The inventory
Everything in a head, unpacked.
This is the inventory: every file, map and shape you download, and what each is for. It is the same whether the head came from the API, an AI agent or the web app, and it is what your pipeline can rely on. One head costs $15 and includes all of it.

captain-vera/ ├─ head.glb GLB · 4K maps · 52 ARKit shapes ├─ head.fbx FBX · centimetres · 52 ARKit shapes ├─ head-obj.zip OBJ + MTL + maps ├─ head.stl millimetres · for print previews ├─ head.ply vertex colours └─ metahuman.zip for MetaHuman Creator ├─ head.fbx MetaHuman vertex order ├─ Head_Color.png 4096 px ├─ Head_Normal.png 4096 px · DirectX ├─ Head_Cavity.png 4096 px ├─ Head_SRMF.png 4096 px ├─ groom.json · groom.md └─ README the Unreal steps, by hand
One mesh, every face.
Every head is MetaHuman head topology with the neck and upper shoulders, eyes and teeth. Head 1 and head 500 share every vertex index and every UV, so one rig, one material and one set of texture masks fit both. Blending two faces is a vertex-by-vertex mix.
| Topology | MetaHuman head, neck and shoulders; fixed vertex order and UVs |
|---|---|
| Eyes | In their sockets, iris colour from the photo, a clear cornea shell that turns with the gaze |
| Teeth | Included |
| Scale | Life size in real units (GLB: 1 unit = 10 cm; FBX: centimetres; STL: millimetres). Optionally scaled to the person's measured size |
Four 4K maps, in MetaHuman's UV layout.
The skin comes from your photo, not from a library. Freckles, moles and lines stay. Wrinkles and pores become relief in the normal map, and freckles stay as colour instead of turning into dents.
| Map | File in the MetaHuman ZIP | What it holds |
|---|---|---|
| Base colour | Head_Color | Skin colour with the photo's lighting taken out |
| Normal | Head_Normal | Wrinkles and pores as relief |
| Cavity | Head_Cavity | Pores and creases for shading |
| Specular / roughness | Head_SRMF | Shine and roughness, packed for Unreal's skin material |
Download options (GLB, OBJ, FBX): JPEG, PNG or no maps · OpenGL or DirectX normal maps · 1K, 2K or 4K. The MetaHuman ZIP is always PNG, DirectX, 4K.
Skin the photos do not show, such as under the hair, is completed so the head has no gaps. A beard is reduced to stubble on the skin so the beard groom has a clean surface. The finest grain on plain skin is not the person's own.

All 52 ARKit shapes, tongueOut included.
Every expression shape is made for this face, under ARKit's own names. Anything that outputs ARKit weights (iPhone face tracking, Live Link Face, webcam trackers, lip-sync tools) drives the GLB or FBX straight away. three.js and Babylon.js load the GLB as is.
Tip: tongueOut moves only the tongue. Pair it with jawOpen at about 0.3, as a captured face would.
The 52 names
- eyeBlinkLeft
- eyeBlinkRight
- eyeLookDownLeft
- eyeLookDownRight
- eyeLookInLeft
- eyeLookInRight
- eyeLookOutLeft
- eyeLookOutRight
- eyeLookUpLeft
- eyeLookUpRight
- eyeSquintLeft
- eyeSquintRight
- eyeWideLeft
- eyeWideRight
- jawForward
- jawLeft
- jawRight
- jawOpen
- mouthClose
- mouthFunnel
- mouthPucker
- mouthLeft
- mouthRight
- mouthSmileLeft
- mouthSmileRight
- mouthFrownLeft
- mouthFrownRight
- mouthDimpleLeft
- mouthDimpleRight
- mouthStretchLeft
- mouthStretchRight
- mouthRollLower
- mouthRollUpper
- mouthShrugLower
- mouthShrugUpper
- mouthPressLeft
- mouthPressRight
- mouthLowerDownLeft
- mouthLowerDownRight
- mouthUpperUpLeft
- mouthUpperUpRight
- browDownLeft
- browDownRight
- browInnerUp
- browOuterUpLeft
- browOuterUpRight
- cheekPuff
- cheekSquintLeft
- cheekSquintRight
- noseSneerLeft
- noseSneerRight
- tongueOut
The groom recipe.
A MetaHuman head is bald by design: hair, brows, lashes and beards are grooms. Every head comes with a recipe that names them.
- One recommendation per slot (hair, eyebrows, eyelashes, moustache, beard, peach fuzz) plus the next-best options with scores
- Melanin, Redness and Whiteness for each, with swatches
- “Leave empty” when the person has no beard, instead of a default
groom.jsonfor tools andgroom.mdfor people, in every MetaHuman ZIP, so a pipeline can apply the recipe without reading it
Colours are approximate. Strongly coloured light in the photo shifts them.
Neck and trapezius, fitted to the person.
The neck matches the person's own width and depth, and the trapezius line sits where theirs does. A body that joins it fits without a step at the collar.

Six formats, one price.
| Format | API format | What you get | Typical use |
|---|---|---|---|
| GLB | glb | Binary glTF with embedded maps and clear corneas; with or without the 52 ARKit shapes | Web, three.js, Babylon.js, Unity, Godot |
| FBX | fbx | Centimetres, Y-up, MetaHuman vertex order, maps embedded; with or without ARKit shapes | Unreal, Maya, Blender |
| OBJ | obj | A ZIP with the OBJ, its MTL and the maps | Any DCC tool |
| STL | stl | Millimetres, life size; open at the neck | Print previews |
| PLY | ply | Triangle mesh with vertex colours | Point and mesh tools |
| MetaHuman ZIP | metahuman_zip | head.fbx in MetaHuman vertex order, the four 4K maps, the groom recipe, an Unreal README | MetaHuman Creator |
Download any format as often as you like, for 30 days after the head finishes. It is all included in the head. Need them from code? The API returns the same six: Developers. Or ask your agent for “every head as FBX”: Use with AI agents.
From ZIP to finished MetaHuman.
With the MetaHuman ZIP you can do the Unreal steps yourself, and the README walks you through them. Or let our Unreal automation do them for you (early access):
- Conform the MetaHuman face to the FaceNinja mesh. The rig and facial animation follow.
- Override the skin with the person's maps. Without this step MetaHuman picks a stock skin, and the freckles, moles and wrinkles are gone.
- Put on the grooms from the recipe, with their colours.
- Pick a body that matches the fitted neck and shoulders.

Check it before you download.
The web app opens every finished head in a 3D viewer. It shows expression presets driven by the head's own ARKit shapes, a hair preview coloured from your photos, and the groom recipe alongside. The hair preview is for judging resemblance only; it is not exported.
What a head does not include.
- Hair in the mesh. Hair is a groom: recommended and previewed, not modelled.
- Ear shape from the photo. Ear shape is not taken from the photo, so the ears are not the person's own.
- Pore-level detail on plain skin. The texture is from your photos at 4K, but the finest grain on plain skin is not the person's own.
- Expression sets beyond the 52 ARKit shapes.
- Heads from a name or a web search. You upload photos of someone who agreed.
All of this, for one photo.
1,500 credits a head, at $0.01 a credit.