6 min read

CharacterForge update 06: real eyes, a clean head and the cloak

C001's head is rebuilt as one clean mesh with no folds, her face kit gets flat-plate anime eyes, the cloak and lace border are in, and the hair is rebuilt from a single dome.

CharacterForge is building one playable anime-style character (C001) in Blender and Unreal Engine. Since update 05 the head finally turned a corner: after four rounds of smoothing a patched-together mesh kept folding, the head was rebuilt as one continuous low-poly cage that is subdivided, and the folds are gone. The new face kit puts pro-style eyes on it (a flat white plate behind the eye hole with a coin-shaped iris, no eyeball), and blinks and mouth shapes now close cleanly. Still wrong and next: the mouth interior shows through below the lips, the hair reads as one carved helmet (it is being rebuilt as layered clumps), and the cloak hangs like a flat board (it gets volume and folds next). A session usage limit interrupted every lane mid-step this morning; all of them were resumed where they stopped.

Only our own renders appear here. No concept art, no other studios' models or stills, and the AI-made ghost mesh is never shown without a tracing-guide label.

Note

TL;DR — Product 1 (playable character): 38% · Overall (Products 1 + 2): 20% · Now: S3 — Body + head topology (the head is finally clean (one continuous mesh, no folds) and has real anime eyes; hair is being rebuilt as layered clumps; the cloak and lace are in and getting volume next)

Roadmap. S0 to S10 are Product 1, S11 is Product 2.

Stage Work Status
S0 Foundations: research, MMD dataset + metrics, reference shelf ▶ in progress, 99%
S1 Critic (judge) kit + calibration ✅ done
S2 C001 concept sheets + Meshy ghost ✅ done
S3 Body + head topology (adult-female family template) ▶ in progress, 92%
S4 Face system: eyes, mouth interior, expressions, face shading ▶ in progress, 40%
S5 Hair, clothing layers, bone arms, boots ▶ in progress, 35%
S6 Rig, weights, correctives, physics ▶ in progress, 10%
S7 Texturing + materials (Kuro-look NPR, Blender to Unreal) ▶ in progress, 30%
S8 Unreal import, motion, motion-matching locomotion ▶ in progress, 35%
S9 Combat kit + VFX ▶ in progress, 20%
S10 Full blind test (Product 1) ○ not started
S11 Chassis + C002 + C003 + provider swap tests (Product 2) ○ not started

As of 2026-10-01. Percentages are effort-weighted stage estimates and get re-forecast as real costs come in.

What landed

Newest first. Times are local time at the build machine (UTC+7).

2026-10-01

09:11 · S5 cloth · S5

C001's cloak is in: it hangs from the shoulders over the upper arms to the knees, with a separate lace border band along its open edges and ragged hem, plus three-layer tattered flaps on each shoulder. Clay and wireframe views.

Render sheet from the S5 cloth lane, stage S5: C001's cloak is in: it hangs from the shoulders over the upper arms to the knees, with a separate lace border band along its open edges and ragged hem, plus three-layer tattered flaps on each shoulder. Clay and wireframe views.

09:11 · S4 face · S4

C001's face kit is rebuilt the way pro anime games do it: a flat white plate behind the eye hole with a coin iris, separate pupil and highlight planes, a three-row lash with a cat-eye wing, crease and inner-eye shadow planes, and 52 expression keys that regenerate from the head's named loops; blink now closes cleanly and the 'a' mouth opens round instead of into a V.

Render sheet from the S4 face lane, stage S4: C001's face kit is rebuilt the way pro anime games do it: a flat white plate behind the eye hole with a coin iris, separate pupil and highlight planes, a three-row lash with a cat-eye wing, crease and inner-eye shadow planes, and 52 expression keys that

09:08 · S5a hair · S5

Hair round 6: the same build script was simply re-run on the newly rebuilt head, and the hair now sits on it (0.1% of hair points inside the head instead of a third). The crown got a part line and flow grooves and the fringe became six thick clumps; side by side it still reads as one carved shell, so next round grows a real second layer of strands over it.

Render sheet from the S5a hair lane, stage S5: Hair round 6: the same build script was simply re-run on the newly rebuilt head, and the hair now sits on it (0.1% of hair points inside the head instead of a third). The crown got a part line and flow grooves and the fringe became six thick clumps; sid

09:08 · head-procedures (Opus 5.5) · S4 head v2 round E

Round E rebuilt C001's head from one continuous low-poly cage, face and skull and neck together, then subdivided it, so the patchwork fold lines are gone and the skull is round; blind judges still pick the pro head every time, for the empty eye sockets, a groove at the nape, ripples near the jaw, a small ear and a skull too big for the face.

Render sheet from the head-procedures (Opus 5.5) lane, stage S4 head v2 round E: Round E rebuilt C001's head from one continuous low-poly cage, face and skull and neck together, then subdivided it, so the patchwork fold lines are gone and the skull is round; blind judges still pick the pro head ever

08:49 · S6 rig · S6

Round 2 of C001's rig adds corrective shapes, so knees and elbows keep their thickness in deep bends instead of pinching (before/after pairs in clay and wireframe). It also moves the rig onto the new body with the garment edge loops cut in.

Render sheet from the S6 rig lane, stage S6: Round 2 of C001's rig adds corrective shapes, so knees and elbows keep their thickness in deep bends instead of pinching (before/after pairs in clay and wireframe). It also moves the rig onto the new body with the garment edge loops cut in.

08:49 · S5a hair · S5

Hair round 5: rebuilt from scratch the way pro hair is made, one continuous volume that grows out of a smooth crown dome, with strands splitting off it instead of slabs pasted on a shell. The helmet-of-planks look is gone; next round gives the crown a part and flow, thickens the bangs into a few choppy clumps and makes the cheek locks read.

Render sheet from the S5a hair lane, stage S5: Hair round 5: rebuilt from scratch the way pro hair is made, one continuous volume that grows out of a smooth crown dome, with strands splitting off it instead of slabs pasted on a shell. The helmet-of-planks look is gone; next round gives the crown a p

Previous update: CharacterForge update 05: first look at the whole character

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