yelzkizi How to Export MetaHuman to Blender: Comprehensive Step-by-Step Guide

How to Export MetaHuman to Blender

  1. Create or Select MetaHuman: Use MetaHuman Creator to design or pick a preset character, then customize it as needed.
  2. Download to Unreal Engine: Open Unreal Engine and use Quixel Bridge to download your MetaHuman. Ensure the MetaHuman is linked to your Epic Games account. In Unreal, navigate to the MetaHumans section in Bridge and click “Export” to bring the assets into your project.
  3. Export from Unreal: Right-click on the MetaHuman’s body and face skeletal mesh in Unreal’s Content Browser, select “Asset Actions > Export” and save as an FBX file. Also, export the textures for skin, eyes, and teeth.
  4. Import into Blender: Open Blender and use “File > Import > FBX” to import the MetaHuman assets. Enable “Import Morph Targets” and adjust the scale and orientation for Unreal compatibility.
  5. Reassign Materials and Textures: Apply the textures in Blender, adjusting for skin, eyes, and teeth materials to match the MetaHuman look in Unreal.
  6. Rigging and Testing: Ensure the rig functions correctly by posing the character in Blender and testing animations in Unreal after re-importing the edited mesh.

MetaHumans, created by Epic Games, are photorealistic, fully rigged digital humans that enhance real-time rendering, game development, and animation. They can be exported from MetaHuman Creator to Blender, allowing artists to customize characters beyond the Creator’s constraints while preserving high-quality rigs and textures. A detailed guide on rokoko.com outlines the workflow from MetaHuman Creator through Unreal Engine 5 to Blender, covering file formats, rigging data, materials, textures, and common issues. The guide caters to game developers and animators, offering step-by-step instructions, troubleshooting tips, customization options like PixelHair, essential tools and plugins, real-world case studies, and an FAQ to address frequent questions, ensuring a smooth export process.

Why Export MetaHumans to Blender?

Blender’s 3D modeling, sculpting, and texturing tools enhance MetaHumans beyond MetaHuman Creator, allowing facial refinements, body adjustments, custom clothing, and hairstyles while preserving the rig. This supports:

  • Real-Time Rendering & Game Development: Add details or optimize assets (e.g., LODs) in Blender, then re-import into Unreal Engine for games or VR/AR.
  • Animation & Film: Create expressions and deformations in Blender for animation-ready MetaHumans (per rokoko.com), with final renders in Unreal per license terms.
  • Customization & Design: Sculpt unique features like scars or fantasy proportions in Blender, then re-export to Unreal for films or interactive projects.

Blending MetaHuman’s realism with Blender’s flexibility creates tailored, high-fidelity characters.

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How to export metahuman to blender: comprehensive step-by-step guide

Step-by-Step Guide: Exporting MetaHuman from Creator to Blender

The process involves multiple stages: using MetaHuman Creator (via Quixel Bridge) to bring the character into Unreal Engine 5, exporting the assets from Unreal as FBX (and hair as Alembic if needed), and importing those into Blender. Follow the steps below for a smooth transfer of your MetaHuman into Blender.

Create or Select Your MetaHuman in MetaHuman Creator

In MetaHuman Creator, a cloud-based browser app, log in to create a new MetaHuman or select an existing one, customizing its face, body, and hair. Download the finished MetaHuman to your local system using Quixel Bridge for export access. Use the latest non-legacy MetaHuman version for Unreal Engine 5 compatibility.

Export the MetaHuman to Unreal Engine 5 via Quixel Bridge

To export a MetaHuman to Unreal Engine 5 via Quixel Bridge, open an Unreal Engine 5 project and ensure the integrated Quixel Bridge plugin is enabled (under Content > Quixel Bridge). In Bridge, locate your MetaHuman in the MetaHumans section, hover over its thumbnail, and click the Export icon (right-facing arrow) to send it to the project at maximum quality.

