square
Circle
Rounded Square
Four-Direction Multi-Morph Controls
A single control can drive up to four different morph targets:
UP
DOWN
LEFT
RIGHT
This allows you to create intuitive 2D control areas instead of relying exclusively on traditional one-dimensional sliders.
For example, a single control can combine:
Smile / Frown
Eye Open / Eye Close
Head Tilt Left / Right
Facial or body shape combinations
When opposite directions are assigned, the controller automatically manages the active side of the pair and keeps the opposing morph at zero.
This makes a single visual control capable of representing a two-dimensional morph space.
Direct Morph & Facial Expression Support
Visual Morph Controller searches the active character for available morph targets and facial expressions.
Morphs can be resolved from:
Character mesh morphs
Facial expression groups
Facial expressions available through the character's Face Component
This allows the same interface to be used for both general mesh morphs and facial controls.
Real-Time Drag Feedback
While manipulating a control, the current morph value is displayed next to the mouse cursor.
For two-axis controls, the interface displays both values:
H: 0.75 | V: 0.42
This provides immediate visual feedback while editing expressions or character shapes.
Custom Visual Control Layouts
The control canvas can use a custom background image.
This makes it possible to build interfaces around:
Facial control sheets
Character turnaround references
Custom rig diagrams
Expression charts
Artist-specific layouts
Production-specific control panels
The controls can be positioned directly over the relevant areas of the reference image.
Profile System
Visual Morph Controller includes a multi-profile system for storing different control layouts.
You can:
Create profiles
Delete profiles
Rename profiles
Switch between profiles
Save different morph-control configurations
This makes it possible to maintain different layouts for different characters or workflows.
For example:
Default
Face Controls
Body Controls
Expressions
Character A
Character B
Animation Setup
Each profile can have its own controls, background image, and text elements.
Layout Editor
The built-in EDIT mode allows the control interface itself to be customized without manually editing the configuration files.
Available editing tools include:
Add Button
Create a new interactive morph control on the canvas.
Delete Button
Remove an existing control.
Change Button Color
Customize the appearance of individual controls.
Remap Morph
Replace the morph assigned to an existing control.
Move / Resize
Directly reposition and resize controls on the canvas.
This makes it possible to visually construct an entire control interface inside the plugin.
Text Labels
Layouts can also contain custom text elements.
Text labels can be:
Added
Moved
Edited
Resized
Recolored
Deleted
This allows you to organize complex control sheets directly inside the plugin.
For example:
EYES
LEFT RIGHT
MOUTH
SMILE FROWN
JAW
Text elements are stored as part of the profile configuration.
Custom Background Images
Each profile can use its own background image.
This allows the controller to be designed around an existing visual reference.
A typical workflow could be:
Create or import a facial control sheet.
Set it as the profile background.
Add morph controls over the relevant areas.
Assign morphs to each control.
Save the profile.
The result is a custom visual morph interface tailored to your character.
Morph Remapping
If a control references a morph that is not available on the current character, Visual Morph Controller can display it as a placeholder.
The morph can then be replaced by selecting another available morph from the character.
This is particularly useful when reusing a control layout across characters with different morph libraries.
The replacement workflow can also assign additional directional morphs to the same control.
Character Reconnection
When changing characters or switching to a different character setup, use the Reconnect control to refresh the connection between the interface and the active character.
This refreshes the available morph targets and rebuilds the active controls.
This is important when reusing the same control layout with another character.
Reset All Morphs
The RESET ALL command provides a fast way to return the mapped morphs in the active profile to zero.
Instead of manually resetting individual controls, all mapped morph references are processed and returned to:
0.0
This is especially useful when experimenting with complex combinations of facial or body morphs.
Configuration System
Control layouts are stored in JSON configuration files.
The configuration system supports:
Multiple profiles
Background images
Button positions
Button dimensions
Button colors
Button shapes
Morph assignments
Four-direction morph assignments
Text elements
Text formatting
Active profile selection
Existing JSON configurations are also handled with backward-compatible loading for older list-based configurations.
You can load a different JSON configuration through the LOAD button.
Main Interface
The main interface provides direct access to the most important operations:
Control
Function
Profile
Select the active control layout
LOAD
Load a JSON configuration
SAVE
Save the current configuration
RECONNECT
Refresh the connection with the active character
RESET ALL
Reset mapped morphs to zero
EDIT
Enter layout editing mode
When EDIT mode is enabled, the editing toolbar provides the layout and text editing tools.
Typical Workflow
1. Load your character
Open your character in iClone 8 or Character Creator 5.
2. Open Visual Morph Controller
Go to:
Plugins → Morph Controller → Open Morph Controller
3. Select or create a profile
Choose an existing profile or create a new one.
4. Choose a background
Use a custom control sheet or reference image as the profile background.
5. Enter EDIT mode
Enable EDIT and begin creating your control layout.
6. Add morph controls
Create buttons and position them over the appropriate areas of your reference.
7. Assign morphs
Select the desired mesh morph or facial expression.
For more advanced controls, assign separate morphs for:
UP
DOWN
LEFT
RIGHT
8. Add labels
Add text elements to organize and identify your controls.
9. Save the profile
Save the configuration and reuse it whenever needed.
Installation
Visual Morph Controller uses Reallusion's OpenPlugin system and is installed manually.
Requirements
You need at least one of the following:
iClone 8
Character Creator 5
You do not need to have both applications installed.