
GITNUXSOFTWARE ADVICE
Arts Creative ExpressionTop 10 Best 3D Character Creation Software of 2026
Top 10 3d character creation software ranked for modeling, texturing, and rendering, covering Blender, Substance Painter, Nomad Sculpt, Spline.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
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Nomad Sculpt is the best pick when you need tablet-based sculpt iteration that can hand off cleanly to Blender for retopology, UV, and PBR texturing, and Blender is the smarter end-to-end route if one team wants a single authoring pipeline for modeling through rigging and rendering.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Nomad Sculpt
Detail baking that produces lower-poly meshes for handoff after on-device sculpting.
Built for fits when tablet-based sculpt iteration must feed Blender retopology, UV, and PBR texturing..
Spline
Editor pickRealtime, in-editor scene rendering that keeps character materials and animation changes visible during authoring.
Built for fits when small teams need web-ready character visuals and motion previews without a full DCC pipeline..
Blender
Editor pickRetopology tools built around edge-loop control let sculpt details become animation-ready topology inside Blender.
Built for fits when one team needs an end-to-end character authoring pipeline without external tooling..
Comparison Table
Nomad Sculpt
SMBMobile 3D sculpting app for creating character models on tablets.
Detail baking that produces lower-poly meshes for handoff after on-device sculpting.
Nomad Sculpt focuses on polygonal sculpting workflow speed with tools like masking, smooth/crease controls, and sculpt symmetry for repeatable head and body proportions. Mesh organization supports multiple objects, and the app can bake detail into lower-poly outputs so the rest of a character pipeline can use lighter meshes. Export supports common interchange formats used for model handoff into external tools for UV work, PBR textures, and rendering.
A key tradeoff is thin native coverage for UV unwrapping, PBR texture painting, and rigging workflows, which pushes those steps into Blender, Substance Painter, or engine tools. Nomad Sculpt works best when daily iteration happens on a tablet and then the asset is exported for retopology and texture authoring on a desktop.
- +High-frequency sculpt iteration on touch devices
- +Symmetry and masking tools speed repeatable character shaping
- +Detail baking helps produce exportable lower-poly meshes
- +Multi-object scenes support character accessories and parts
- –Limited native UV unwrapping and texture painting depth
- –Character rigging and animation tools are not a core focus
- –Exported assets often need downstream retopology for production
- –Scene management remains basic for large character pipelines
Character artists on tablets
Sculpt a stylized head daily
Faster iteration loop
Env and prop modelers
Create accessory sculpts for characters
Clean handoff meshes
Show 1 more scenario
Outsource character teams
Send sculpt bases for retopology
Reduced rework
Export sculpted base meshes that downstream tools can retopologize and UV.
Best for: Fits when tablet-based sculpt iteration must feed Blender retopology, UV, and PBR texturing.
Spline
SMBBrowser-based 3D design tool with character modeling capabilities.
Realtime, in-editor scene rendering that keeps character materials and animation changes visible during authoring.
Spline is a strong fit for artists and small teams who need rapid visual character work inside a browser. It provides a timeline for animation and lets creators place deformers like blend shapes and transformations to refine facial and body motion. Materials can be authored with a visual editor so design reviews can happen against the same rendered scene.
Spline can fall short when a production needs strict topology control, high-density sculpt workflows, or a full facial rigging and weight painting pipeline. It works best when the goal is web-ready character visuals, motion previews, and lightweight collaboration rather than engine-grade character construction from scratch.
A practical tradeoff appears during handoff to Blender or a DCC stack. Spline can deliver look and motion blocks quickly, but character skinning workflows still typically require a dedicated rigging tool.
- +Instant realtime viewport for character look iteration
- +Timeline animation workflow without leaving the scene
- +Material editing geared for immediate visual feedback
- +Browser-based collaboration for shared character reviews
- –Limited depth for production topology and retopology passes
- –Animation tooling is weaker than full rigging suites
- –Export handoff can require downstream rigging adjustments
- –Scene authoring can become harder for large character libraries
Product design teams
Create mascot visuals for web demos
Faster review cycles
Interactive marketing teams
Draft character motion for campaigns
Quicker creative turnaround
Show 2 more scenarios
Motion designers
Prototype character poses for storyboards
Reduced downstream rework
Iterate timing and material response through realtime playback to refine the look before rigging.