On first export, Unreal may prompt to enable missing plugins (e.g., MetaHuman plugin, DNACalibration); select Enable Missing for all and Restart Now. Post-restart, MetaHuman assets appear in the Content Browser at Content/MetaHumans/<MetaHumanName> per dev.epicgames.com. Verify the MetaHuman in a level by dragging its Blueprint; note LODs may limit hair visibility to LOD 0 & 1 up close. Confirm it works in UE5 before continuing.

Locate MetaHuman Assets in Unreal & Prepare for Export

In Unreal Engine’s Content Browser, go to MetaHumans/<MetaHumanName>/Meshes to find the MetaHuman’s components, which are split into parts: a Body skeletal mesh (torso, limbs, body rig), a Face skeletal mesh (head with facial rig, possibly including eyeballs and teeth), and separate eye, teeth, and groom (hair) assets. For Blender export, collect: the Body Skeletal Mesh, Face Skeletal Mesh, separate Eye and Teeth Meshes (static meshes with materials if not attached), Materials (e.g., MI_Body, MI_Face) with texture maps (albedo/diffuse, normal, roughness, specular, subsurface, eye textures) from the Textures subfolder, and note the shared MetaHuman_Base_Skeleton for body and face (face has a facial rig extension). The skeleton isn’t exported separately as FBX mesh exports include it.

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How to export metahuman to blender: comprehensive step-by-step guide

Export Skeletal Meshes and Textures from Unreal Engine (FBX)

In Unreal’s Content Browser, right-click the Body skeletal mesh, select Asset Actions > Export, choose FBX, enable “Export Morph Targets” for blendshapes, and save (e.g., MetaHuman_Body.fbx). Repeat for the Face skeletal mesh (e.g., MetaHuman_Face.fbx), including morph targets for facial expressions. Export separate eye and teeth meshes as FBX (no skeleton if static). Export textures (albedo, normals, etc.) by right-clicking or use “Bulk Export” on the MetaHuman folder for all maps (skin, eyes, teeth), identifying them via materials per reddit.com. Hair, a groom asset, uses Alembic (.abc) export.

Import the MetaHuman FBX files into Blender

In Blender (ideally 3.x for FBX/shape key support), start a new file, go to File > Import > FBX. Import the Body FBX with “Import Morph Targets” and “Automatic Bone Orientation” enabled; import the Face FBX similarly, aligning it with the body (rigs may be separate but can be joined); import eye and teeth FBX, adjusting positions if needed. Adjust scale (Unreal’s 1 cm vs. Blender’s 1 m may require 100x reduction) and orientation (Unreal’s Z-up forward axis differs; use “Force Front Axis” like -Z forward, Y up if rotated). Check Shape Keys panel for face mesh morphs (e.g., blink, smile); if they deform, blendshapes imported correctly. The untextured, T-posed model awaits materials next.

Reassign Materials and Textures in Blender

Imported meshes have material slots (possibly named as in Unreal, but without textures). For skin materials, select the body mesh in Material Properties, create new materials or use placeholders, and import exported textures: connect albedo to Base Color in a Principled BSDF shader, normal map to a Normal Map node (set to Non-Color Data), roughness to Roughness, etc.

Unreal’s advanced skin shading (e.g., subsurface scattering) is approximated in Blender’s Principled shader, requiring subsurface tweaks for thickness or accepting a flatter look. For the face, apply textures to separate materials (head skin, eyes, teeth): eye material uses iris texture and possibly opacity or transmission for cornea; teeth use color and roughness maps. Verify UVs align textures correctly; if misaligned, check texture-material pairing per reddit.com. Adjust shading (roughness, specular, subsurface radius/color) to approximate Unreal’s complex shaders, aiming for a close match despite differences.

Verify Rigging and Test in Pose Mode

With materials set, it’s important to ensure the rig came through correctly:

Select the armature, enter Pose Mode, and rotate bones (arm, neck, jaw) to confirm body and face deform correctly. If the face rig is separate, keep it distinct or merge with the body armature; ensure head/neck movement affects the head mesh (parent it if needed). Check bone orientation; if twisted, use import’s automatic orientation or Blender’s “Bone Orientation” tool. Vertex weights and hierarchy must remain intact despite odd rotations, as the MetaHuman rig is complex (especially the face). Avoid applying scale/rotations to the armature in Object Mode to prevent detaching the mesh; adjust in pose edit instead. A correct rig allows posing and shape key facial expressions. Save the .blend file.

