The skin material controls are found by navigating to the Materials > Skin panel. When switching to this panel, the preview material in the viewport will automatically switch to Skin.
Skin properties are divided into three sections; skin (tone and texture), freckles, and accents (area-defined redness). It is also possible to provide your own textures.
Skin
The Skin section is where you customize your MetaHuman’s skin tone and texture.
You can configure the following properties:
| Property | Description |
|---|---|
Skin Tone | Controls your character’s skin tone. The sliders at the bottom control the picker’s position on the color swatch (U controls the horizontal position, V controls the vertical one). |
Body Texture Index | A flipbook of discrete texture choices that control the wrinkle density and appearance. Applied to the entire body, this choice can help make your character look younger or older. |
Face Texture Index | A flipbook of discrete texture choices that control the wrinkle density and appearance. Applied to the entire face, this choice can help make your character look younger or older. |
Use Texture Index Filter | Optional filters applied to the Face Texture Index. |
Roughness | Adjusts the specular roughness in the skin material. |
Show Top Underwear | Show or hide the top underwear only. |
Texture Index Filter
Given the large number of available textures in the Face Texture Index, the Texture Index Filter can be used to limit the selection. Enabling the Skin Filter will disable the Face Texture Index. Filters can be applied based on the density of wrinkles, stubble, freckles, and moles.
As filters are applied, the best candidate texture is applied automatically. However, other options within the filtered selection can be chosen using the Face Filter Index option. The Face Texture Index will be updated, with this new value retained if the Skin Filter is disabled.
Freckles
The Freckles tab controls freckle strength, density, saturation, and tone shift. Customizations become available after you’ve chosen a freckle pattern.
You can configure the following properties:
| Property | Description |
|---|---|
Density | Controls freckle density. This doesn’t increase or decrease the area of the face that freckles cover. |
Strength | Controls freckle opacity. |
Saturation | Controls freckle color saturation. |
Tone Shift | Adjusts freckle color. |
Accents
The Accents tab controls redness in specific face areas. You can use it to simulate different skin characteristics such as blushing, sun tan (or sun burns), dark circles under the eyes, and so on. Adjustments you make here will always be symmetrical.
You can configure the following properties:
| Property | Description |
|---|---|
Redness | Controls accent redness. |
Saturation | Controls accent saturation. |
Lightness | Controls accent brightness. |
Texture Sources
Control the resolution of each texture group that will be downloaded. Resolutions can all be set to the same value by using the 2k, 4k and 8k buttons, respectively.
If the MetaHuman Character doesn’t have one of these textures in the requested resolutions, the Download Texture Sources button will display an asterisk indicating that textures are out of sync. Hovering your mouse cursor over the button in the toolbar will also display which textures are out-of-sync with the requested resolution.
Memory usage may be higher (exceeding the recommended 32GB) when assembling characters with large textures or with projects with Virtual Textures enabled.
The viewport also displays the current resolution of each texture group. This helps to quickly identify the current texture resolution currently applied to the character.
Texture Override
You can provide your own textures for some or all parts of the character by enabling the Texture Override option.
With this option enabled, you can independently set textures for the face (base color, normal, cavity, and animated maps), and body (base color, normal, and cavity).
Next Up
Eye Material Controls
Change the character’s eye materials.