Stage 01
Pre-Production
Concept & Visual Development
CF
ComfyUI
Open Source
AI concept generation and 3D base mesh creation from approved 2D concepts.
Runs locally only on controlled GPU hardware, no cloud upload of any production asset.
Returns in post-production for render enhancement and the custom Face Scion LoRA pass.
Runs locally only on controlled GPU hardware, no cloud upload of any production asset.
Returns in post-production for render enhancement and the custom Face Scion LoRA pass.
PS
Photoshop
Adobe
Works alongside ComfyUI for photobashing, painting, and moodboard production.
AI-generated outputs come into Photoshop for editing, compositing, and final refinement before art direction approval.
AI-generated outputs come into Photoshop for editing, compositing, and final refinement before art direction approval.
Stage 02
Spatial Capture
Real-World Capture
XG
PortalCam & LCC Studio
XGrid
PortalCam is a handheld scanner with 96-channel LiDAR and four calibrated cameras that captures real-world environments as 3D Gaussian Splat point clouds up to 60m, with real-time preview on device.
LCC Studio processes the raw captures, cleans the point cloud, optimises splat density, and exports PLY files ready for Volinga import into UE5.
LCC Studio processes the raw captures, cleans the point cloud, optimises splat density, and exports PLY files ready for Volinga import into UE5.
WL
Marble
World Labs
AI-powered 3D Gaussian Splat environment generation from text or reference images.
Used in pre-production for rapid environment exploration and director review before committing to a physical scan.
Where the result holds quality, the Marble asset goes straight to production as a final deliverable, exported as PLY and brought into UE5 via Volinga the same way as any XGrid capture.
Used in pre-production for rapid environment exploration and director review before committing to a physical scan.
Where the result holds quality, the Marble asset goes straight to production as a final deliverable, exported as PLY and brought into UE5 via Volinga the same way as any XGrid capture.
Visualization & Virtual Camera
VG
Volinga
Volinga
UE5 plugin that imports and relights PLY Gaussian Splat data with Lumen-compatible shadow casting and full ACES colour management.
Fully source-agnostic. XGrid scans and Marble environments are treated identically, so real and AI-generated locations can coexist in the same scene with no pipeline changes.
Fully source-agnostic. XGrid scans and Marble environments are treated identically, so real and AI-generated locations can coexist in the same scene with no pipeline changes.
JS
Jetset
Lightcraft
Virtual camera system. The full UE5 scene, characters animated and Gaussian Splat environments loaded, is packaged as USDZ and opened on an iPhone or iPad.
The director navigates with a live handheld camera and records tracked takes with full lens metadata.
Camera paths import into UE5 via Live Link as approved shot references, driving the final render camera in production.
The director navigates with a live handheld camera and records tracked takes with full lens metadata.
Camera paths import into UE5 via Live Link as approved shot references, driving the final render camera in production.
Stage 03
Characters & Environments
Digital Human — The Scion
3SK
Scan Library
3D.sk
High-resolution photogrammetry neutral face scan and full FACS expression set for The Scion.
Source data for the entire digital human pipeline. The neutral scan enters Faceform Wrap first, with expression scans following for the ZBrush transfer phase.
Source data for the entire digital human pipeline. The neutral scan enters Faceform Wrap first, with expression scans following for the ZBrush transfer phase.
FF
Wrap
Faceform
Conform pass on the 3DSK neutral scan, aligning and orienting it as the spatial reference for all downstream FACS work.
ZWrap then transfers CC5 topology directly onto the scan geometry. Because alignment is established once here, no per-expression re-registration is ever needed.
ZWrap then transfers CC5 topology directly onto the scan geometry. Because alignment is established once here, no per-expression re-registration is ever needed.
CC5
Character Creator 5
Reallusion
HeadShot conforms CC5 topology onto the aligned scan, replacing generic geometry with the real subject's face while keeping the full CC5 rig intact.
FaceTool bridges CC5 and ZBrush in both directions, so subdivision-level FACS sculpts bake automatically back into the rig as expression shapes.
FaceTool bridges CC5 and ZBrush in both directions, so subdivision-level FACS sculpts bake automatically back into the rig as expression shapes.
ZB
ZBrush
Maxon
FACS expression scans wrapped and sculpted at high subdivision via ZBrush Face Tools, with each expression shape baking back into the CC5 rig automatically through the FaceTool bridge.
Also handles hero surface detail and environment asset detail passes across the wider production.
Also handles hero surface detail and environment asset detail passes across the wider production.
Reallusion Hub — Rigging & Animation
AR
AccuRig
Reallusion
Automated rigging applied twice per hero character, first to the AI base mesh for the previz track, then to the final retopologised asset.
Same skeleton both times, so every animation clip built during previz transfers directly to the final character with no rework.
Same skeleton both times, so every animation clip built during previz transfers directly to the final character with no rework.
CC5
Character Creator 5
Reallusion
Primary character hub for Rhea and Io. Integrates the AccuRig skeleton into the full CC5 system with HD facial controls compatible with MetaHuman.
Receives PBR maps from Substance Painter and garments from Marvelous Designer.
Single authoritative asset exported to any DCC via Auto-Setup.
Receives PBR maps from Substance Painter and garments from Marvelous Designer.
Single authoritative asset exported to any DCC via Auto-Setup.
IC8
iClone 8
Reallusion
Primary animation platform. ActorCore mocap library and video-to-mocap for body and facial performance.
Streams live into UE5 via Live Link for real-time director review.
