# MetaHuman Creator — Considerations MetaHuman Creator runs **inside Unreal Engine** (since 5.6). It is where a solved likeness becomes a complete character: body, skin, eyes, teeth, grooms, outfits and assemblies. ## Tools used in Stage 2 | Tool | Use for Augmented Traveler | |---|---| | **From Custom Mesh** (5.8) | Start from a sculpted head and body ([[Mesh to MetaHuman — Considerations]]) | | **Face blending / sculpt** | Nudge proportions toward the reference without leaving the realistic database | | **Body Params tool** (parametric body) | Height, build and proportions to documented measurements; period posture | | **Skin** (tone, age, texture detail) and **unbaked textures** (5.8) | Period complexion, sun exposure, age; custom maps baked from the ZBrush sculpt | | **Eyes and teeth** | Iris color from written descriptions; period dental condition (no modern whitening) | | **Custom lighting scenarios** (5.8) | Preview in Atheneum, Vestal House and kiosk lighting instead of the default studio | | **Hair and Clothing tab** | Apply grooms and Outfit Assets; outfits resize to the body | | **Export / assemble** | Cine and Optimized assemblies; DCC Export to Maya | ## Considerations - **Stay inside plausible human space.** The parametric tools blend real scans; pushing sliders to extremes produces pinching later in animation. - **Body first, then face.** Body proportions change how the head reads; lock height and build from the historical record before final face tweaks. - **Match the dated self.** Age and skin settings follow the program year, not the best-known portrait. - **Preview in venue light.** A face tuned under the default studio light often reads wrong under warm lamp light or a dark kiosk background (Looking Glass HLD content uses black backgrounds). - **Decide assemblies early.** Cine (strand hair, full-resolution textures) for the kiosk; Optimized (hair cards, compressed textures, fewer LODs) for Quest and phones. Check performance on the device, not just in the editor ([[Quest — Process]]). - **Keep a change log** of every slider and texture change the historian approves. - **One character, one source of truth.** Maya edits come back through DCC Export and re-import; never maintain two diverging versions. **Owner:** character artist. Tutorials: [[MetaHuman — Tutorials]] Sources: [[Sources — 2026-09-19]]