One topology
Fixed vertex order and UVs across every head. Morph between faces, share texture masks, reuse the rig.
Let players bring their own face, or build an NPC cast from consenting actors. Every head comes out in the same topology with the same UVs, so one rig, one material and one animation set fit them all.
Fixed vertex order and UVs across every head. Morph between faces, share texture masks, reuse the rig.
All 52 ARKit blendshapes per head, tongue included, refitted to the face. Drive them from your animation, from lip sync, or from a player's camera.
GLB for Unity, Godot and the web; FBX and the MetaHuman ZIP for Unreal; OBJ, STL and PLY when you need them.
Create, wait, request a file, download. Webhooks tell your server when a player's head is ready; idempotency keys make retries safe.
Recommended MetaHuman grooms and colours from the photo, to map onto your own hair library.
Our terms require permission from the person in the photo and forbid photos of children; build the same rule into your flow.
Today a head takes about 5 to 10 minutes. For player-made faces, start the job early (during onboarding or a tutorial), show a stand-in, and swap the head in when the webhook arrives.
# your server, when the player confirms their photo POST /v1/heads → { "id": "hd_…", "status": "queued" } # minutes later, our webhook to your server head.completed → request "glb" → signed URL → your CDN
Shape of the flow; see the docs for exact names.
Free heads on sign-up; packs and volume pricing after that.