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
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.
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.