Grooms for MetaHuman — Considerations

Hair, beards, eyebrows, eyelashes and peach fuzz. Hair is the part of a digital human that most often looks wrong, and period hairstyles are rarely in the MetaHuman library.

Two outputs per groom

Output Where it runs How
Strands Kiosk (Cine assembly), PC-VR Alembic groom with required attributes, bound to the MetaHuman
Hair cards Quest, Vive standalone, phones (Optimized) Unreal Hair Card Generator (also available in Dataflow) from the strand groom, with generated groom textures

Authoring options

DCC Route Notes
Maya XGen MetaHuman Groom Starter Kit (Maya project) → Groom Exporter (MetaHuman for Maya) → Alembic Epic's documented path; includes density map, noise, cut modifiers and width ramps
Blender (hair curves) Alembic export with the required attributes Community starter kits and tutorials exist (see Grooms — Tutorials)
Houdini Groom tools → Alembic Strongest for complex styles; needs a Houdini artist

Required groom attributes (Unreal)

groom_width · groom_rootuv · groom_group_id · groom_id · groom_guides

Then create a Groom Binding to the MetaHuman skeletal mesh (one per body/head variant).

Steps

  1. Period reference: portraits, photographs, hair-dressing manuals of the year.
  2. Scalp and hairline from the sculpt; separate groups (hair, bun, brows, lashes, fuzz).
  3. Guides → interpolated hair; clumping, frizz and flyaways (period hair was not blow-dried).
  4. Export Alembic with attributes; import to Unreal; bind.
  5. Tune materials (melanin, redness, roughness); physics only where hair moves.
  6. Generate cards and groom textures for the Optimized assembly; check on Quest.
  7. Historian and costume sign-off.

Considerations for historical characters

Owner: groom artist. Tutorials: Grooms — Tutorials · start here: Tutorial — Period Hairstyles from Evidence → Tutorial — XGen Period Hair for MetaHuman

Sources: Sources — 2026-09-19