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How to export metahuman to blender: comprehensive step-by-step guide

(Optional) Customize in Blender

The MetaHuman in Blender can be customized before returning to Unreal or animating. In Sculpt Mode, adjust the face (nose, scars, lips) without changing vertex count/topology to preserve rig and blendshapes ; test shape keys (blink, smile) post-sculpt. Edit body proportions (muscle size, shape) using Proportional Editing or Sculpt Mode’s smooth brush, keeping topology intact. Model clothing or accessories, weighting them to the MetaHuman skeleton or using a surface deform modifier for movement compatibility in Unreal as a separate skeletal mesh.

Adding Hair in Blender (Using PixelHair or Converted Groom):

MetaHuman groom hair doesn’t export via FBX, so use:

  • Option A: PixelHair – Append a PixelHair asset from it’s .blend file (particle or mesh hair), position it on the head, adjust in Edit/Sculpt Mode, comb/trim in Particle Edit if needed, and customize material/length/color.
  • Option B: Convert Groom – Export Unreal groom as Alembic (.abc) with “Export Hair” enabled, import into Blender as curves, convert to particle system or render as curves; or convert to static mesh in Unreal (lower quality). PixelHair is simpler; export it back to Unreal as Alembic curves for groom consistency.

Export from Blender back to Unreal Engine (for Real-Time/Games):

Export mesh and armature via File > Export > FBX, selecting body/head meshes and armature, setting -Z forward, Y up, disabling “Add Leaf Bones,” and enabling “Shape Keys” for morphs. In Unreal, import as a new skeletal mesh using the MetaHuman_Base_Skeleton , or reimport to update the original. For hair, export Blender hair as Alembic with “Export Hair,” import into Unreal as a Groom asset, bind it to the head in the Blueprint with a hair material. Import edited textures if modified, reapply in material instances, and assign the new mesh in the MetaHuman Blueprint. Test animations in Unreal; fix morphs or weights if issues arise. The customized MetaHuman is ready for gameplay or cinematics.

Handling File Formats and Data (FBX, Alembic, Rigging, Materials)

When moving a complex asset like a MetaHuman between applications, it’s crucial to use the right file formats and preserve data:

  • FBX for Meshes & Rigging:
    FBX transfers skeletal meshes and rigs between Unreal and Blender, supporting bones, weights, and blendshapes. Enable morph targets and use -Z forward, Y up axis settings on export/import to match Unreal’s Z-up; disable “Add Leaf Bones” in Blender to avoid extra bones in UE. FBX preserves hierarchy and weights if unaltered in Blender.
  • Materials & Textures:
    FBX transfers material slots but not full materials, requiring manual texture reassignment in Blender using exported Unreal maps (albedo, normal, roughness, AO). Use Blender’s Principled shader to approximate UE materials, tweaking for subsurface scattering or eye shaders manually. When returning to UE, import new textures into MetaHuman material instances, keeping naming consistent.
  • Alembic for Hair:
    Alembic transfers hair grooms as curves, used for Blender particle hair to Unreal or Unreal groom to Blender. Files can be large for dense hair; ensure “curves” or “hair” export settings are checked, noting UE’s 255 control points per strand limit.
  • Rigging Data:
    The MetaHuman rig includes body bones and a facial rig with morphs/control bones. FBX transfers bones and morphs, not animation controllers or IK; add IK in Blender without altering bone names/hierarchy. Unreal’s facial rig uses .DNA files (not in Blender), leaving raw shape keys and bones. Tools like Poly Hammer’s MetaHuman DNA Blender add-on may enhance facial rig accuracy in Blender.
  • Morph Targets (Shape Keys):
    Essential for facial animation, shape keys must be enabled during FBX export/import. Blender lists them post-import; modified or new shape keys export from Blender, but Unreal may reject new ones unless imported as a new asset, as its Face Animation Blueprint expects specific morph target names.

