Metahuman Head customization // Workflow 3ds max // Directly in Unreal

Hey,

So, as there are a lot of tutorials explaining how to customize a head shape for a metahuman (to go beyond the likeness of the mesh-to-metahuman capabilities) with Maya but none for 3ds max and since exporting metahuman to 3ds max isn´t supported yet (and probably never will), I was wondering…

  1. Has anyone successfully managed to create the necessary blendshapes with 3ds max (via morph target)?
  2. Are there other tools than Maya that can help with this process if 3ds max can´t?
    Could you do it from within Zbrush for example?
  3. Is anyone aware of plans to include that step in Unreal directly (seeing the progress wuth mesh to metahuman and metahuman animator, this seems like a possibly next step)?

Appreciate any feedback for an “3ds max is for archviz only” user (if you know you know)…