MetaHuman Mesh export difference and morph incompatibility

A. Metahuman Mesh exported from UN5 by way of Skeletal Mesh.

  • all one mesh
  • Tris
  • Broken mesh, unwielded verts on the back of the head, in the mouth, eyes, and other eye helpers

B. Metahuman Mesh exported from UN5 by way of Static mesh

  • all one mesh
  • Tris
  • Clean mesh, all verts are welded.

C. Metahuman Mesh exported from Bridge (standalone)

  • Head elements separate (Teeth, Eyes, Ect.)
  • Quads
  • Clean mesh, all verts are welded.

Notes:

  • A & B imports into Maya at 0,0,0
  • C imports into Maya at 0,0,0, However everything is 2.0cm higher than A & B
  • None of these meshes can be used as a morph for each other
  • If an artist wants to deform the mesh (Ex: add elf ears) in Zbrush, and then use the unreal tools to update the mesh with the changes, we have to use (A) mesh. Which is the most broken.
  • All mesh Tris add up to: 64094

Question: Why the discrepancy?

That’s pointless.
how it got into the engine is the matter here.

Different systems, different models that get imported.

Its surprising that A and B arent identical - but they could also be different assets alltogether for all we know.

As far as “what mesh should I work with in a DCC” i have no answer for you since I don’t use the metahuman trash;
But at least in theory, based on the 35s clip they advertise, it shouldn’t matter. The system should be able to take in your custom mesh…