Understanding these formats and data ensures you don’t lose important information when moving between programs. Always test a small piece (like just the head) if you’re unsure, to confirm your export/import settings are correct.

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How to export metahuman to blender: comprehensive step-by-step guide

Troubleshooting Common Import/Export Issues

Despite careful steps, you might encounter some issues. Here are common problems and their solutions:

  • MetaHuman appears with no hair in Blender/Unreal: Hair isn’t a mesh; in Blender, use PixelHair or convert the groom; in Unreal, hair vanishing at distance is an LOD issue (visible at LOD 0-1), adjustable via LOD sync or alternative hair.
  • Face or body looks distorted after import to Blender: Check if shape keys are non-zero (set all except “Basis” to 0 for neutral pose) or if unit scale causes precision issues (scale armature to Blender’s default, ~2 meters tall).
  • Facial expressions broken after editing: Sculpting that alters vertex order/count breaks morphs; revert changes or use MetaHuman DNA tool, preserving topology and testing shape keys in Blender.
  • “Bone Transform Mismatch” or Bind Pose errors on import to Unreal: Ensure correct skeleton (MetaHuman_Base_Skeleton) is selected in Unreal import; adjust Blender FBX “Apply Transform” or check for renamed bones (e.g., .001 suffixes).
  • Materials look wrong in Blender: Adjust roughness for shiny/dull skin; set cornea transparency (Principled BSDF with Transmission, Iris texture) and eyelash alpha blending (Blend Mode to Alpha Clip/Hashed in Eevee/Cycles).
  • Morph targets not importing to Unreal: Verify “Import Morph Targets” in FBX import; new shape keys may require fresh import, not reusing the existing skeleton.
  • Animation issues: For Blender animations to Unreal, match skeleton names, bake keyframes; fix sliding (e.g., feet) by checking root bone scale/root motion.
  • Blender crashes on importing FBX: High-density MetaHumans may overload memory; import body/face separately, use experimental FBX Import, or convert FBX to ASCII (e.g., 2020 to 2014) with the latest Blender version.
  • Eye positioning off: Manually position unskinned eyes/teeth in Edit Mode or parent to head bone in Object Mode; in Unreal, attach eye static meshes to head socket.

Most issues can be resolved by carefully preserving the original data and adjusting import/export settings. Remember, don’t panic if something looks wrong in Blender – often the final check is how it behaves back in Unreal. As the community suggests, some strange bone rotations in Blender can be ignored if the mesh animates fine once back in Unreal​

Focus on the integrity of weights and morphs, and use community forums if you get stuck on a specific error.

Customization Options in Blender (Beyond the Basics)

Once your MetaHuman is in Blender, a world of customization opens up. We’ve touched on sculpting and hair; here are some additional options to consider:

  • Facial Rig Editing with MetaHuman DNA Add-On:
    The MetaHuman DNA Blender add-on by Poly Hammer imports a MetaHuman’s DNA file, integrating Rig Logic for precise facial rig control (bones, shape keys, wrinkle maps) and animation previews in Blender. Changes sync back to Unreal with one click, ideal for studios refining expressions (currently face-only).
  • Physics and Cloth:
    Add physics in Blender (e.g., cloth jiggle), bake animations as shape keys, and import to Unreal as morph targets. For real-time, Unreal’s physics is preferred, but Blender can simulate effects like a flowing dress.
  • Texture Painting:
    Use Blender’s texture paint to add scars, tattoos, makeup, or dirt directly on the character, exporting these high-res textures (respecting UV layout) for Unreal’s MetaHuman materials.
  • Normal Map Editing:
    Sculpt fine details (pores, wrinkles) with multiresolution modifier, bake a normal map, and blend it with MetaHuman’s normal map in Unreal for enhanced detail.
  • Accessory Rigging:
    Model accessories (hat, glasses, jewelry), weight them to the MetaHuman skeleton or parent to bones (e.g., head bone), exporting with the character or separately for Unreal socket attachment.
  • Alternate Outfit Geometry:
    Create new outfits in Blender, rigging them to the MetaHuman; swap body mesh (e.g., full armor) or layer clothing, ensuring rigging/physics for loose parts.
  • LOD Creation:
    For games, decimate or retopologize the MetaHuman in Blender for LODs, importing them into Unreal for controlled poly reduction (unlike Unreal’s auto-LOD).
  • Blendshape Creation for Animations:
    Add new shape keys in Blender (e.g., snarl, unique gesture), importable to Unreal as custom morph targets; trigger via animation/Blueprint, expanding expression range with extra Unreal setup.

