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FF-OI-09: “Metahuman Character Export” Rev01 Feldfeste Operation Instruction FF-OI-10: “Metahuman Character Export” Document History Revision Content Editor Time 01 Initial Document Creation Jonathan 03.07.2026 Confidential Operation Instruction
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FF-OI-09: “Metahuman Character Export” Rev01 Table of Contents 1. Unreal Export Design metahuman Assemble and Save all textures In the exported Face mesh, Make Static and export as FBX, export all texture sets as well. Confidential Operation Instruction
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FF-OI-09: “Metahuman Character Export” Rev01 Enable haircards plugin Inside GroomAsset(not groombinding) Go to Cards. +add card asset(if needed) Generate Hair Cards Export All Textures and meshes. Combining hair cards is usually by selecting a colour as albedo, then assigning the alpha from one of the RGB channels or one of the exported textures. Confidential Operation Instruction
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FF-OI-09: “Metahuman Character Export” Rev01 2. Material Setups in Blender Skin Eyes requires a lot more setup since UE does not export normal Eye textures Confidential Operation Instruction
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FF-OI-09: “Metahuman Character Export” Rev01 3. Bake down And finalise all textures I recommend marmoset Toolbag for quick baking, its maps should be used during the SubstancePainter texturing process anyway. The Metahuman eyes will have to be baked in Blender. The metahuman skin will require some creative material settings if done in marmoset 4. Combining the assets Keep all the assets in a Seperate Collection, called UV1 Then Duplicate them, Re-UV everything to fit onto a Single UVmap (leave open spaces if Character will eventually need extra assets, and think of which bits will eventually be cut out (see next step) ) Transfer the Texture data from the first UV to the new one, (Baking) The combining of multiple textures can easily be done in Substance Designer, through masks and material blend nodes. 5. Rigging and Cutting Rig and merge the mesh, test ingame Make sure all the bones and bone names match, export whilst having both the skeleton and mesh selected. -> there should not be any skeleton related errors when imported, even if the animations work. Cut out unnecessary bits that will not be seen and cause clipping issues, such as ears, upper legs, arms, upper torso, head. Confidential Operation Instruction




