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Concept to Character

Miso the fox and his noodle cart, followed step by step from a painted concept to a scene of separate objects, a built and textured character, a rig and a walk.

On the left, the painted concept of Miso the fox at his noodle cart; on the right, Studio showing the generated scene of the same cart from a three-quarter angle, with Miso standing beside it.

Our demo character is Miso, a fox who cooks noodles at a cart in a rain-slick night market. He and his cart were made entirely inside the suite, starting from a sentence, and every step below is a job that wrote an asset with its parents recorded. This page follows them through it in order.

1. A concept, in the show's style

The work starts in Concept. The shot Miso lives in inherits a style named Night Market, a paragraph about warm lantern light against deep blue shadow and soft painterly brushwork. The artist describes the cart, the stools, the steaming pots and the fox in front of them, and the style is appended to that description automatically.

The Concept app with a long prompt describing a wooden noodle cart at a night market with a fox cook in front, the inherited Night Market style below it, and four generated variations in a grid.

Each variation gets its own seed and lands in the library as an asset the moment it finishes, recording the prompt, the seed, the settings and the style it was made with. One press of Studio on the chosen variation makes it Studio's source image, with no download or upload in between.

Painted concept art of the fox noodle cook standing at his cart under a red canopy, with paper lanterns and steaming pots.

2. One box per object

In Studio, the artist draws a box around every object that should come out as a mesh of its own: the canopy, each lantern, the crates, the two stools, and Miso. Giving Miso his own box is what lets him be rigged later as one object of the scene. How finely the image is divided matters more to the result than any other setting, so this step belongs to the artist, not the model.

Studio's Segment stage on the noodle cart concept, with eleven blue boxes drawn around the lanterns, the canopy, the cart, the crates, the stools and Miso.

3. Generated together

The objects are then generated in one diffusion pass, with attention shared across all of them, so each object is shaped knowing where the others are. They come out as separate meshes that already share one frame. Nothing is re-centred afterwards, because re-centring is the step that would throw that arrangement away.

Studio showing the untextured generated scene: the cart, its canopy, two lanterns, the stools and Miso as separate grey meshes in one frame.

Texturing renders six views of every object and bakes them into its own UV texture. The views are kept on the textured scene, so a disagreement between them can be traced and that one object textured again with a different seed.

Studio's Multiview panel listing six views per object beside the textured cart scene in the viewport.

4. Matching the concept's composition

A generated scene should look like its concept from the concept's camera. The first generation did not: Miso came out inside the cart's volume, behind the stools, because depth order between overlapping objects is where the scene model is weakest. Our composition-matching research fits the placed objects to the concept's silhouettes, from the concept's camera, and the match_composition operation runs it inside Studio.

Studio's isometric view of the textured noodle cart scene after composition matching, with the canopy, lanterns, pots and crates placed on the cart.

5. Miso on his own

A character that will be rigged needs more detail than one object of a scene can carry, so Miso was also built on his own through a per-asset chain. He is lifted out of the environment concept, front on, on a plain ground, and re-posed into an A-pose with his arms out.

Miso isolated from the environment concept, standing front on against a plain grey background.
Miso cut out on white in an A-pose, arms out and tail to one side.

From that image a turnaround is generated, a ring of consistent views plus views from above. The mesh is built from the views and textured from the same views. Studio's place_asset then stands the rebuilt Miso exactly where the coarse one stood in the scene.

Six renders of the textured Miso model from the front, three-quarter, side, back, rear three-quarter and above.

Small regions are where a generated character falls down, and hands are the hardest. A concept painting is almost never a reliable guide to what a character's hands should be, so the suite does not pick a default: whoever makes the character chooses, in the interface or through the API. For Miso the answer was gloved hands, as drawn.

Four close-ups of the same dark-brown hand in different styles: human fingers, gloves, paws with pads, and claws.

6. A skeleton, and a fit

In Rigging, the rig model proposes joints and skin weights for Miso, including his tail. The artist then fits the show's own skeleton template, the Night Market Biped, so every character on the show shares one joint layout, and tests the shoulders by posing them before anything is saved.

The untextured grey Miso mesh with his skeleton joints shown as yellow dots, including a chain of joints down the tail.

7. Motion

In Animate, a forward walk from the curated motion library is retargeted onto Miso's rig. Retargeting reads both skeletons as a body, hips, spine, arms and legs, and pairs them part to part, so a take recorded on a person drives a fox whose joints are named differently. Root travel is scaled to his hip height, and the walk plays on his own skinned mesh. The clips in the gallery below are the result, still in clay with the rig showing.

Walk motion from the 100STYLE dataset (Mason, Starke and Komura), CC BY 4.0.

What it leaves behind

Every step above wrote an asset, and every asset records the one before it. Open the textured cart in Assets and Came from walks back through the cleaned scene, the scene and the segmentation to the concept image, and from there to the prompt and style it was generated from.

Six-step flow: concept, segment, generate, texture, scene document, export.
Every intermediate stays addressable, so a stage can be re-run without losing what came before it.