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This post is geared towards frequently asked questions both from the official MetaHumans website but also a custom FAQ through metahuman.chat community questions
How do I get access to MetaHuman Creator?
How do I see MetaHuman textures in Maya?
Why are MetaHuman textures missing in Maya?
Go to Preferences > Display > Viewport 2.0 and choose "DirectX 11"
What is MetaHuman Creator?
MetaHuman Creator is a cloud-based application that enables you to quickly and easily create unique, high-fidelity digital humans that we call MetaHumans. You can directly manipulate facial features, adjust skin complexion, edit teeth, and select from a preset range of body types, hairstyles, clothing, and more. When your character is finished, you can export and download it—rigged and ready to animate in Unreal Engine.
What makes MetaHuman Creator different from other character creation applications?
MetaHuman Creator uses cutting-edge techniques to enable anyone to achieve state-of-the-art, fully rigged photorealistic CG human characters in minutes, with no compromise on quality for real-time readiness. It combines technology from industry leaders 3Lateral and Cubic Motion—both now part of Epic Games—and makes it accessible to all. Previously, it was possible to create assets of this caliber only through extremely time-consuming and expensive in-house methods or outsourcing.
What is Early Access?
‘Early Access’ means that we’re opening up MetaHuman Creator to everyone, but we need to scale up over time. Streamed applications are new for Epic and we want to make sure we give everyone a good experience of using the tool. This means you might not get access on the day of release, but we will move as quickly as we can to get everyone in.
How can I register for the MetaHuman Creator Early Access program?
Fill in this form to request Early Access. If you have a current Unreal Engine support contract with access to UDN, you may be eligible for additional benefits; contact your Epic Account Manager for details.
What happens after I register for the Early Access program?
You’ll receive a confirmation email that we’ve received your request. We’ll aim to get you started within a few days—the wait might be longer at peak times—and we will send you an onboarding email once we’ve granted you access.
While you’re waiting, you can check out and download over 50 premade MetaHumans, available in Quixel Bridge.
Are there any learning resources available?
Yes! You can find links to the documentation and to several tutorials on the MetaHuman Creator home page.
What will MetaHuman Creator cost?
MetaHuman Creator is free to use in your Unreal Engine projects. This means that MetaHuman assets must be rendered with Unreal Engine.
What will I require to access MetaHuman Creator?
You will need a Windows or macOS computer with internet access and a Chrome, Edge (Chromium), Firefox, or Safari web browser. You will also need an Epic Games account. To download your MetaHumans, you will need to install the free Quixel Bridge application.
What versions of Unreal Engine are supported?
MetaHumans require Unreal Engine 4.26.2 or later.
Will I be able to download the source assets to edit in another application?
MetaHuman source assets can be downloaded for animating in Autodesk Maya. However, you cannot publish MetaHumans as final content unless rendered with Unreal Engine.
Can I use characters generated in MetaHuman Creator outside of Unreal Engine?
Characters generated in MetaHuman Creator, including those in the sample project, are licensed for use in Unreal Engine projects. This means that you must render MetaHumans with Unreal Engine; you cannot render them outside of Unreal Engine.
Can I use characters generated in MetaHuman Creator for deep learning?
No. MetaHuman Creator and the MetaHuman assets may not be used for the purpose of building or enhancing any database; training or testing any artificial intelligence; machine learning; deep learning; neural networks; or similar technologies.
Is this system really real-time compatible?
This version of the MetaHuman Creator tool itself cannot run in game—it is an external content creation application. The MetaHuman assets it generates are intended for real-time use in Unreal Engine, but are definitely at the resource-hungry end of the spectrum—technology like real-time rendering of strand-based hair is new, and we are constantly working to optimize performance. However, the assets come with eight LODs, some of which employ hair cards, that will enable you to hit desired performance levels on a range of target platforms.
What performance capture solutions are supported?
Support is provided for Unreal Engine’s Live Link Face iOS app. We’re also currently working with vendors on providing support for ARKit, DI4D, Digital Domain, Dynamixyz, Faceware, JALI, Speech Graphics, and Cubic Motion solutions. Please contact them for more details.