You’ve created a character and now you want to add more customization items to your wardrobe. The sections outlined below will help guide you through the various methods available.
Hairstyles
Any MetaHuman-compatible hairstyle (head hair, eyebrows, eyelashes, mustache, beard, or peachfuzz) can be added to the wardrobe.
These Groom and Groom Binding assets can be purchased from Fab, or created yourself in Unreal Engine. We also provide plugins and starter kits for Autodesk Maya and SideFX Houdini that can help you create your own hairstyles in another DCC.
Maya
Grooms created in Maya using legacy XGen Description can be exported to Unreal Engine using the Groom Exporter that is part of the MetaHuman for Maya plugin. This ensures the Alembic file created during the export uses the appropriate schema. These grooms can be imported into Unreal Engine by following the steps outlined in the Importing Grooms page of the Unreal Engine documentation.
The MetaHuman Groom Starter Kit for Maya provides sample files and a structured workflow for authoring strand-based grooms, demonstrating the workflow.
Houdini
Grooms created in Houdini using the MetaHuman Groom Tools can be exported to Unreal Engine using the Groom Exporter, both of which are part of the MetaHuman for Houdini plugin. This ensures the Alembic file created during the export uses the appropriate schema. These grooms can be imported into Unreal Engine by following the steps outlined in the Importing Grooms page of the Unreal Engine documentation.
The MetaHuman Groom Starter Kit for Houdini provides sample files and a structured workflow for authoring strand-based grooms, demonstrating the workflow.
Fab
MetaHuman-compatible hairstyles can be purchased from Fab by searching in the MetaHuman channel or looking for listings that include the MetaHuman format. The technical details for each listing will provide information about the number of grooms, materials, and strand count.
If using Fab in Unreal Engine, click Add to Project on the listing. This will automatically import the asset into the current project. Alternatively, if using fab.com, download the MetaHuman package (.mhpkg) file and add it to the desired project by either clicking Import or drag and dropping into the Content Browser.
Once the import process is complete, a popup will appear to notify you if there were any errors or warnings. You can choose to download the report, or simply click the X to exit.
Clothing
As part of the MetaHuman character creation process, choosing the right clothing for your character matters. Any MetaHuman-compatible clothing can be added to the wardrobe.
The clothing can either be a parametric outfit that is able to be resized dynamically with the body, or skeletal with a fixed size. These Chaos Outfit or Skeletal Mesh assets can be purchased from Fab or created yourself in Unreal Engine.
Outfit Clothing
Outfit clothing is an instance of a Chaos Outfit asset. New outfits can be tailored for your character by following the Creating Parametric Clothing pages of the Unreal Engine documentation.
A resizable Chaos Outfit asset has multiple source assets which automatically selects the size that fits the best in accordance with the target body’s measurements. In some instances, you might want to override this to fit a specific aesthetic.
The auto-selected assets appear in the outfit details in the Hair & Clothing tab, under Outfit Clothing > [outfit name].
From here, you are presented with various overrides and the name of the Auto Selected Source Size.
In this example, the source is called bodyShapeA, as it was determined to be the best fit for the specified body measurements. In some cases, you might want to override this to make the clothing look more tight or baggy. To do this, you can select a different source size from the Source Size Override dropdown menu.
Once selected, the outfit will update in the viewport.
The Auto Selected Source Size will not change as it remains a reference for which is the best fit.
If the outfit being used is not a parametric outfit, this option is disabled.
Fab
MetaHuman-compatible clothing (of any type) can be purchased from Fab by searching in the MetaHuman channel or looking for listings that include the MetaHuman format. The technical details for each listing will provide information about the type of garment, number of unique items, and whether it is resizable.
If using Fab in Unreal Engine, click Add to Project on the listing. This will automatically import the asset into the current project. Alternatively, if using fab.com, download the MetaHuman package (.mhpkg) file and add it to the desired project by either clicking Import or drag and dropping into the Content Browser.
Once the import process is complete, a popup will appear to notify you if there were any errors or warnings. You can choose to download the report, or simply click the X to exit.