Web developers
Maintain character visuals in a single asset
More predictable rendering
Keep a character mesh and materials together in scene form for consistent realtime rendering.
Best for: Fits when small teams need web-ready character visuals and motion previews without a full DCC pipeline.
Blender
open-sourceBlender provides open-source modeling, sculpting, rigging, animation, and rendering for 3D characters.
Retopology tools built around edge-loop control let sculpt details become animation-ready topology inside Blender.
Blender supports polygonal character modeling with edge-loop driven retopology tools and mesh editing primitives for building clean deformation surfaces. Texture painting integrates with node-based material graphs for PBR workflows, and the shader system includes character-relevant features like subsurface scattering. Rigging uses skeletal rigging with constraints, inverse kinematics, and weight painting for skinning and deformation testing. Rendering covers both Cycles path tracing and Eevee real-time shading so character material tweaks can be validated quickly.
The main tradeoff is that character-focused asset management and pipeline governance are not centralized in a dedicated review and approval layer. This can slow teams that require strict review states, audit trails, and role-based approvals across artists, riggers, and reviewers. Blender fits best when an artist or small team needs one authoring environment for modeling through export, or when a pipeline can standardize files and naming without external governance.
- +Integrated sculpting to retopology workflow for consistent character surfaces
- +Node-based materials connect texture painting with PBR shading
- +Skeletal rigging supports constraints, inverse kinematics, and weight painting
- +Cycles and Eevee enable both photoreal and real-time material checks
- –Dense UI and tool specialization slow first-time rigging and skinning
- –UDIM-heavy texture layouts need careful UV and material setup discipline
- –Character asset versioning and review workflows require external process
- –Real-time viewport limits can hide render-specific shader issues
Solo character artists
Build, rig, and render one character
Faster end-to-end character delivery
Indie game character teams
Prepare FBX-ready rig assets
Cleaner handoff to engines
Show 2 more scenarios
Technical art teams
Standardize PBR shading across assets
More predictable look development
Material node graphs and texture painting keep PBR inputs consistent during iterations.
Studios building training datasets
Render controlled character views
More consistent dataset imagery
Cycles and Eevee help generate consistent character renders for downstream labeling.
Best for: Fits when one team needs an end-to-end character authoring pipeline without external tooling.
ZBrush
professionalZBrush provides digital sculpting and detailing tools for high-resolution 3D character models.
Multi-resolution subdivision sculpting with per-object masking and layers enables reversible detail passes on character forms.
ZBrush is a digital sculpting tool focused on high-detail character creation workflows rather than conventional polygon modeling. It excels at sculpting over subdivision surfaces with strong brushes, layers, and masking for fast iteration on base mesh proportions and form refinement.
ZBrush also supports UV unwrapping, texture painting, and common interchange for downstream PBR workflows, which helps when character assets need to leave the sculpting environment. For characters, it is frequently used for sculpt-to-asset pipelines that later add retopology, baking, skin shading, and rigging in other tools.
- +Subdivision sculpting workflow delivers fast form changes for character proportions
- +Polypaint and projection painting support detailed surface color work in-scene
- +Layer and masking tools support non-destructive iteration during sculpt passes
- +Strong brush ecosystem supports stylized and realistic character surfaces
- –Retopology and quad layout refinement often require a separate tool
- –UV workflows can feel less direct than dedicated UV and baking suites
- –Texture export and material setup can need manual cleanup for PBR shaders
- –Large scene performance depends on poly density and brush effects
Best for: Fits when sculpt-heavy character creation needs rapid iteration and textured output before retopology and rigging.
Poser
vertical specialistPoser provides poseable 3D figures, character customization, animation, and rendering tools.
Figure-centric posing and scene assembly built around pre-rigged humanoid characters.
Poser generates poseable 3D character assets with built-in humanoid rigs designed for fast figure posing and render-ready output. The core workflow centers on selecting a base figure, applying poses, and layering materials and clothing for scene assembly.
