MetaHuman — Process

Role in the pipeline: the body, face rig, skin, hair and wardrobe of every character. Lives inside Unreal Engine (fully in-engine since 5.6). Version lock: MetaHuman 5.8 with UE 5.8.

What MetaHuman 5.8 gives Augmented Traveler

Capability Use
MetaHuman Creator (in-engine, parametric body) Build the figure's body type, age, face
Mesh to MetaHuman (head and body, any topology) Turn a reconstructed likeness sculpt into a rigged MetaHuman
Unbaked textures and custom lighting scenarios in Creator Period skin, weathering; preview in the Atheneum or cabin lighting
MetaHuman Outfits Period clothing that refits across bodies
MetaHuman Animator (face from iPhone, HMC, webcam; body from a single camera, Windows) Monologue and gesture capture
Real-time animation from audio / webcam / Live Link Face Unscripted Q&A lip sync and expressions
MetaHuman Collections / Crowds (experimental) Non-speaking audiences: 1841 Atheneum hall, whaleship dock
Cine vs Optimized assemblies Kiosk vs Quest/phones
MetaHuman Devkit (RigLogic, DNA under MIT) Custom tools or other engines if ever needed

Steps

  1. Reference board approved by historian (photos, portraits, descriptions, uncertainty notes).
  2. Base in Creator or Mesh to MetaHuman from the Maya/ZBrush sculpt.
  3. Skin and eyes: age, sun exposure, period hygiene; no modern cosmetics.
  4. Groom: strands for kiosk; cards for headsets and phones.
  5. Wardrobe: Marvelous Designer/CLO → MetaHuman Outfit; props attached to sockets.
  6. Assemble twice: Cine (kiosk, VR close-up on PC) and Optimized (Quest, Vive standalone, phones).
  7. Validate: 4-second orbit test in kiosk lighting; historian and costume sign-off; performance capture on device.
  8. Label uncertainty on the splash card if the face is reconstructed.

Licensing

Since 2025, MetaHumans may be used in other engines and sold, under the MetaHuman license. Unreal remains the practical home because skin shading and hair do not port cleanly (see Unity — Process).

How MetaHumans run inside Unreal (assembly, Blueprint, clothing, animation): Tutorial — MetaHumans in Unreal.

Stage 2 guides: Mesh to MetaHuman — Considerations · MetaHuman Creator — Considerations · Grooms for MetaHuman — Considerations · Marvelous Designer to MetaHuman — Considerations · Stage 2 — Likeness and Body Skills

Owners: character artist, groom artist, costume artist, technical animator. Tutorials: MetaHuman — Tutorials