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Proofly Marketplace

3D Models for Character Creator 4

FBX base meshes, clothing, accessories, and props compatible with Reallusion Character Creator 4 (CC4) and its G8 pipeline — for iClone, Unreal Engine, Unity, and cinematic production.

Import Formats for Character Creator 4

CC4 supports several import paths depending on whether you're bringing in a character base, clothing, or a static prop.

FormatCC4 import pathBest forPro tip
FBXFile → Import → FBX → Character/Clothing/PropCharacters, clothing overlays, accessories with multi-materialUse FBX 2019 or 2020 format. Ensure transforms are applied and normals are correct before export from Blender or Maya.
OBJFile → Import → OBJ → Prop or accessorySimple static props, jewelry, rigid accessoriesOBJ imports as a static prop. For clothing that conforms to the body, FBX with weight painting is required.
FBX (via AccuRig)Export from CC4 AccuRig → Auto-rig imported mesh to G8Custom character bases that need full G8 bone mappingAccuRig uses AI to auto-map imported character bones to the G8 standard. Best for humanoid meshes with a clean base topology.

Using a Proofly FBX in Character Creator 4

Base mesh for custom character

  1. Download the FBX from Proofly
  2. In CC4: File → Import → FBX → select as Prop or use AccuRig for auto-rigging to G8
  3. For AccuRig: Plugins → AccuRig → Import FBX → AI auto-maps bones to G8 standard
  4. Review the bone mapping → confirm → the mesh is now fully compatible with CC4's expression and animation system
  5. Use GoZ → Export to ZBrush for detail sculpting, then return via GoZ for the final character
  6. Export to iClone, Unreal, Unity, or Blender from CC4's standard export panel

Clothing / accessory overlay

  1. Import the FBX garment or accessory via File → Import → FBX → Clothing
  2. CC4 asks you to assign it as a clothing layer on an existing CC character
  3. Weight painting transfers from the CC base body — the garment automatically conforms with cloth simulation
  4. Adjust fit via the Modify → Edit → Cloth panel

Why CC4 Artists Use Proofly

Preview topology in 3D before buying

Inspect polygon density, edge loops, UV quality, and surface normals in the browser. Critical for evaluating whether a base mesh will subdivide and deform cleanly in CC4.

Exact polygon counts on every listing

Match your character budget to CC4's default body density (~70k–100k tris) when selecting a base mesh. Filter by poly range directly in the marketplace.

Multiple formats per purchase

Many Proofly listings include both FBX (for rigging and import) and OBJ (for ZBrush reference or sculpting). The Files tab on each listing shows every included format.

Commercial and Extended licenses

Commercial licenses cover use in client productions. Extended licenses allow selling derived character packages built on the base mesh. Both are clearly labelled on every listing.

HiddenMark per-buyer watermark

Every download carries a unique HiddenMark watermark in the mesh geometry. If a purchased base leaks or is redistributed without authorization, Proofly's verification system traces it to the buyer.

Creators keep 100% — more quality assets

Proofly charges zero commission from creators. Higher earnings per sale incentivize higher-quality uploads — meaning more CC4-grade character assets are available on the marketplace.

CC4 Export Pipeline — Target Engines

CC4 characters export cleanly to all major real-time engines and DCCs. Models bought on Proofly can feed into any of these pipelines.

TargetCC4 export formatNotes
iClone 8Native via Live LinkFull G8 rig, expressions, cloth simulation
Unreal Engine 5FBX + MetaHuman-compatibleLivelink plugin available for real-time animation
UnityFBX + LODsHumanoid Avatar mapping; supports Mecanim and Timeline
BlenderFBX or GLBAuto-rigging compatible; GoB bridge available
OmniverseUSD export (CC4 plugin)Photorealistic rendering with full PBR materials
Cinema 4DFBXImport via standard FBX; C4D bridge plugin for live updates

Browse CC4-Compatible Assets on Proofly

FAQ — 3D Models for Character Creator 4

What 3D formats does Character Creator 4 import?

Character Creator 4 (CC4) imports FBX as the primary format for characters and clothing. OBJ is supported for static props and accessories. CC4 also supports a GoZ bridge to ZBrush for sculpting, and an Alembic (.abc) import for cloth simulation caches. For characters, FBX is by far the most reliable format — it preserves skinning, morph targets, and multi-material setups that CC4 uses for its blendshape-based expression system.

Can I use any FBX character in Character Creator 4?

You can import any standard FBX mesh into CC4, but to use CC4's full pipeline (facial morphs, expression blendshapes, iClone animation) the character needs to be mapped or retopoed to the G8 bone standard. CC4's 'Modify → Edit' workflow lets you overlay an external mesh over the CC base body. For full compatibility, use CC4's SmartHair, AccuRig, or the manual bone-mapping process to align the imported skeleton to the G8 hierarchy. Simple props and accessories import directly as FBX without needing bone mapping.

What poly count works best for Character Creator 4 characters?

CC4's default base body is approximately 70,000–100,000 triangles for the high-res version. For custom base meshes imported into CC4, similar densities (50,000–120,000 tris) work well for close-up and cinematic rendering. CC4 also supports LOD (Level of Detail) mesh exports for game engines — Excellent LOD0 at full detail, LOD1 at 50%, LOD2 at 25%. If you're importing a character from Proofly as a CC4 overlay or accessory, match the density to the CC base body you're working with.

What is GoZ and how does it work with Character Creator 4?

GoZ (Go to ZBrush) is a direct bridge between ZBrush and Reallusion software. In CC4, you can send any character or prop mesh directly to ZBrush for sculpting via GoZ → Export to ZBrush. When you finish sculpting in ZBrush, GoZ sends the updated mesh back to CC4, preserving UV maps, morph targets, and material assignments. This workflow is ideal for adding surface details (wrinkles, scars, costume embroidery) to a base mesh purchased from Proofly — import FBX into CC4, send via GoZ to ZBrush for detail sculpting, return to CC4 for the final character.

Can I commercially sell characters I build in CC4 using purchased base meshes?

It depends on the base mesh license. Most Proofly models with a Commercial license allow you to use the mesh in commercial productions (games, animations, films) but not resell the raw mesh itself. If you want to sell packaged characters or avatar bases built on a purchased mesh, you need an Extended license, which covers derivative products for sale. Always check the license badge on the Proofly listing before using a mesh as a commercial character base. Extended-licensed meshes on Proofly allow full commercial derivative resale.

How does Character Creator 4 differ from DAZ Studio for character creation?

DAZ Studio and Character Creator 4 serve different primary use cases. DAZ is focused on still rendering and posing with large content libraries in its proprietary formats. Character Creator 4 is built for real-time and game-ready character production — its G8 pipeline exports directly to Unity, Unreal, Blender, and iClone with proper skinning and LODs. CC4 has built-in cloth simulation, hair systems, and animation retargeting. DAZ content is largely locked to DAZ's format and rendering engine. CC4's export flexibility makes it the better choice for game development, film VFX, and real-time applications.

Find Base Meshes for Character Creator 4

FBX characters with verified topology — inspect in 3D viewer, check poly count, import into CC4 via AccuRig, and build production-ready characters for any engine.