Incorporating these customizations can truly differentiate your character. As an example, an artist might sculpt exaggerated cheekbones and custom fang-like teeth in Blender to turn a MetaHuman into a vampire character for a short film – something not directly possible in MetaHuman Creator. Then they’d import it back and still utilize MetaHuman’s facial animations to drive the new face. Blender empowers deeper artistic control, which, when done carefully, still leverages MetaHuman’s robust rigging foundation.

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How to export metahuman to blender: comprehensive step-by-step guide

Essential Tools, Plugins, and Add-Ons for MetaHuman–Blender Workflows

Working with MetaHumans across Blender and Unreal is much easier with the right tools at hand. Here’s a list of essential (and optional) tools and plugins:

  • Quixel Bridge (Unreal Engine Plugin) – Absolutely essential for getting MetaHumans out of the Creator and into your Unreal project. In UE5, it’s built-in; just enable and use it to download/export MetaHumans. Bridge handles all the asset fetching from the cloud.
  • Blender FBX Import/Export – The standard plugin that comes with Blender (make sure it’s enabled in Preferences). No external download needed, but knowing its settings is crucial as discussed.
  • MetaHuman DNA Blender Add-On – Provided by Poly Hammer (currently in early access, free). This add-on lets you import a .dna file (included in MetaHuman exports) into Blender to recreate the facial rig logic. It’s a specialized tool for advanced users, but highly recommended if you plan to do serious MetaHuman editing in Blender (particularly facial modifications) and want to maintain compatibility with the MetaHuman rig. It effectively brings Epic’s Rig Logic into Blender.
  • PixelHair – A library of Blender hairstyles and hair assets that are compatible with MetaHumans and UE5. Available on marketplaces like BlenderMarket and Yelzkizi’s site, PixelHair provides ready-made groom assets from afros to braids. While not a plugin, it’s a content resource that significantly simplifies adding hair to MetaHumans in Blender. Documentation from PixelHair shows how to fit and export hair for MetaHumans.
  • Blender-to-Unreal Tools – Epic Games provides a free “Send to Unreal” Blender addon (part of the Unreal Engine Tools) which can send Blender assets to Unreal easily. This can be handy when you want to quickly test your Blender-edited MetaHuman in Unreal; it automates the FBX export/import (but be careful to configure it for skeletal mesh with morphs).
  • UE to Blender Pipeline Add-ons – There are community add-ons such as Mr Mannequin Tools (for rigging UE4 mannequins in Blender) – while not specific to MetaHumans, some find them useful for retargeting animations or fixing bone orientations.
  • Material Conversion Add-ons – Tools like Materialize or Blender add-ons that help recreate Unreal materials in Blender can save time. Or simply use Node Wrangler to speed up setting up textures in Blender.
  • Case Specific Tools: If you are scanning custom heads to turn into MetaHumans, Epic’s Mesh to MetaHuman feature (in UE5) combined with Blender for cleanup is a workflow – Blender is used to align and prep the scan mesh before sending it to MetaHuman. (This was demonstrated in a case study where a scan was taken into Blender for processing, then into MetaHuman
  • Community Scripts: Check Unreal Engine forums or Blender forums for any updated scripts. For example, some users wrote Python scripts to batch export all MetaHuman parts from Unreal, or to fix bone roll issues on import to Blender. These aren’t off-the-shelf plugins, but searching community resources can be valuable for specific problems.

