MetaHuman is now available for Unity and Godot — 3D characters can be sold and used in any game engine

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With the full release of MetaHuman, you can officially use it in third-party game engines, sell ready-made characters, and integrate them into any DCC software, including commercial projects.

The main MetaHuman modules — Creator, Mesh to MetaHuman, and Animator — are now integrated directly into Unreal Engine 5.6, simplifying the creation and animation of digital humans. Users can generate characters based on templates, manually customize appearances, and upload 3D scans and videos for automatic facial and voice tracking. Thanks to cloud features like automatic rigging and texturing, the tools remain flexible and easy to use despite partial cloud dependence.

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A significant new feature is the updated licensing system, which allows you to:
Use MetaHumans in Unity, Godot, and other engines without royalties;
Sell characters and clothing on marketplaces;
Use MetaHumans in commercial projects with revenue up to $1 million per year for free;
Access tools with full source code availability (if you have a UE license).

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Additionally, free plugins for Maya and Houdini have been added, making it easier to edit models, create hairstyles using XGen or Houdini Groom, and export to Alembic format. This is especially important for studios that prefer external DCC software.

MetaHuman now supports customization not only of faces but also of bodies — allowing adjustments of height, chest and waist volume, and leg length. There is also the ability to create and scale 3D clothing tailored to a specific model. Animation can now be generated even from ordinary audio or video captured with a webcam.

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