ZMetaHuman

A metahuman generated from Mesh to Metahuman. Originally sculpted in ZBrush, this was originally a relatively quick likeness sculpture.

Mesh to MetaHuman

A metahuman generated from Mesh to Metahuman. Originally sculpted in ZBrush, this was originally a relatively quick likeness sculpture.

The sculpt actually didn't work properly in Mesh to Metahuman: the eyes were completely messed up. The eye geometry managed to end up further forward than the shadow-casting, eye blending geometry. It was an easy fix, though, since MetaHuman creator lets you reduce the mesh contribution, so I just used that.

If I cared more about the character, I'd have gone back to fix it. My suggestion, and I'll be taking it for the next sculpt, is to use the preview mesh head topology and don't move the eyes too far forward from the default position. When sculpting faces with less pronounced nose bridges and brows, move these features back to the eyes or to the centre line: don't move the eyes forward to meet where European-esque features would be, it seems to break the plugin.

Update

Converting my European face from ZBrush to MetaHuman causes similar issues with the forwardness of the eye, but the textures vastly increased the ability for the plugin to function. The eyes are still too far forward, but I have a solution. I think we can use the template mesh directly to fit the eyes by hand and dodge this issue.

In this sculpt, the eyebrows should have been lower. In engine, I created a corrective pose before animating, but that doesn't show in the above screenshots as they are from MetaHuman Creator.