After importing the model into UE5, the positions of the facial features need to be determined in the Identity section to form the DNA seed of the Metahuman. At first, I separated the eyes in the traditional modeling method, but this often caused bugs in the Y-axis when Identity recognized the model. Because the recognition of Metahuman Identity primarily relies on AI judgment, manual adjustments only play an auxiliary role.

Later, I went back to Zbrush to add and merge the modeling of the eyeball, and refreshed the recognition results multiple times for adjustment. Finally, I obtained a relatively normal result.
This is the preview of the Metahuman Character that I created:


During this stage, I customized the hair, eyebrows, skin color and body shape. The model also had some minor issues such as wide eyes and overly high brow ridges, but these could be largely ignored under the Rembrandt lighting and natural light.
Next, the automatic binding of bones and generation of blueprints by metahuman is very convenient. However, due to insufficient video memory, when metahuman is dragged into the scene, bugs and severe lag often occur. In the subsequent process, I need to extensively use the unlit mode to save video memory and prevent UE5 from crashing.

