Tutorial — Sculpting Expression Targets for the Expression Editor
Augmented Traveler local tutorial. Back to ZBrush — Tutorials · prerequisites: Tutorial — ZBrush No-Topology-Change Round Trip and Tutorial — Expression Editor Fundamentals
How to fix one expression on a figure's calibrated face by sculpting it in ZBrush and returning it to the Expression Editor. Use this after the neutral is final and an MH1 calibration shows an expression that looks wrong.
Draft. Written from Epic's Expression Poses documentation and our round-trip rules. Validate after the first MH1 calibration and correct button names here.
1. When to sculpt an expression, and when not
Sculpt one when:
- There is a technical fault:
- the lips pass into the teeth on a smile;
- the eyelids tear on a blink;
- the nose collapses on a nose wrinkle.
- The face's structure makes MH1's statistical guess wrong. For example, very thin lips or a deep nasolabial fold at the figure's age give a smile that doesn't fit the face.
- There is written evidence for a characteristic expression, such as a contemporary description of a lopsided smile. Record the source in the likeness log.
Don't sculpt one:
- to invent a personality the sources don't show;
- to copy a modern actor's expression without the contract that covers it;
- when the fault is really in the neutral. Fix the neutral first (Tutorial — ZBrush No-Topology-Change Round Trip).
Where to start: the MH12 set is a useful shortlist of the expressions that matter most for likeness:
- Jaw Open and Jaw Open Extreme;
- Chin Raiser;
- Lip Corner Puller (smile);
- Mouth Stretch; Pucker; Blow;
- Nose Wrinkler;
- Cheek Raiser;
- Squint Inner;
- Brows Raiser; Brows Lower.
2. How expressions are stored
- Each expression is joint deltas plus vertex deltas relative to the neutral.
- Edit the vertices first. Then run Joint Matching, which moves as much of the change as possible into joint movement and keeps the leftover vertex displacement small.
- Edit in tier order: Primary before Secondary. Fixing a primary usually improves the combinations built from it.
3. Get the posed head out of Maya
- In the Expression Editor, switch to Expression Poses. In the graph, select the target expression (for example the Lip Corner Puller primary). Use Preview Selected Node to see it by itself.
- Check its downstream nodes (Select Downstream Nodes) so you know which combinations the change will affect.
- With the expression applied, duplicate the LOD0 head in its posed state and delete its history. Export it as OBJ with the same settings as the neutral round trip.
- Also export the neutral LOD0 for reference, so ZBrush has both.
4. Sculpt in ZBrush
- Import the posed head as a new tool. Check that its vertex count matches the neutral.
- Store a morph target of the posed state.
- Subdivide with Smt on and make a layer named
expr_<name>. - Sculpt the correction. Follow the round-trip rules: move points, never add or remove them, and don't slide landmarks. Typical fixes:
- Smile: stretch the cheek mass upward; fold the nasolabial crease at the figure's age; keep the lip line on the lip vertices; pull the lips clear of the teeth.
- Blink / Squint Inner: keep the lid edges on the eyeball's curve; fold the upper-lid skin rather than letting it pass through.
- Brows Raiser: forehead folds only as a broad shape; fine wrinkles belong in the animated maps.
- Check it against the neutral: toggle the morph target to compare. Fix only the parts that are wrong.
- Mirror only if the expression should be symmetrical.
- Go to level 1 and export as OBJ:
AT_<Figure>_expr_<name>_v###.obj. Check the vertex count again.
5. Bring it back into the expression
- Import the OBJ into Maya and run the blendShape vertex-order test from the round-trip tutorial.
- In Expression Poses, with the target expression active, select the head mesh and then the sculpt, and click Transfer Vertex Positions.
- Click Update to commit the change to that expression.
- Run Joint Matching (machine-learning joint matching in the utility toolbar) so joints carry as much of the change as possible.
- Use Frame Analysis and Preview Selected Node to check the expression by itself and in its downstream combinations.
- Update the DNA, save and reload. Test the expression in a short animated sequence, not only as a still.
6. Check before moving on
Sources
- Epic, Expression Poses: https://dev.epicgames.com/documentation/metahuman/expression-poses
- Epic, Expression Poses Editing: https://dev.epicgames.com/documentation/metahuman/expression-poses-editing?lang=en-US
- Epic, Expressions for Likeness Calibration (MH1 / MH12 / MH50): https://dev.epicgames.com/documentation/metahuman/expressions-for-likeness-calibration?lang=en-US
- Full list: Sources — 2026-09-19