Metahuman Customization Tutorial


In this tutorial I take you through using MetaHuman Creator (MHC), customising your head appearance there, then exporting to Maya for the initial setup. I then show you that you can make modifications to the base shape using Zbrush, or anything really, then blend the head shape to that new form. This gives rise to the ability to make even more unique character faces. The benefits of this is that you have a fully rigged face ready to use with Facial Capture or Sequencer animation, complete with realistic textures already provided via Unreal Engine!

*Important notice: When importing the Groom to Unreal the scale should be -1,1,1 as I noticed from my own characters with the hair being flipped left to right.

Promotional Video:


Part 1 - The Meta Human Creator

Part 2 - Setting up In Unreal Engine and re-binding the hairs

Part 3 - Using Xgen in Maya to create new hairs, exporting and rebind to updated head mesh in UE4

Part 4 - (Extra Content) - Using level sequencer to animate the face, refining the hairs some more.

Required: Maya 2020, Unreal Engine 4.27, Zbrush or similar.

Supplemental Video 1:

FAQ / Things that may happen:

If the control rig no longer works in Maya, follow these steps: https://help.quixel.com/hc/en-us/articles/360003342738-Removing-the-Maya-Plugin
If the control rig does not work in UE4, make sure the order is DNA Asset, Asset Guideline when doing that part, sometimes it can change itself after you re-import and updated base-mesh. You also need to open the blueprint, compile and save. Sometimes the dna asset needs re-assigned.

If you are manipulating a characters eyes or mouth, be mindful that the eyes and teeth should not be moved as this could cause unwanted cut-through. You can potentially scale them (via mesh editing).

After reimporting a base mesh, the groom bindings need to be rebuilt followed by CTRL+S to save and update.

Important things to note: Changing the shape of the mesh will not change the position of the joints that deform that face, so the more you change it from the original metahuman mesh, the more the distortions may fall out of position when animated, it has to be quite extreme though, and for the most part, as long as you keep the eye positions the same (you can rotate or scale). The trick is to export the eyes also into Zbrush while you work on the changes so that you do not deviate from the original eye positions, also try to keep the mouth at the same location too. This method can be used for most cases, but if you want perfect results, the DNA file would need to be regenerated using other methods not yet available.

Thank you, Robert




Maya Xgen Groom Unreal Engine Metahuman digital Human realistic blendshape blend shape morph target


Release Notes

Video Part 4 ready.

Standard Licence - Personal
$3.75
License: Standard License
Stock Assets

For personal use and one commercial project (up to 2,000 sales or 20,000 views).

Tutorials

One copy to be used by a single user.

Installable Tools

One installation by a single user.

Learn More
For personal Use. Read MoreRead Less
Files (4)
MetahumanCustomization_Part4
mp4 /
270 MB
MetahumanCustomization_Part3
mp4 /
180 MB
MetahumanCustomization_Part2
mp4 /
200 MB
MetahumanCustomization_Part1
mp4 /
76 MB
Extended Commercial Licence - Studio Training
$12.50
License: Extended Commercial License
Stock Assets

For use on an unlimited number of commercial projects with no limits on sales or views.

Learn More
For use in studios. Read MoreRead Less
Files (4)
MetahumanCustomization_Part4
mp4 /
270 MB
MetahumanCustomization_Part3
mp4 /
180 MB
MetahumanCustomization_Part2
mp4 /
200 MB
MetahumanCustomization_Part1
mp4 /
76 MB