Poser supports image rendering and common interchange usage for bringing characters into downstream tools. Content workflows depend heavily on packaged figure and material libraries rather than custom modeling from scratch.
- +Fast posing workflow with figure-ready rigs and pose controls
- +Render-focused scene assembly for characters, clothing, and materials
- +Strong compatibility with common character asset libraries
- +Practical output for still images and character-centric scenes
- –Less suited for deep polygonal modeling and retopology passes
- –UDIM-oriented texture workflows feel limited versus dedicated texture tools
- –Custom rigging and advanced deformation need extra setup
- –Automation and API extensibility are not positioned for scripted pipelines
Best for: Fits when character scenes need quick posing and render output from ready-made figures.
DAZ Studio
vertical specialistDAZ Studio creates and renders articulated 3D characters using figures, clothing, poses, and assets.
Iray-native character shading and lighting with DAZ materials makes high-quality renders from assembled assets fast.
DAZ Studio focuses on fast character assembly using pre-made figures, clothing, and poses, which makes it distinct from general-purpose modeling tools. It supports skeletal rigging, posing, animation keyframing, and character skin rendering via DAZ materials and Iray.
Modeling and sculpting are available through tools like Vertex/Polygon editing and external round-trips, but core production is centered on manipulating existing assets. Rendering workflows center on Iray, with common interchange options like FBX and animation export for downstream pipelines.
- +Rapid character assembly from ready-made figures, clothing, and poses
- +Iray rendering integration supports physically based lighting and materials
- +Skeletal rigging and weight painting workflows are included for built-in characters
- +Direct pose to animation keyframing supports quick look development
- –Polygonal character modeling and retopology control are limited versus dedicated sculpt tools
- –Advanced UV unwrapping and texture painting workflows need external tools
- –Large asset scenes can become sluggish during rig evaluation and rendering
- –Automation and API surface are limited compared with software that exposes scripting for full pipelines
Best for: Fits when teams need fast character layout, posing, and photoreal renders without custom modeling depth.
Maya
enterpriseMaya combines polygonal modeling, sculpting, rigging, animation, and rendering for 3D characters.
Native rigging and skinning toolset with constraint-driven controls for character deformation and animation.
Maya is distinct in character creation because it blends polygon modeling with a production-grade rigging toolset in one authoring environment. It supports skinning workflows, rigging constraints, and animation data structures aimed at film and game-ready characters.
Maya also handles UV unwrapping and texture assignment workflows, while rendering is typically routed through Autodesk renderers or external pipelines. It is strongest when character assets must move through a rig, animate, and export loop that preserves hierarchy and deformation behavior.
- +Deep facial rigging and deformation workflows for complex expressions
- +Constraint and rigging systems that keep character animation controllable
- +Modeling tools that support production cleanup before UV and texture work
- +Strong export control for rigs and animation via FBX
- –Character texture painting requires tighter pipeline integration than competitors
- –High learning curve for rigs, deformation networks, and node graphs
- –Managing large character scenes can slow interactions without optimization
- –External rendering and material authoring often demands toolchain coordination
Best for: Fits when rigs, deformation fidelity, and animation export need tight control through a single toolchain.
VRoid Studio
vertical specialistVRoid Studio creates customizable anime-style 3D avatars with editable faces, hair, clothing, and textures.
Part-based hair and clothing generation tools tied to a humanoid-ready avatar rig workflow.
VRoid Studio targets character creation with a guided workflow that couples parametric clothing and hairstyles with a ready-to-animate avatar. It focuses on producing game-ready assets through humanoid rigging and material setups, then exporting models for use in other renderers and engines.
The texture authoring workflow centers on editing parts like hair and clothing materials and baking results into exportable assets. For deeper sculpting and manual mesh topology control, it provides limited tooling compared with general modeling suites.
- +Guided avatar creation that keeps proportions consistent across characters
- +Hair and clothing editing built around part-level controls and materials
- +Humanoid rigging and pose controls support quick downstream animation
- +Export options support common interchange for character assets
- –Manual control over quad topology and edge loops is limited
- –Texture painting workflows are narrower than dedicated PBR painting tools
- –Advanced skin shading controls and subsurface tuning are less granular
- –Deep sculpting and retopology tooling are not a primary focus
Best for: Fits when teams need fast, repeatable humanoid character creation for real-time avatars.
