MetaHuman Creator Face User Guide

A guide on how to customize your MetaHuman's facial features such as skin, eyes, makeup, and teeth.

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The Face category of the MetaHuman Creator contains primary attributes for blend targets, skin, eyes, teeth, and makeup. This guide introduces and teaches you how to configure these attributes and their properties for your MetaHumans.

Face controls in the MetaHuman Creator

Some of the face properties cannot be changed if a preview animation is playing. To change them, stop the animation by clicking the Stop button on the Sculpting and Animation toolbar. Pausing the animation won't work.

After selecting a custom attribute to apply to your MetaHuman, such as makeup or freckles, you can remove it by clicking the None option. This option is typically first in the list of available attributes.

Blending

Use the Blend tool to blend facial attributes from a selection of other MetaHuman Presets onto your own MetaHuman. This gives your MetaHuman similar characteristics to the Presets you selected.

Guide to the Blend tool interface in the MetaHuman Creator

The Blend tool interface consits of the following areas:

  1. Blend Circle

  2. Preset selection

To activate the Blend tool, you must assign at least three Presets to the Blend Circle and click the Blend button (3) on the Sculpting and Animation toolbar.

Drag and drop Presets into slots on the Blend Circle to assign them. You can add up to six Presets to the circle. To remove a Preset, hover the mouse over it and click X.

The Blend Circle requires at least three Presets to be assigned. When the third is assigned, the Sculpting and Animation toolbar will automatically switch to Blend mode editing. However, if you change to another mode while three Presets are assigned, such as Move or Sculpt, adding another Preset to the Blend Circle will not automatically switch back to Blend mode.

Selecting control markers on the face displays a blend circle that matches the one in the Blend panel with the same number of slots filled. Drag the control point towards a Preset you want to blend with the MetaHuman in the viewport. Adding or removing Presets from the circle will not change the control points influence in the circle, that stays constant. However, changing placement, or selection, of Presets on the circle will change the blend influence on the MetaHuman in the viewport.

This video demonstrates how to use the Blend tool in the MetaHuman Creator.

When using the Blend tool, be aware of the following:

  • Adding, switching, changing, or removing Presets on the Blend Circle actively changes the look of the MetaHuman if the control point on any of the markers has been moved towards an influence slot.

  • If you've already used the Move or Sculpt tools to modify your MetaHuman, Blend editing gradually overrides any of those changes. The further you move the control point on a marker towards an influence point away from the center, the less influence the original move or sculpt will have. Moving a control marker back to the center does not bring back move or sculpt changes.

Skin

The Skin attributes contain categories that affect skin tone and complexion.

Skin attributes in the MetaHuman Creator

Use the selection tabs to switch between facial properties for Skin, Freckles, and Accents.

Skin

The Skin properties primarily define the skin tone and complexion of your MetaHuman, such as skin color, texture definition, and how dry or oily the skin appears to be.

Skin attributes in the MetaHuman Creator

Use the Color picker to change your MetaHuman's skin tone.

Skin color picker in the MetaHuman Creator

The Texture property increases wrinkle details on the surface of the face, which makes your MetaHuman appear younger or older.

Different examples of the Skin Texture property in the MetaHuman Creator

The Contrast and Roughness properties define the lightness of skin and how dry or oily skin can appear. The screenshot below shows the difference between low contrast and roughness (left), and high contrast and roughness (right).

Roughness and Contrast skin properties in the MetaHuman Creator

Freckles Properties

The Freckles properties set a patterned texture for freckles on the face.

Freckles attributes in the MetaHuman Creator

After you select a pattern, use the Density, Strength, Saturation, and Tone Shift properties to further customize the look of the freckles.

Different examples of freckle patterns in the MetaHuman Creator

No freckles pattern (leftmost) and freckle pattern variations.

Skin Accents

Use the Accent properties to adjust Redness, Saturation, and Lightness in select areas of the face.

Accent skin attributes in the MetaHuman Creator

Use the head diagram to select the face areas that your changes will affect. To reset changes for:

  • The face area that's currently selected, click Clear Selected.

  • All face areas, click Clear All.

Default accents compared to flushed eyes, cheeks and nose

Default accents compared to flushed eyes, cheeks, and nose.

Light-skinned MetaHumans can have regions of their skin appear green. This is because different combinations of face accents and skin tones may give different, or even finer control over results of regional skin tone.

Eyes

The Eyes attributes contain eye presets, as well as properties you can use to customize your MetaHumans' iris and sclera.

Eye attributes in the MetaHuman Creator

Use the selection tabs to switch between eyes properties for Presets, Iris, and Sclera.

Eye Presets

The Presets panel provides a number of starting points for various eye colors and color combinations, which can be further configured using the Iris and Sclera panels.

Eye presets in the MetaHuman Creator

Example eye colors for MetaHumans

Example eye presets.

Iris Selections and Properties

The Iris panel provides configurable properties to define the colored ring of the eye around the pupil. Settings for the iris can be configured for both eyes simultaneously, or for the left and right eyes separately.