Animation builds from week one on the prototype rig and transfers directly to the final asset.
Streams live into UE5 via Live Link for real-time director review.
Animation builds from week one on the prototype rig and transfers directly to the final asset.
AS
Auto-Setup
Reallusion
Free UE5 plugin that automates full CC5 character transfer into any DCC target, handling skeleton mapping, shader reconstruction, and facial rig setup automatically.
Same character, any render environment, no manual reconstruction at any step.
Same character, any render environment, no manual reconstruction at any step.
Modeling, Cloth & Texturing
MA
Maya
Autodesk
First DCC validation point for the AI-generated base mesh, brought in via a custom GLB import tool.
Hard surface prop and environment hero asset modelling, plus retopology. Not used for animation.
Hard surface prop and environment hero asset modelling, plus retopology. Not used for animation.
MD
Marvelous Designer
CLO
Cloth simulation and costume construction at the pattern level with physically accurate fabric.
Output goes into Maya and ZBrush for retopology and detail, then into Substance Painter for full PBR texturing before final assembly in CC5.
Output goes into Maya and ZBrush for retopology and detail, then into Substance Painter for full PBR texturing before final assembly in CC5.
SP
Substance Painter
Adobe
PBR texturing and material authoring, with all maps authored to ACES colour space.
Delivers albedo, roughness, metallic, and normal maps into CC5 for character finalisation and directly into UE5 for environment assets.
Delivers albedo, roughness, metallic, and normal maps into CC5 for character finalisation and directly into UE5 for environment assets.
Stage 04
Real-Time & Rendering
UE5
Unreal Engine 5
Epic Games
Central render hub where all departments converge.
Lumen GI and reflections, Nanite virtualised geometry, Sequencer for shot assembly and AOV EXR output per layer.
Live Link receives iClone animation and Jetset camera data in real time.
Lumen GI and reflections, Nanite virtualised geometry, Sequencer for shot assembly and AOV EXR output per layer.
Live Link receives iClone animation and Jetset camera data in real time.
DS
Dash
Polygon Flow
Procedural world-building plugin inside UE5. Surface scatter, terrain generation, procedural mesh placement for roads, cables, and organic forms.
Replaces complex PCG graph workflows with an artist-friendly interface, so environment layout is built and iterated without ever leaving UE5.
Replaces complex PCG graph workflows with an artist-friendly interface, so environment layout is built and iterated without ever leaving UE5.
ZVD
ZibraVDB
Zibra AI
Neural VDB compression plugin for UE5, achieving up to 100x compression with negligible quality loss.
Custom volumetric renderer runs up to 2x faster than Unreal's native Heterogeneous Volumes.
Receives VDB output from both JangaFX tools and Houdini. Available via Epic Fab.
Custom volumetric renderer runs up to 2x faster than Unreal's native Heterogeneous Volumes.
Receives VDB output from both JangaFX tools and Houdini. Available via Epic Fab.
Stage 05
VFX & Simulation
EG
EmberGen
JangaFX
Real-time GPU fire, smoke, and spark simulation.
Output goes to UE5 via VDB volumes compressed through ZibraVDB, or as flipbook sprite sheets for Niagara particle integration.
Covers the majority of atmospheric and pyrotechnic effects at this production scope.
Output goes to UE5 via VDB volumes compressed through ZibraVDB, or as flipbook sprite sheets for Niagara particle integration.
Covers the majority of atmospheric and pyrotechnic effects at this production scope.
LG
LiquiGen
JangaFX
Real-time GPU fluid and liquid simulation, replacing offline Houdini FLIP for most fluid effects.
Output goes to UE5 via Alembic cache for mesh-based liquid geometry, or as VDB compressed through ZibraVDB for volumetric fluid data.
Output goes to UE5 via Alembic cache for mesh-based liquid geometry, or as VDB compressed through ZibraVDB for volumetric fluid data.
HOU
Houdini
SideFX
Offline FX fallback for simulations that go beyond what the real-time tools can handle.
Vellum cloth for complex hero cloth shots as production scales up.
Output as OpenVDB, compressed via ZibraVDB before UE5 import.
Vellum cloth for complex hero cloth shots as production scales up.
Output as OpenVDB, compressed via ZibraVDB before UE5 import.
Stage 06
Post & Delivery
CF
ComfyUI
Open Source
Procedural render enhancement, with each AOV layer from UE5 routed through its own dedicated sub-workflow.
Custom Face Scion LoRA trained on FACS turntable renders refines facial detail based on the character's own scan data.
Same operator, same tool, same local hardware as pre-production.
Custom Face Scion LoRA trained on FACS turntable renders refines facial detail based on the character's own scan data.
Same operator, same tool, same local hardware as pre-production.
NK
Nuke
Foundry
Multi-pass compositing. Assembles AOV EXR sequences from UE5 with ComfyUI-enhanced layers.
Final shot finishing: depth of field, motion blur, grain, chromatic aberration, light integration, and atmosphere.
Output: linear EXR to DaVinci Resolve.
Final shot finishing: depth of field, motion blur, grain, chromatic aberration, light integration, and atmosphere.
Output: linear EXR to DaVinci Resolve.
DVR
DaVinci Resolve
Blackmagic Design
Final colour grade and delivery. Receives the ACES-linearised composite from Nuke intact, with full dynamic range preserved through the grade.
Delivers ProRes and EXR with full ACES metadata.
Review formats converted to display colour space within Resolve.
Delivers ProRes and EXR with full ACES metadata.
Review formats converted to display colour space within Resolve.