Stage 2 — Likeness and Body Skills

Expanded skill set for Stage 2 (likeness and body) of the Pipeline Map: turning portraits and descriptions of a historical person into a rigged, dressed, groomed MetaHuman that survives a 4-second orbit on a life-size kiosk and still runs on a Quest.

The Stage 2 chain

flowchart LR
  R[Reference board
historian-approved] --> Z[ZBrush sculpt
neutral head + A-pose body] Z --> M2M[Mesh to MetaHuman
Identity + solve + auto-rig] Z --> FCM[MetaHuman Creator
From Custom Mesh 5.8
head + body] M2M --> MHC[MetaHuman Creator
skin, eyes, teeth, body params] FCM --> MHC MHC --> DCC[DCC Export] DCC --> MFM[MetaHuman for Maya
Character Assembler
Expression Editor] MFM --> MHC MHC --> G[Grooms
XGen / Blender / Houdini → Alembic
strands + generated cards] MHC --> MD[Marvelous Designer 2025.2+
USD → Cloth Asset → Outfit] G --> A[Assemblies
Cine + Optimized] MD --> A

Detailed guides: ZBrush — Sculpting for MetaHuman · Mesh to MetaHuman — Considerations · MetaHuman Creator — Considerations · MetaHuman for Maya — Considerations · Grooms for MetaHuman — Considerations · Marvelous Designer to MetaHuman — Considerations

Skill areas

Levels: Core = must have on hire; Grow = can be trained in the first production.

1. Likeness research and reference

Skill Level What it looks like on the job
Building a reference board from photographs, portraits and written descriptions Core Separates primary photos from later engravings and romantic portraits; notes the date and age of each source
Reading historical photographs (lens distortion, daguerreotype mirroring, retouching) Grow Knows early daguerreotypes are often laterally reversed and that retouched cabinet cards soften features
Age progression / regression Core Can sculpt the figure at the program's dated age (e.g. Mitchell at 29 in 1847 vs her 1880s photographs)
Documenting uncertainty Core Keeps a likeness log: what is evidenced, what is inferred, what is invented; feeds the splash-screen label

2. Sculpting (ZBrush / Maya)

Skill Level What it looks like
Anatomical portrait sculpting Core Skull, fat pads, ageing; likeness from 2D sources without a scan
Sculpting to MetaHuman input rules Core Neutral, symmetrical, lips sealed, eyes open with visible sclera, correct scale and orientation
Clean geometry Core No holes, non-manifold edges or self-intersections; retopology or decimation for export
Working on MetaHuman topology without breaking it Core Sculpts on the DCC-exported head with vertex order preserved (layers, no DynaMesh/ZRemesher)
Expression sculpting Grow Sculpts corrective or likeness expressions for Expression Editor calibration
Polypaint / albedo Core Flat, unlit albedo; clearly separated sclera and skin

3. MetaHuman toolchain (Unreal Engine 5.8)

Skill Level What it looks like
MetaHuman Identity and Mesh to MetaHuman Core Promotes frames, fixes trackers, runs Identity Solve and Auto-Rig
From Custom Mesh (head and body, arbitrary topology) Core Auto Solve, keypoint refinement, judging when the body fit follows clothing instead of anatomy
MetaHuman Creator Core Parametric body, face blending, skin and eye look-dev, unbaked texture control, custom lighting scenarios
LODs and assemblies Core Cine for kiosk; Optimized for Quest and phones; checks performance on device
DNA and RigLogic basics Grow Understands what DNA stores and why vertex semantics matter

4. MetaHuman for Maya

Skill Level What it looks like
DCC Export → Character Assembler Core Assembles head, body and textures in Maya
Expression Editor Grow Neutral Pose editing; calibration at MH1 or MH12 likeness level; exports calibrated DNA
Pose Editor Grow Secondary body deformations (RBF, SwingTwist) for period costume areas (shoulders, elbows)
Groom Exporter Grow XGen grooms to Alembic with MetaHuman-required attributes

5. Grooms

Skill Level What it looks like
Strand grooms in XGen, Blender or Houdini Core (groom artist) Guides, density, clumping, frizz; period hairstyles
Unreal groom attributes and binding Core groom_width, groom_rootuv, groom_group_id, groom_id, groom_guides; Groom Binding to the MetaHuman
Hair cards and LODs Core Hair Card Generator (including in Dataflow) for Optimized/Quest; textures baked for cards
Eyebrows, eyelashes, peach fuzz, facial hair Core Period-appropriate, often under-groomed rather than modern-styled

6. Costume and cloth

Skill Level What it looks like
Period pattern drafting Core (costume designer) Builds 1830s–1880s garments from real patterns and museum examples
Marvelous Designer 2025.2+ Core (cloth artist) Simulation on the MetaHuman avatar; fabric physical properties; USD export
Unreal Cloth Asset in Dataflow → Outfit Asset Core Transfer Skin Weights, Remesh, Resizable Outfit Template, LODs
Chaos Cloth tuning Grow Skirts and shawls that move without clipping at kiosk distance

7. Look-development and review

Skill Level What it looks like
Skin, eye and teeth shading Core Period complexion and dental condition; no modern whitening
Lighting for review Core Tests in kiosk, VR room and daylight scenarios
Orbit and close-up review Core Runs the 4-second orbit test; spots uncanny areas (eyes, mouth corners, hairline)

Interview tasks

  1. Likeness test (4 hours): from three supplied 19th-century photographs, sculpt a neutral head that passes Mesh to MetaHuman; submit the likeness log.
  2. Topology discipline: take a DCC-exported MetaHuman head, add an asymmetric feature in ZBrush, and return it with vertex order intact.
  3. Groom test: a center-parted 1840s bun with cards for Quest.
  4. Cloth test: an 1840s bodice and skirt from a supplied pattern, through Marvelous Designer to a resizable Outfit Asset.

Who holds these skills

Role (Roles and Hiring Plan) Skill areas
Character artist 1, 2, 3, 4 (Character Assembler), 7
Technical animator 3 (DNA), 4 (Expression and Pose Editors)
Groom artist 5
Costume designer + cloth artist 6
Historian of record Sign-off on 1 and 6

Tutorials for each skill area are linked from the tool notes above and from MetaHuman — Tutorials, Maya — Tutorials, ZBrush — Tutorials, Grooms — Tutorials and Marvelous Designer — Tutorials.

Likeness and age rules: ZBrush — Likeness and Age Research.

Local tutorials, in Stage 2 order:

  1. Tutorial — Starting a Head and Base Body in ZBrush
  2. Tutorial — Obtaining Initial Head DNA
  3. Tutorial — Expression Editor Fundamentals
  4. Tutorial — ZBrush No-Topology-Change Round Trip
  5. Tutorial — Sculpting Expression Targets for the Expression Editor
  6. Tutorial — Flat Albedo from Polypaint → Tutorial — Baking Detail Maps for MetaHuman
  7. Tutorial — Skinning Garments and Props to a MetaHuman → Tutorial — Pose Editor Correctives for Period Tailoring
  8. Costume: Tutorial — Getting Started with Marvelous Designer → Tutorial — MetaHuman Avatar into Marvelous Designer → Tutorial — Drafting a Period Garment from a Historical Pattern → Tutorial — Period Layers, Hoops and Skirts → Tutorial — Marvelous Designer Garment to MetaHuman Outfit

Sources: Sources — 2026-09-19