Customization Advanced

While MetaHuman Creator provides an excellent starting point, production projects often require deeper customization. This lesson covers advanced material editing, clothing and accessory systems, DNA-level modification, runtime morph targets, and techniques for creating procedural character variations.

Material Customization

MetaHuman skin materials use a multi-layer system with subsurface scattering, roughness maps, and detail normals. You can modify these in the Material Editor to create unique looks:

  • Skin Tone: Adjust the subsurface color and base color tint parameters
  • Aging: Blend in wrinkle normal maps and adjust roughness
  • Makeup: Add color overlays to specific face regions using masks
  • Scars/Tattoos: Layer decal materials on top of the base skin

DNA Calibration

MetaHuman characters use a DNA system that defines facial topology and deformation behavior. You can modify DNA parameters programmatically to create variations at runtime, enabling character customization systems in games.

Advanced Technique: Use the MetaHuman DNA API to blend between multiple character DNAs at runtime. This lets you create character creation screens where players morph between presets — similar to how MetaHuman Creator itself works.

Clothing and Accessories

Add custom clothing by creating skeletal meshes that share the MetaHuman body skeleton. Use Unreal's Cloth simulation system for dynamic fabric behavior. For accessories like glasses, hats, or jewelry, attach them to socket joints on the head or body skeleton.

Runtime Morph Targets

Create custom morph targets in your DCC tool (Maya, Blender) and import them alongside the MetaHuman mesh. Drive them via Blueprint or C++ for runtime facial modifications like injuries, transformations, or emotional states beyond the standard set.