For those who don’t know the tool: Headshot is a plug-in inside Character Creator 5 for turning photos or head meshes into rigged CC characters that can move on to Autodesk Maya, Blender, Unreal Engine, and Unity.
Two ways in: photo or mesh
Headshot now sits at version 3 and requires Character Creator 5. The tool targets digital humans built from either a single portrait or an existing 3D head model, with both paths ending in a fully rigged CC character ready for animation work.
The image workflow starts from a facial photo and runs through automatic 3D head generation plus topology and shape refinement, camera lens correction, normal map creation, and texture reprojection. The mesh workflow targets static head models and runs automatic head wrapping, mesh refinement, and texture baking. The same product page frames the mesh workflow as optimized for photogrammetry, sculpted assets, and mobile scanned models.

Both workflows chase the same goal: convert reference into a character that stays on CC topology so facial animation and downstream retargeting behave predictably. That matters more than the marketing word salad, because your rig cares about edge flow, not adjectives.
Image workflow: faster first pass, more knobs after
The image workflow focuses on building a likeness from a single portrait. Headshot 3 adds AI Image Enhancement tools described as head leveling, expression neutralization, lighting correction, stray hair removal, and 4K upscaling, all applied to source photo material used for the head build.

Headshot 3 also adds AI Image Generation, (text to image generation) with portrait images up to 4K resolution and side or full body images up to 2K resolution. AI Image Generation is powered by Google Nano Banana and requires credits for each generation. The same ecosystem also promises you can swap or replace textures after mesh changes, with texture reprojection that updates after mesh modifications.

For anyone who has ever tried to fix a face by nudging ten sliders and then regretted it on frame 180, Headshot 3 adds preset driven morphing on top. The version has 58 facial presets intended to enhance depth and highlight unique features, with an adjustable slider for fine tuning per applied preset. This is the part to pressure test early. New tools and innovations should be tested before use in production, especially when your deliverable lives or dies on a tight closeup.

Mesh workflow: wrap, sculpt, and keep topology honest
The mesh workflow centers on converting a static head model into a fully rigged CC character using head wrapping, refinement, and baking. It is positioned for turning scans and sculpts into animation ready characters while keeping CC topology.

Headshot 3 adds a spline based reshaper that supports portrait and profile views for alignment of features such as double eyelids and nasolabial folds, described as enabling more accurate facial animation. As well as Bezier controls for refining front and side profiles, with granular adjustment aimed at eyelid structures, mouth curves, and the flow of laugh lines when used with CC5 characters.

Texture work also gets more explicit tooling. The forum post describes a De light function that removes shadows and highlights to produce a clean albedo texture and can generate roughness and normal maps automatically for a full PBR texture set. It also brings a 3D mask brush for removing unwanted blemishes and photo artifacts such as stray hair or eyelashes, with edits on selected texture channels or across all channels at once.

Body matching and the bigger character pipeline
Headshot 3 pushes beyond the head with body matching. The launch post describes using full body reference photos so the AI automatically generates a matching body shape to complement the face, producing a cohesive character build that is fully rigged and ready for animation within the Character Creator 5 ecosystem.
On the promo side, that means a single workflow aims to move from reference to a complete character rather than a floating head. On the pipeline side, it means you still need to verify your own handoff points like shading conventions, texture packing, and how far the exported result matches your studio standards for facial rigs and blendshape naming.

If you are tracking internal workflow topics, this release lands squarely in character animation and the places where facial rigs meet real production schedules. It also sits close to mocap cleanup, since a fast character build only helps if the face holds up once you start driving it.
Again, new tools and innovations should be tested before use in production. Do the boring tests now so you do not do the expensive ones later.
Pricing, promos, and what is actually specified
There is an Early Bird Offer running April 27 through May 31 and it includes Headshot Morphs 1400 plus valued at $99 and 100 AI Image Gen Credits valued at $30. It lists a starter package for Character Creator 5 at $329 from $498, Headshot 3 at $129 from $199 as a member special, and an upgrade price of $99 for Headshot 2 customers.All prices are for Windows perpetual licenses.
New users can purchase Headshot 2 for $129 as a special offer and get Headshot 3 free at launch, and that Headshot 1 and 2 owners can upgrade to Headshot 3 for $99 starting on launch day. The early bird offer runs until May 31st, 2026.
If you plan to lean on AI Image Generation, remember the product page also states it requires credits for each generation. Test the workflow, confirm what consumes credits in your actual use, and validate liekness under your lighting and animation range before you commit it to a client deliverable.
https://www.reallusion.com/character-creator/headshot/
https://discussions.reallusion.com/t/headshot-3-is-coming-pre-launch-offer-live-now/16736