ZBrush — Sculpting for MetaHuman

What to do in ZBrush so a sculpted historical likeness becomes a clean, animatable MetaHuman. ZBrush is used at two different moments, with opposite rules:

Moment Input Rule
A. Likeness sculpt (before MetaHuman) Any mesh you like Free topology, but follow the MetaHuman input rules below so the solve succeeds
B. Refining a MetaHuman (after DCC Export) The MetaHuman head exported from Unreal Never change topology or vertex order. Sculpt on layers, return the same mesh to Maya's Expression Editor

A. Likeness sculpt for Mesh to MetaHuman / From Custom Mesh

Geometry

Face (neutral pose)

The neutral is the foundation of every expression: MetaHuman stores expressions as differences from it.

Texture / polypaint

Body (From Custom Mesh, MetaHuman 5.8)

Export checklist

B. Refining a MetaHuman in ZBrush (without breaking the rig)

After Mesh to MetaHuman and MetaHuman Creator, the character is exported with DCC Export and assembled in Maya (MetaHuman for Maya — Considerations). ZBrush is then used to push likeness further on the MetaHuman head itself.

Historical-likeness notes

Full research and rules: ZBrush — Likeness and Age Research.

Owner: character artist. Tutorials: ZBrush — Tutorials · local: Tutorial — Starting a Head and Base Body in ZBrush (part A) · Tutorial — ZBrush No-Topology-Change Round Trip (part B) · textures: Tutorial — Flat Albedo from Polypaint · Tutorial — Baking Detail Maps for MetaHuman

Sources: Sources — 2026-09-19