Product

Everything in a FaceNinja head.

What you download, how it is made, and what it does not do yet. No adjectives you cannot check.

01 The head

MetaHuman topology, the person's own skin.

MeshMetaHuman head topology with neck and upper shoulders, fixed vertex order and UVs, so every head lines up with every other
Eyes and teethPlaced in their sockets; iris colour taken from the photo; a clear, reflective cornea over each eye that turns with the gaze
Skin maps4096 × 4096 base colour, normal, cavity, and specular / roughness
Wrinkles and poresRelief from the photos goes into the normal map; freckles stay colour and do not become dents
ExpressionsAll 52 ARKit blendshapes, tongueOut included, refitted to the new face
FormatsGLB (with or without blendshapes), FBX, OBJ with textures, STL, PLY, MetaHuman ZIP
Download optionsMaps as JPEG, PNG or none; normal maps in OpenGL or DirectX convention; 1K, 2K or 4K (GLB, OBJ, FBX). The MetaHuman ZIP is PNG, DirectX, 4K
ScaleReal units and life size (GLB: 1 unit = 10 cm), stated in every file; an estimate of the person's own size from the iris in the photo, applied only if you ask
Input1 to 15 photos of the same person
TimeAbout 5 to 10 minutes per head today

Head hair is not part of the mesh: MetaHuman hair, brows and beards are grooms, and we recommend them separately (below). The skin under the hair is completed from the template, and beards are reduced to stubble in the skin so the beard groom has a clean surface to sit on.


02 Unreal

A MetaHuman you can render, not a homework assignment. Early access

Importing a head into MetaHuman Creator normally means four manual jobs. Our Unreal automation does all of them.

Step 1

Conform the face

The MetaHuman's face is conformed to the FaceNinja mesh, so the rig, LODs and facial animation all follow the new shape.

Step 2

Override the skin

Our base colour, normal and cavity maps replace the library skin. Without this step MetaHuman picks a stock skin and the person's freckles, moles and wrinkles are gone.

Step 3

Put on the grooms

Hair, eyebrows, eyelashes, moustache and beard from the recommendation, with their colours set.

Step 4

Match the body

A body type that joins the fitted neck and shoulders, so there is no seam and no mismatched collar line.

Early access. The automation runs in our own Unreal setup today and is being packaged for customers. Every plan already gets the MetaHuman ZIP: the head FBX in MetaHuman vertex order, the four 4K maps, the groom recipe and step-by-step Unreal instructions.


03 Grooms

Hair, brows, lashes and beard, picked from the photo.

We segment the hair, brows and facial hair in your photos and measure them: length, how far the hair reaches, texture, coverage of the moustache, chin and jaw, how much is grey. A vision model names the style. Both are matched against the MetaHuman groom library.

  • One recommendation per slot (hair, eyebrows, eyelashes, moustache, beard, peach fuzz) plus the next-best options with scores
  • Melanin, Redness and Whiteness values for each, with colour swatches
  • "Leave empty" when the person has no beard, instead of a default
  • groom.json for tools and groom.md for people, inside every MetaHuman ZIP
Groom recipe sheet for the long-haired test subject
Recipe for the long-hair test subject: Hair_L_MessyClumps, Eyebrows_M_Shaded, Eyelashes_L_SlightCurl, no beard.

04 Neck and shoulders

Fitted to the person, not to the template.

TemplateHead on the template neck
FittedSame head with fitted neck and shoulders

Each 3D shape model gives us a neck. We measure its width, its front and back at mid-height, and where the trapezius sits, then:

  1. scale the template's neck to the measured width and depth,
  2. raise or lower the trapezius line to match,
  3. pull the front and sides of the neck onto the measured surface.

Long hair can hide the back of the neck, so the back only follows the measurement part of the way.


05 Web preview

Check the head before you download it.

The Studio opens every finished head in a 3D viewer in the browser.

Expression presets

Smile, surprise, talk, frown and more, driven by the head's own ARKit shapes, to see that they moved with the face.

Hair preview

A preview of the person's hair, cut from the 3D shapes and coloured from the photos, to judge likeness. It is not exported: in Unreal the groom takes its place.

Groom recipe

The recommended grooms and colours next to the head, so you know what to pick in MetaHuman Creator before you open it.


06 API

Asynchronous, idempotent, boring in the good way.

StepWhat happens
UploadSend photos with the create call, or upload them first and reuse their IDs
CreateOne call starts a head; an Idempotency-Key makes retries safe
Wait?wait= long polling, a server-sent event stream, or a signed webhook
Request a filePick glb, fbx, obj, stl, ply or metahuman_zip; GLB and FBX with or without ARKit shapes; optionally texture format, normal-map convention, texture size, cornea and scale
DownloadA short-lived signed URL; your API key never goes to the file host
DeleteDelete a head and its photos whenever you want

Coming from KeenFace? The workflow is the same (create, wait, request a file, follow a signed link), so your integration keeps its shape; endpoints and field names differ. The docs include a migration guide.

API docs

07 Quality checks

Every intermediate image is checked, and redrawn if it fails.

  • Same person. Face recognition compares the generated reference with your photos; too far apart and it is drawn again.
  • Really neutral. The reference is checked for a frontal pose, a closed mouth and open eyes.
  • Three opinions on shape. Three independent image-to-3D models each produce a head; fits that disagree with the others are dropped and the rest are averaged.
  • A record of every run. Every check, measurement and warning is logged with the head, so a weak result can be traced to its cause.
Which photos work best

08 Benchmark

Published method, published results.

We are running a benchmark on volunteers who gave written consent: the same photos go through FaceNinja and other services, and each head is compared with a reference scan (shape error in millimetres, by face region) and with the photos (face recognition similarity). We will publish the method, the results and the heads we are allowed to show, wins and losses alike.

Results are not in yet. This section will link to the full report when they are.


09 Limits

What FaceNinja does not do.

  • Hair in the mesh. MetaHuman hair is a groom; we recommend it and show a preview, and the head itself is bald.
  • Ear shape. Ears keep the template's shape.
  • Pore-level skin from a scan. The texture comes from your photos at 4K; the finest grain on plain skin is the template's.
  • Expression sets beyond the 52 ARKit shapes.
  • Heads of people from a name or a web search. You upload photos of someone who agreed to it.

Later Reconstruction from calibrated multi-camera photo sets, with solved cameras and raw photo textures, is in research.

See it on your own face.

Your first head is on us: 1 free head when you sign up.