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Adobe Mixamo Characters
We were asked by Adobe to come up with 50 unique characters.

With a task to design, model, sculpt and texture all of them for the whole world to use on the newly updated Mixamo website.
FLOAT short film

After posing our characters in Mixamo for some quick renders, we realized it would be entertaining to create a short film showcasing the characters and letting each one tell their own story.
Teaser Video

This is the first teaser video we did using these characters. It was instantly clear how fast working with Mixamo animations is. 

After having some fun picking and choosing from different animations and setting their playback speed on the Mixamo website, just a couple of atmospheric lights were all that was needed to send out a quick video like this:
Garment damage inside Substance Painter

These are the types of setups that show the unique power of Substance Painter, by using anchor points to reference a layer it's straightforward and intuitive to keep upgrading the desired effect. 

Here you can see how drawing on a single anchor point layer influences a whole stack of other referenced layers: Revealing damages under the cloth, surrounding creasing, bulging and material weathering.
Procedural Hair Card System

Creating hair for realtime characters was always a painfully slow process, usually done by positioning layers of hair planes and then manually rotating them to avoid countless intersections.

To rapidly create 50 characters, we had to find a way to optimize this process and create a useful tool out of it.
Firstly we created a fully procedural hair texture generator inside After Effects. 
Then we created a custom system that gives the freedom of manually positioning the planes to achieve the desired look, but automatically avoids intersections while grounding them to the characters head.
Procedural Stitches

It's always fun to search for problem solutions in unexpected places, here we imported cloth UV's to After Effects and created a procedural system that instances any stitch shape segment along a drawn mask path.
The resulting image is then loaded into Substance Painter and referenced to the layer stack using the anchor point option. Linked layers above get procedurally updated - creating additional surrounding cloth creases around the stitch.

Each character was sent to sculpting and then baked onto the low poly mesh, transferring details onto the normal map.
Concept work

Each character had a full mood board as well as concept art; having our design team working alongside our modeling artists is always crucial to bringing each character to life.

All garments were simulated in T-pose, and then additionally sculpted to make sure they press up along the character as much as possible. Hence, they look natural in each Mixamo pose.
Substance Painter screenshots
Adobe Aero

With a click of a button, you can send each character from Mixamo to Adobe Aero, an amazing AR app that tracks surfaces, letting you pose Mixamo models in realtime around your room. You can imagine we had a lot of fun with this in the studio.
Besides having fun, you can also use Adobe Aero for everything from planing shots in realtime to showcasing models to clients.
The Community

It's incredibly rewarding to see all these models being used by artists across the world.
Seeing them used every day in innovative ways completes this project. 
Thank you

In the end, we would like to say a huge thank you to the whole Adobe team, and every artist that helped bring these characters to the public.
Adobe Mixamo Characters

Adobe Mixamo Characters

Art direction, modeling and texturing of 50 characters for Adobe Mixamo.