Mesh Requirements:
— Type: Static mesh or skeletal mesh.
— Format: FBX or OBJ.
— The skin tone should be different from the sclera (the white part of the eyes). Make sure the eyes are open and there is a clear boundary between the eye and the eyelid. Do not use meshes with empty eye sockets or unclear eyelid margins, as these can cause problems during processing.
— When importing the mesh into Unreal Engine, enable the Combine Meshes option. The mesh should be a single object, not consisting of separate parts like the head and eyes.
For this tutorial, I'm using a static mesh by Enes Togay because I like the way he has designed the character's face. It would be difficult to create something similar with MetaHuman Creator. Let's see if we can keep his unique look while turning him into a MetaHuman.
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Static mesh by Enes Togay |
Step 1: Activate the MetaHuman plugin
In Unreal Engine, go to Edit > Plugins, type "MetaHuman" in the search bar, activate the plugin and restart Unreal Engine.
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Step 1: Enable the MetaHuman Plugin |
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Recommended Settings
For best performance of the MetaHuman plugin, follow these recommendations:
1. Increase Cache Size. It makes data processing faster and stops problems with large files.
Go to Project Settings > Plugins > IMG Media and change these options:
- Use Global Cache: Enable
- Cache Threads: 4
- Global Cache Size:
- 2 GB for basic use
- 8 GB for better performance
2. Remove Bone Limits. Unreal Engine has a default limit of 256 bones in total and 4–8 bones per vertex. Removing these limits helps MetaHumans have better animations.
Go to Project Settings > Engine > Rendering and enable these options:
- Use Unlimited Bone Influences
- Support 16-Bit Bone Index
3. Use DirectX 12. The MetaHuman plugin only supports DirectX 12.
Go to Project Settings > Platforms > Windows and set Default RHI to DirectX 12.
Step 2: Create a MetaHuman Identity Asset
Right-click in the Content Browser and select
MetaHuman Animator > MetaHuman Identity. The asset's name will become the MetaHuman's name. I named it "
Red".
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Step 2: Create a MetaHuman Identity Asset |
Step 3: Add the Mesh to the MetaHuman Identity
Open "Red", then go to the panel and select Create Components > From Mesh. Find the mesh in the list and select it.
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Step 3: Add the Mesh to the MetaHuman Identity |
Step 4: Add Markers to the Mesh's Face
4.1. Zoom in or out using the mouse wheel until the head takes up most of the screen, leaving a little space at the top and bottom.
4.2. Set the Neutral Pose: In the Components panel, select Neutral Pose component, then click Promote Frame and Track Markers (Active Frame).
After clicking Promote Frame, the Frame Promotion Timeline will appear at the bottom of the panel. The first frame will automatically be set as the front view and marked with (F). Its default name is Frame 0, but you can rename it by double-clicking on the name.
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Step 4: Add Markers to the Mesh's Face |
4.3. If any markers are misplaced on the face, adjust their positions by dragging them with the mouse.
Step 5. Create a Digital Cast
Click MetaHuman Identity Solve to convert the mesh into MetaHuman format. In the viewport, compare the original mesh (A) with the generated cast (B). Three viewing modes are available.
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Step 5. Create a digital cast |
Step 6. Send the Cast to MetaHuman Creator
6.1 Adjust the body settings for future MetaHuman. In the Components panel, select
Body, then use the Details panel to set the height and body type. These settings can be changed later in MetaHuman Creator.
6.2 Click
Mesh to MetaHuman and select
Skeletal Mesh + Full MetaHuman. The cast will be sent to MetaHuman Creator for further customization.
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Step 6. Send the cast to MetaHuman Creator |
Step 7: Set Up the Mesh in MetaHuman Creator
7.1. Go to
metahuman.unrealengine.com, log in to your Epic Games account, and find the new MetaHuman. My MetaHuman, named "Red," doesn’t have textures yet, but his facial features can be adjusted in the
Custom Mesh tab. For example, I noticed some issues with his eyelids that I plan to fix.
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Fixing the character's eye bug |
7.2 Customize the character’s appearance: adjust the skin tone, eye color, hairstyle, and other details to perfect the look.
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The original mesh and the MetaHuman created from it |
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The original mesh and the MetaHuman created from it |
As you can see, the MetaHuman I created looks quite different from the original and only kept some of its facial features. I tried to make it look closer to the original using MetaHuman Creator, but the tool has limitations that made this difficult. So, keep in mind that when you convert a mesh into a MetaHuman, it won’t be an exact match.
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