Hero Forge
vertical specialistHero Forge lets users design detailed tabletop characters and order physical or digital 3D models.
Order-ready character assembly with pose and part controls that produce consistent humanoid meshes for printing and tabletop use.
Hero Forge turns tabletop-style character concepts into ready-to-order 3D character models with a guided parts system and pose controls. It focuses on humanoid proportions, outfit customization, and visual previewing instead of direct digital sculpting or texture painting.
Models can be exported for external use, including formats suited to interchange workflows like FBX and STL. The workflow is oriented around production-ready character silhouettes rather than building a full PBR material pipeline.
- +Fast guided customization for humanoid characters and outfits
- +Pose controls give usable silhouettes without rigging knowledge
- +Exports support common downstream pipelines like STL and FBX
- +Previewing helps reduce iteration time for part selections
- –Limited sculpting control compared with Blender workflows
- –Texture painting and UDIM workflows are not the primary focus
- –Material and shader fidelity depends on export target tooling
- –High-detail mesh cleanup for print-ready topology can require extra tools
Best for: Fits when tabletop teams need quick, consistent 3D character modeling without a full sculpting pipeline.
MetaHuman Creator
enterpriseMetaHuman Creator generates highly detailed digital humans for Unreal Engine and other supported pipelines.
MetaHuman facial rig generation designed for Unreal Engine animation workflows, including ready-to-use facial controls.
MetaHuman Creator targets teams that need production-ready human characters without building a full modeling and skinning stack from scratch. It generates a base character with detailed facial rigging and skin shader-ready materials, then supports editing for head shape, skin, and outfit-style appearance.
The workflow is centered on generating assets that fit Unreal Engine pipelines for real-time rendering and character animation. Asset interchange is mainly routed through Unreal-oriented outputs rather than a fully format-agnostic modeling toolchain.
- +Fast generation of high-fidelity faces with rig-ready structure
- +Tight Unreal Engine oriented pipeline for real-time character rendering
- +Consistent skin shading and material appearance across generated characters
- +GUI-driven character refinement without sculpting toolchain setup
- –Limited control over topology and polygonal character modeling details
- –Character edits stay constrained to its parameterized morph targets
- –Export and interchange outside Unreal pipelines is not a primary focus
- –High realism output depends on built-in assets rather than custom materials
Best for: Fits when teams need quick, Unreal-ready character faces and bodies for animation previews and production.
Conclusion
After evaluating 10 arts creative expression, Nomad Sculpt stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
How to Choose the Right 3d character creation software
3d character creation software choices often split between sculpt-first tools and authoring suites that carry characters from topology to shading to animation. This guide frames that split through Nomad Sculpt, Blender, ZBrush, and Substance Painter-focused workflows alongside Spline, Poser, DAZ Studio, Maya, VRoid Studio, Hero Forge, and MetaHuman Creator.
The top tools behave differently at the handoff points that matter for characters. Nomad Sculpt emphasizes detail baking from on-device sculpting into lower-poly meshes for downstream work in Blender. Blender turns sculpt detail into animation-ready topology using edge-loop retopology. ZBrush prioritizes reversible detail passes through multi-resolution subdivision layers and masking.
3D character creation software for sculpting, retopology, texture painting, and rig-ready models
3d character creation software is the toolchain that turns a base mesh into usable character assets through sculpting, topology cleanup, UV unwrapping, and PBR texture authoring. This category also covers shading and material workflows that support skin rendering and consistent appearance from viewport to render.
Nomad Sculpt accelerates character form iteration on touch devices and then bakes detail into lower-poly meshes for handoff into Blender retopology, UV, and PBR texturing. Blender provides an end-to-end pipeline inside a single workspace by connecting sculpting to retopology edge-loop control and by using node-based materials tied to texture painting workflows.
3D character creation criteria by workflow handoff
The strongest 3d character creation software reduces breakpoints between sculpting, topology cleanup, texture painting, and rendering handoff. Nomad Sculpt covers detail baking from on-device sculpting into lower-poly meshes for downstream use in Blender.
