Inspiration and Ambition:
My first experience in creating a custom MetaHuman began with inspiration. I saw the potential in using advanced tools like PolyCam to capture the real facial features of a person and bring them into the world of virtual reality.
Scanning with PolyCam:
My initial step involved scanning a person's face using PolyCam. This process allowed me to capture a detailed 3D model of the face, including textures and anatomical features.


Importing into Unreal Engine 5:
Next, I imported the acquired data into Unreal Engine 5. Here, I started working on creating the base model of the MetaHuman, using the scanned data as a foundation. This allowed me to preserve the unique facial features of the scanned individual.
Creating Hair in Blender:
To create hair and add additional individuality to my character, I used Blender. This was the moment when I injected more of my personal style into the creative process, giving the hair distinctive shapes and textures.
Texturing in Substance Painter:
To create textures for the character's skin and clothing, I turned to Substance Painter. Here, I could add details, nuances, and creative elements to make my MetaHuman more realistic and captivating.


Configuration and Expression:
In Unreal Engine 5, I worked on configuring animations and expressiveness for my character. This is where I brought my MetaHuman to life by creating facial animations, movements, and emotions.
Testing and Improvement:
My first experience in creating a custom MetaHuman involved numerous experiments, testing, and refinements. I paid close attention to details, optimized performance, and polished my character to perfection.

