Use the Sculpt tool in MetaHuman Creator to make fine adjustments to a smaller area of your MetaHuman’s face.
This page explains how to use the Sculpt tool, how to enable and disable sculpting symmetry, and how to work with different sculpting planes.
To open the Sculpt tool, click the Sculpt button on the Sculpting Toolbar.
How It Works
Use the individual sculpting markers on the face to shape the area they control.
Each marker influences a limited, specific area, but the influence areas of some markers can overlap. For example, the area around the eyes has two markers under the brow ridge and another four that handle the top eyelid, bottom eyelid, and inner and outer canthus of the eye respectively. All of these markers can influence the eye’s size and position.
Use the individual markers to shape different areas of the face. The underlying system that drives MetaHuman sculpting intelligently finds the closest combination of facial features of real humans that have been scanned into the MetaHuman database and approximates what is being sculpted. As new real-world human scans are added to the MetaHuman database, the expressive power of the MetaHuman Creator and its assets will continue to grow.
The video below demonstrates how to use sculpting markers.
Symmetry and Sculpting Plane Options
When you enter Sculpt mode, two additional options become available: Symmetry and Sculpting Plane.
Symmetry
Symmetry controls how to mirror edits you make on one side of the face to the other, except for the eyes. To avoid issues with facial animations, MetaHuman eyes always stay symmetrical.
You can select from three symmetry options:
Left to Right: Copies marker positions from the left side of the face to the right side.
Right to Left: Copies marker positions from the right side of the face to the left side.
Average: Calculates a new midpoint from the positions of similar markers on the left and right side.
MetaHumans are not entirely symmetrical. Enabling one of these options will immediately change the appearance of your Metahuman, and you will lose any previous changes in the areas that the option affects.
Sculpting Plane
Sculpting Plane provides options for how individual markers are moved.
You can select from two options:
Closest Plane constrains the sculpt marker movements to the front (XZ in Unreal Engine coordinates) or side (YZ) plane, depending on which one of them is closest to the current camera viewing angle.
Screen Plane moves sculpt markers in a screen plane that is projected onto the 3D world from a particular camera angle.
Screen Plane provides similar sculpting and movement functionality to some modeling applications, such as Maya, and is an option for advanced users. For users who don’t use these applications, Closest Plane sculpting and movement provides the most natural behavior.