The second differentiator is authoring depth inside one tool versus across a chain. Blender connects sculpting to edge-loop retopology and uses node-based materials that tie texture painting into PBR shading, while ZBrush delivers reversible subdivision layers that often push retopology and UV work into other tools.
Sculpt-to-mesh handoff quality
Nomad Sculpt produces lower-poly meshes through detail baking after tablet-based sculpt iteration. Blender can then turn those details into animation-ready topology using its edge-loop retopology controls.
Retopology control for animation-ready topology
Blender’s retopology tools center on edge-loop control for sculpt detail that stays usable during animation. Nomad Sculpt focuses its sculpt iteration and detail baking more than native UV unwrapping and texture painting depth.
Subdivision and reversible detail passes
ZBrush supports multi-resolution subdivision sculpting with per-object masking and layers so detail passes can be revised without rebuilding the whole character. Blender keeps the iteration loop inside a single workspace by integrating sculpting, retopology, and materials.
Texture painting depth and PBR workflow fit
Blender’s node-based materials connect texture painting with PBR shading so appearance stays consistent across viewport and render stages. Nomad Sculpt is weaker for deep UV unwrapping and texture painting compared with dedicated painting-oriented workflows.
Character rigging and deformation tooling coverage
Maya delivers native rigging and skinning with constraint-driven controls for character deformation and animation. Nomad Sculpt and ZBrush both treat rigging and animation as secondary to sculpt iteration and detail workflows.
Rendering and preview loop during character authoring
Spline keeps character materials and animation changes visible through realtime in-editor rendering and a timeline workflow. DAZ Studio pairs assembled characters with Iray-native shading and lighting for fast photoreal renders.
Pick tools by where the character pipeline breaks
A practical choice starts with the first point where the character pipeline stalls for the team. If the bottleneck is high-frequency sculpt iteration and then delivering usable lower-poly meshes, Nomad Sculpt fits the handoff pattern into Blender retopology, UV, and PBR texturing.
If the bottleneck is staying inside one workspace for surface cleanup and shading, Blender becomes the core. If the bottleneck is reversible sculpt detail before retopology and UV refinement, ZBrush matches that pass-based sculpting philosophy.
Map the handoff points needed for the target asset
Decide whether the pipeline must go from sculpt detail into lower-poly meshes without manual rebuilding. Nomad Sculpt targets that handoff by baking detail from sculpt results into downstream meshes that Blender can retopologize with edge-loop control.
Choose the sculpt philosophy that matches iteration risk
If revision cycles should stay on-device and focus on sculpt speed, Nomad Sculpt supports high-frequency iteration with symmetry and masking. If revisions should stay reversible through subdivision layers, ZBrush supports per-object masking and layers for iterative detail passes.
Decide whether retopology and materials must live in the same tool
If the team wants edge-loop retopology and material wiring connected in one workspace, Blender supports integrated sculpting to retopology and node-based materials. If retopology and UV are expected to happen elsewhere, tools like ZBrush can still anchor sculpt detail, with a separate retopology and UV step after.
Match rigging depth to the animation scope
If facial rigging, deformation workflows, and constraint-driven controls are required inside the authoring tool, Maya provides deeper rigging and skinning coverage. If the scope is pre-rigged characters and pose controls for scene output, Poser offers figure-centric posing and render-focused assembly.
Select the preview loop that matches review workflow
If web-ready character visuals and motion previews must update in a realtime viewport during authoring, Spline renders scenes in-editor so material and animation changes stay visible. If fast photoreal lighting and shading on assembled assets is the main review need, DAZ Studio pairs built-in figure assembly with Iray-native rendering.
Pick constrained character generators only when topology control is secondary
If the priority is repeatable humanoid avatars with guided part-level edits and real-time avatar readiness, VRoid Studio keeps proportions consistent across characters. If the priority is quick Unreal Engine oriented facial and body animation previews with rig-ready structure, MetaHuman Creator stays constrained to its parameterized morph targets rather than open topology control.
Who benefits from each 3d character creation approach
The right tool choice depends on how much time the team can spend on topology cleanup and how much must be reserved for character look-dev and animation testing. Nomad Sculpt fits teams that iterate sculpt form on touch devices and then hand detail baking outputs into Blender for retopology and PBR work.
