Features
MetaHuman topology
Every head, every session, the same mesh.
Every head comes with MetaHuman topology, including the neck and shoulders, with consistent vertex order and UVs across sessions. This makes batch processing and texture reuse easier, and prepares your mesh for MetaHuman Creator’s template workflow without retopology or UV rebuilding.
Production-ready texture
4K PBR maps, cleaned of hair and artifacts.
Every head comes with a full set of 4K PBR maps — base color, normal, roughness and specular — so it responds correctly to light in any PBR renderer or game engine. The texture is cleaned with an adaptive template that removes hair and any other artifacts, leaving maps ready for the rest of your pipeline, with no retouching by hand.
Scan Reconstruction
A head and matched cameras from prepared photos.
Scan Reconstruction is a professional 3D scanning mode that reconstructs head geometry and texture directly from a photo set captured to our guidelines. Get a head in MetaHuman topology and a 3D scene with solved camera positions and focal lengths for use in DCC tools. Built for digital doubles, medical visualization and photogrammetry scanning setups.
ARKit blendshapes
51 ARKit blendshapes tailored to each head.
Each head comes with 51 automatically generated ARKit-compatible blendshapes adapted to its geometry. They cover movements of the brows, eyelids, cheeks, jaw and lips, including blinking, smiling and opening the mouth. Combine them to create facial expressions, animate them with keyframes or drive them with ARKit-based facial capture data.