Reallusion ships Headshot 3 for CC5

Headshot 3 arrives for Character Creator 5 with single photo heads, mesh wrapping, texture tools, and an early bird bundle through May 31.
A split image of a woman's face featuring distinct lighting and background colors. The left side has a bright white background, showcasing her natural beauty and freckles. The right side presents a darker backdrop, emphasizing her features with enhanced shadows and highlights, offering a dramatic contrast.

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.

A digital workstation displays three panels with a character model. The left panel shows a wireframe face with green alignment points, the center features a realistic face sculpt, while the right presents a lifelike rendering of a bald male head with detailed facial features.

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.

A detailed close-up view of a digital character's face, featuring smooth skin texture and expressive eyes. The character has a shaved head, a calm expression, and subtle facial details, set against a dark background with a user interface overlay displaying editing options.

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.

A 3D modeling software interface displays a half-rendered human head, covered in a red wireframe mesh. The background is stark black, emphasizing the head's contours. Various tool options are visible at the top and side, enhancing the creative workspace.

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.

A close-up of a realistic digital human face, showcasing detailed skin textures, wrinkles, and subtle facial features. The background displays a digital interface with various controls and settings for enhancing the character model, enhancing the immersive visual experience.

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.

Close-up view of a digital 3D model of a human nose, showing detailed mesh lines and soft color gradients. The image is framed by a dark background with various software tools and controls visible at the top, indicating a focus on digital modeling and design.

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.

Close-up view of a woman's face focusing on her striking eyes. The skin is smooth, and the eyes are a deep brown, framed by well-defined eyebrows. Green markers delicately trace the contours of her eyelids within a digital editing interface, suggesting an eye enhancement or retouching process.

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.

A close-up profile of an older man with thin, gray hair and a gentle expression. Beside him, a digital interface displays customization options for facial features, showcasing various adjustments. The overall scene emphasizes a blend of realism and technology in character design.

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.

A close-up of a realistic human face rendered in 3D, showcasing intricate details such as skin texture, subtle wrinkles, and lifelike facial features. The background displays software tools and sliders for digital character creation, emphasizing the design process.

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