EquipVerse

★ — FUNDAMENTALS

The MetaHuman pipeline, end-to-end.

A production-grade MetaHuman touches at least seven pieces of software across five distinct craft disciplines. Here's the full pipeline used by working studios — including ours.

Stage 1 — Sculpt

ZBrush for the high-poly sculpt of likeness. Reference photos imported, head and body sculpted in tandem. Pore-level detail at this stage. Output: ZBrush .ztl file.

Stage 2 — Conform

Wrap3D conforms the ZBrush sculpt onto the MetaHuman base mesh, preserving edge flow and rig compatibility. Output: conformed mesh on the MetaHuman topology.

Stage 3 — Hair

Maya Xgen for interactive groom — head, brows, lashes. Strand-by-strand sculpting for hero. Houdini Vellum for simulation. Bake to hair cards for real-time. Output: groom + cache + LODs.

Stage 4 — Wardrobe

Marvelous Designer for pattern design and cloth simulation. Re-topology in Maya/Blender. UV layout and texturing in Substance Painter / Mari. Output: skinned wardrobe meshes.

Stage 5 — Rig

MetaHuman ships a UE5 mannequin-compatible body skeleton. Layer custom face rig (ARKit + jaw + tongue + correctives). Mocap retargeting setup. Output: rigged character.

Stage 6 — Shade & Light

Custom skin shader (subsurface scattering), eye caustics, hair shader. UE5 Lumen lighting setup. Movie Render Queue for cinematic. Output: final shaded asset.

Stage 7 — Ship

Export to UE5 + Maya + Blender + USD + Unity. Package with LODs, hair cards, ARKit blendshapes. Final QA for runtime performance. Ship.

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★ — Studio Dispatch

Pipeline notes,
monthly.