Blender fits teams that want one coherent character authoring workspace that links edge-loop retopology with node-based PBR materials. ZBrush fits teams that want reversible subdivision sculpting passes before moving into retopology, UV, and rigging stages.
Tablet-first sculpting teams targeting downstream Blender animation assets
Nomad Sculpt accelerates high-frequency sculpt iteration on touch devices and then bakes detail into lower-poly meshes for Blender retopology and PBR texturing.
Single-package production teams that need sculpt, retopo, and shading wired together
Blender keeps sculpt-to-retopology edge-loop control and node-based materials connected inside one workflow so character surfaces and shading stay synchronized.
Sculpt-pass artists who treat topology cleanup as a later stage
ZBrush supports multi-resolution subdivision sculpting with per-object masking and layers so character forms can evolve through reversible detail passes before retopology.
Character animation teams that need deformation fidelity inside a rigging suite
Maya provides native rigging and skinning with constraint-driven controls that support deep facial rigging and deformation fidelity.
Scene-building and render-review teams that rely on pre-rigged assets
Poser and DAZ Studio focus on figure-ready rigs and assembly workflows so teams can pose, shade, and render without deep polygonal modeling passes.
Common failure modes in character creation toolchains
Many teams lose time by selecting a tool that optimizes sculpting speed or rendering speed while underestimating topology and UV constraints later. Nomad Sculpt supports detail baking but has limited native UV unwrapping and texture painting depth, so downstream UV work must be planned.
Other teams overestimate how much a character generator can substitute for topology control and texture workflows. MetaHuman Creator and VRoid Studio keep edits constrained to their morph target or part-level structures, so polygonal topology control and deep PBR painting depth can require additional tools.
Choosing Nomad Sculpt without planning for UV and texture painting depth downstream
Nomad Sculpt’s limitations in native UV unwrapping and texture painting depth mean Blender or a dedicated UV and PBR texturing step must be part of the pipeline from the start.
Treating ZBrush subdivision sculpting as a complete substitute for retopology refinement
ZBrush excels at reversible detail passes with subdivision layers and masking, but retopology and quad layout refinement often require a separate tool.
Expecting a realtime authoring viewer to replace full topology and rigging workflows
Spline supports realtime in-editor rendering and timeline animation previews, but its limited depth for production topology and retopology passes means it should not anchor final rig-ready mesh production.
Using constrained avatar generators when edge-loop and quad topology control are required
VRoid Studio and MetaHuman Creator keep character edits within guided avatar structures or parameterized morph targets, so manual quad topology and edge-loop control can become a bottleneck.
How We Selected and Ranked These Tools
We evaluated sculpting, retopology, texture workflow fit, and rigging coverage using the supplied feature focus and best-for positioning for each tool. We weighted features at 40% because the strongest character pipeline hinges on whether the sculpt or retopo stage can produce handoff-ready outputs.
We weighted ease at 30% and value at 30% because teams adopting Blender-like end-to-end setups or touch-first sculpting workflows feel the day-to-day friction in iteration speed. Nomad Sculpt separated itself by scoring highest overall and by explicitly combining on-device high-frequency sculpt iteration with detail baking into lower-poly meshes that feed Blender retopology, UV, and PBR texturing.
Frequently Asked Questions About 3d character creation software
How does Blender compare with ZBrush for a sculpt-to-animation workflow?
When should Nomad Sculpt be used instead of Blender or ZBrush for character creation?
Which tool is better for retopology control and edge-loop-driven topology editing?
What breaks if a facial rig needs to be edited inside MetaHuman Creator rather than exported to Blender or Maya?
How do Blender and Spline differ when the character workflow includes motion placement and realtime review?
When does Maya become the better choice than Blender for rigging and skin deformation control?
What tradeoff appears when using DAZ Studio or Poser for character creation instead of building from base geometry in Blender?
How do VRoid Studio and Hero Forge differ for character assembly and asset readiness?
How do ZBrush and Nomad Sculpt handle the sculpt-to-texture handoff differently?
Tools reviewed
Primary sources checked during evaluation.
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