Staying up-to-date with these tools is important as both Blender and the MetaHuman workflow are evolving. For instance, if Epic releases an official Blender pipeline tool in the future, that would likely become essential. As of now, the above tools cover the needs for most scenarios.

Expert Tips for a Smooth MetaHuman-to-Blender Workflow

To conclude the main guide, here are some expert tips and best practices to ensure success when exporting MetaHumans to Blender and back:

  • Maintain Topology Integrity: Don’t alter MetaHuman mesh vertex count in Blender ; sculpt or move vertices but avoid subdividing or cuts to preserve skeleton and morphs. Add extra geometry (e.g., horns) as separate meshes.
  • Leverage Shape Keys: Use Blender’s shape keys for expressions or correctives, keeping the neutral mesh intact and potentially importable as Unreal morph targets.
  • Use References and Scale Properly: Adjust proportions with references, test rig limits (e.g., long arms), and fix scale (often 100x too big) via FBX settings for Unreal compatibility.
  • Re-use MetaHuman Materials in Unreal: Reconnect edited meshes to Unreal’s material instances (MI_Body, MI_Face) to retain features like wrinkle maps, swapping only textures if needed.
  • Test Early, Test Often: Export incrementally after small Blender edits to Unreal to catch issues early, avoiding big fixes later.
  • Keep Backup of Original: Save original MetaHuman meshes for reference or vertex fixes; use shape keys in Unreal for minor tweaks instead of full exports.
  • Use the MetaHuman DNA: Adjust face proportions via Creator, Maya, or Blender’s DNA add-on to maintain rig and animation compatibility in Unreal.
  • Performance Considerations: Monitor polycount and texture sizes; create LODs in Blender or Unreal, simplify hair for games, and combine meshes/materials (except body/face) to reduce draw calls.
  • Stay Updated: Track Unreal updates for MetaHuman changes (e.g., new poses) and Blender updates for FBX/USD improvements, using community forums for tips.
  • Licensing: MetaHumans are free for Unreal final output only; use Blender for development or assets, but render commercially in Unreal per Epic’s FAQ.

By following these tips, you’ll avoid common mistakes and ensure your MetaHuman integration with Blender is as smooth as possible. Many artists have successfully taken MetaHumans to the next level with Blender’s help – now you can confidently join their ranks.

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How to export metahuman to blender: comprehensive step-by-step guide

FAQ: Frequently Asked Questions

  • Can I edit a MetaHuman in Blender without breaking it?
    Yes, as long as you don’t alter the original topology (vertex count/order) of the meshes; sculpt and modify shapes, but avoid adding/deleting vertices, and test in Unreal to ensure facial animations work.
  • How do I import my MetaHuman into Blender?
    Export MetaHuman components from Unreal as FBX (skeletal mesh, accessories, textures), then in Blender go File > Import > FBX, enabling Import Morph Targets, adjusting orientation (e.g., -Z Forward) and scale for Unreal’s centimeter units.
  • Will the MetaHuman rig and animations work after editing in Blender?
    Yes, if bone names/hierarchy and vertex weights aren’t significantly changed; use the original Unreal skeleton with the edited mesh to maintain animations and facial rig logic (e.g., LiveLink, Faceware).
  • How do I handle MetaHuman hair when exporting to Blender? Hair doesn’t transfer via FBX (MetaHuman appears bald); use PixelHair for premade styles (export as Alembic for Unreal) or export Unreal’s groom as Alembic and convert to Blender’s particle system.
  • What is PixelHair and is it better than the default MetaHuman hair? PixelHair is a set of ready-made hairstyle assets for Blender/Unreal, offering more variety and flexibility than MetaHuman Creator’s hair; quality matches, but it’s easier to tweak.
  • Can I render or use MetaHumans outside of Unreal Engine (for example, in Blender or Unity)? No, Epic’s license restricts final commercial use to Unreal; Blender is for development, but final renders or games must be in Unreal (non-commercial Blender use is fine).
  • My MetaHuman’s face looks messed up in Unreal after I imported from Blender – what happened? Likely topology or morph target export issues (distortion, animation glitches); check vertex count, export with morphs, and verify weights, or use the DNA tool for advanced fixes.
  • How can I optimize my MetaHuman after customizing it? Use LODs (Unreal auto or Blender manual), downscale textures (2K–4K default), merge materials, simplify physics (hair/cloth), adjust groom settings, and remove unused bones/morphs.
  • Are there alternatives to MetaHuman for Blender if I can’t use MetaHumans due to the UE-only restriction? Yes, Blender Human Generator, MakeHuman, or marketplace models are royalty-free alternatives; less refined but usable outside Unreal, unlike MetaHuman.
  • What resources can I use to further learn about MetaHuman and Blender workflows? Epic’s MetaHuman docs, YouTube tutorials, Unreal forums, Reddit, Yelzkizi’s guide, PixelHair docs, MetaHuman DNA tool docs, and Blender-to-Unreal communities (e.g., Blender Artists, Unreal Slackers).