Iris properties in the MetaHuman Creator

The color of your MetaHuman's eyes is determined by the Base Color and Detail Color. Base Color represents the eye's primary color, such as having blue, brown, and hazel colored eyes. In addition to the base color, some eyes also have a ring around the outer edge of the iris. You can configure this ring's color in the Detail Color picker.

Use the Blend Method to choose between Radial and Structural methods for handling color balance and smoothness. The Radial method focuses balance on the outer edge to define a ring around the iris based on the set Detail Color, whereas the Structural method does not.

Example eye colors for MetaHumans

The Iris Saturation slider intensifies the Base Color of the iris, making it more or less vibrant. The Limbus Darkness blends the Detail Color of the eye around the cornea and sclera.

MetaHuman eye saturation examples

Iris Size And Pattern

No two pairs of eyes are exactly the same. The Iris panel provides properties to define the size of the iris and the muscular pattern it uses.

Use the Iris Size property to scale the size of the iris, and choose from the selection of iris patterns to define the fine pattern of your MetaHuman's eyes.

Example iris sizes for MetaHumans

Sclera Properties

The Sclera panel provides configurable options to define the look of the white area of the eye. Settings for the sclera can be configured for both eyes simultaneously, or for the left and right eyes separately.

Sclera properties in the MetaHuman Creator

Use the Tint property to set a realistic eye tint, ranging from bright white to bloodshot-looking eyes. Use the Brightness property to control the intensity of the tint color.

Example limbus colors and properties for MetaHumans

There are two layers of tiny veins that can be rotated: one for the outer layer of the sclera, and the other for other veins below the surface. Each of these can be rotated independently using the Sclera Rotation and Veins Rotation properties. There will always be some visible veins in the white of the eyes, so the Sclera veins are always visible. You can control the visibility of the secondary layer of veins by using the Vascularity property, where 0 is not visible and 1.0 is entirely visible.

Teeth

The Teeth attributes customize the look and style of your MetaHuman's teeth. This includes their look, gums, and color and variation amounts.

Teeth attributes in the MetaHuman Creator

The topmost section of this panel is a visual representation of the teeth, with various control points (1) you can adjust. Each of these control points corresponds to different parts of the teeth and gums available from the dropdown menu (2). You can adjust each control point by dragging individual control point sliders on the teeth diagram, entering a value in the text field, or using the slider in the menu (3).

Teeth controls interface in the MetaHuman Creator

Visual guide to the teeth controls in the MetaHuman Creator

You can use these controls to generate a wide range of styles that include length and spacing of teeth, over and underbites, receding gums, and much more. Below are some examples set up using the different control points and the Variation property to slightly change the shape and angles of all teeth.

Example teeth variations for MetaHumans

You can adjust the color of the teeth, gums, and plaque using the color pickers to select a color. The Plaque Color visibility is affected by the Plaque Amount property.

Tooth, gums, and plaque color pickers

Use the Jaw Open property to control how wide the mouth is opened. This can make it easier to see variations and changes when editing control points for your teeth.

Jaw Open property in the MetaHuman Creator

Makeup

The Makeup category contains a selection of various makeup styles for the face, eyes, and lips. Think of these properties like a makeup palette for your MetaHuman, which you can use to further customize their look.

Makeup attributes in the MetaHuman Creator

Foundation

The Foundation makeup panel provides the ability to add foundation and concealer.

Foundation and concealer controls in the MetaHuman Creator

Foundation covers your MetaHuman's face. After you enable the Apply foundation option, you can configure the foundation's Color, Intensity, and Roughness.

Concealer affects the area under your MetaHuman's eyes. Use the Concealer slider to control its intensity.

Use of foundation and concealer in the MetaHuman Creator

Example use of the Foundation and Concealer features in the MetaHuman Creator. Left to right: no foundation, concealer only, and foundation only.

Eye Makeup

The Eyes makeup panel provides a selection of eyeshadow and eyeliner you can apply to your MetaHuman.

Eye makeup controls in the MetaHuman Creator

Use the Color picker to select the eye makeup's primary color. You can select a Custom color, or choose from one of the Preset values. Then, use the Roughness, Transparency, and Metalness properties to define makeup texture, glossiness, and amount.

Examples of makeup available in the MetaHuman Creator

Blush

The Blush makeup panel provides the ability to add blush, which colors your MetaHuman's cheeks.

Blush controls in the MetaHuman Creator

Choose a blush application shape, then use the Color picker to choose a preset or custom color for the blush. You can select a Custom color, or choose from one of the Preset values.

The Intensity and Roughness sliders give you further control over how the blush looks.

Example uses of the Blush feature in the MetaHuman Creator

No blush (leftmost image) and various blush shapes and colors in the MetaHuman Creator.

Lips Makeup

The Lips makeup panel provides a selection of lipstick makeup for your MetaHuman.

Lip makeup controls in the MetaHuman Creator

Use the Color picker to select the primary lipstick color. You can select a Custom color, or choose from one of the Preset values. Then, use the Roughness and Transparency properties to define the glossiness and amount of lipstick applied.

mhc_face_makeuplipsexamples.png

Left to right: no lipstick makeup, 50% transparency, and 80% transparency.

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