Alex CoulombePresents
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Live class · Intro · 2 hours · Past session

Intro to MetaHumans in Unreal 5.8

with Alex Coulombe

About this session

MetaHumans the new way, from inside the editor: sculpting and customizing, assembling cinematic versus optimized versions, live facial animation from a webcam, and turning your own scans into MetaHumans.

What we covered

This session walked through creating, customizing, and animating MetaHumans natively within Unreal Engine 5.8. Alex Coulombe demonstrated the in-engine MetaHuman Creator workflow, comparing cinematic and performance-optimized assembly configurations alongside hair card and groom setups. The class also covered real-time facial puppeteering using Live Link Hub with a standard webcam and generating MetaHuman Identities from footage and custom scans.

  1. 01Reviewing the evolution of MetaHumans from cloud-based tools to native in-engine creation in Unreal Engine 5.8.
  2. 02Sculpting facial geometry, breaking symmetry, and adjusting body proportions directly in the native MetaHuman editor.
  3. 03Customizing skin textures, teeth shaders, makeup, and hair color using hair cards and groom systems.
  4. 04Importing wardrobe assets from Fab, configuring full rigs, and assembling cinematic versus optimized character LODs.
  5. 05Evaluating assembled MetaHumans side by side in-engine using LOD coloration, wireframe views, and lighting adjustments.
  6. 06Driving real-time facial animation on multiple MetaHumans simultaneously through Live Link Hub using a webcam.
  7. 07Generating a MetaHuman Identity from multi-angle video frames and fitting facial and dental tracking markers.
  8. 08Testing custom mesh-to-MetaHuman conversion using RealityScan head geometry aligned with Unreal Engine modeling tools.
Unreal Engine 5.8MetaHuman CreatorLive Link HubFabLive Link FaceRealityScanModeling ToolsControl RigLevel Blueprint

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Your instructor

Alex Coulombe

Epic Games Authorized Instructor

Runs Manhattan's first Unreal Authorized Training Center and has spent ten years shipping real-time XR for architecture, live theater, and brands — now mostly on Apple Vision Pro, Quest, and AI-driven pipelines.