Recommended

Comprehensive Analysis of Blender as a Game Engine

The Future of 3D Modeling: Insights on AI Advancements

How Do I Create a First-Person Camera in Blender?

Saving Render Settings for Multiple Cameras in Blender with The View Keeper

How do I make the camera look at an object automatically in Blender?

How Do I Switch Between Cameras During an Animation in Blender?

Can you render a 360-degree view using Blender cameras?

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Table of Contents

PixelHair

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PixelHair ready-made Vintage Bob Afro 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Top short dreads fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Scarlxrd dreads hairstyle in Blender using Blender hair particle system
PixelHair pre-made Odel beckham jr Curly Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made Neymar Mohawk style fade hairstyle in Blender using Blender hair particle system
PixelHair Realistic 3d character bob mohawk Dreads taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made iconic xxxtentacion black and blonde dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made full weeknd 3D moustache stubble beard in Blender using Blender hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair Realistic Juice 2pac 3d character afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair pre-made Omarion Braided Dreads Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Big Sean  Spiral Braids in Blender with hair particle system
PixelHair ready-made iconic 3D Drake braids hairstyle in Blender using hair particle system
PixelHair ready-made 3D Dreads (Heart bun) hairstyle in Blender
Fade 013
PixelHair ready-made iconic Kodak thick black dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D hairstyle of lewis hamilton Braids in Blender
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair ready-made 3D Lil Pump dreads hairstyle in Blender using hair particle system
PixelHair ready-made Braids Bun 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made top four hanging braids fade 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character full beard in Blender using Blender hair particle system
PixelHair ready-made 3D  curly mohawk afro  Hairstyle of Odell Beckham Jr in Blender
PixelHair Realistic 3d character bob afro  taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made full 3D goatee beard in Blender using Blender hair particle system
PixelHair pre-made Chadwick Boseman Mohawk Afro Fade Taper in Blender using Blender hair particle system
PixelHair pre-made Drake Double Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Doja Cat Afro Curls in Blender
PixelHair ready-made 3D hairstyle of Halle Bailey dreads knots in Blender with hair particle system
PixelHair pre-made Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made full 3D beard in Blender using Blender hair particle system
PixelHair Realistic r Dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made iconic Juice Wrld dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made faded waves 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made top bun dreads fade 3D hairstyle in Blender using Blender hair particle system
Bantu Knots 001
PixelHair ready-made Kobe Inspired Afro 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Nardo Wick Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D fade dreads in a bun Hairstyle  in Blender
PixelHair ready-made 3D Beard of Khalid in Blender
PixelHair Realistic 3d character afro dreads fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Ski Mask the Slump god Mohawk dreads in Blender
PixelHair ready-made female 3D Dreads hairstyle in Blender with blender particle system
PixelHair ready-made Lil Baby dreads woven Knots 3D hairstyle in Blender using hair particle system
PixelHair ready-made iconic Asap Rocky braids 3D hairstyle in Blender using hair particle system
PixelHair ready-made Chadwick Boseman full 3D beard in Blender using Blender hair particle system
PixelHair ready-made spiked afro 3D hairstyle in Blender using hair particle system