The weird patches appear on the exported basecolor texture from the metahuman creator - see disclosed picture
The issue doesn’t happen in 5.6. We are using a custom unreleased build from your p4 and maybe the problem lies in that. In case you already have a fix, could you point us the relevant changelist?
Steps to Reproduce
1, Open Metahuman Creator
2, DCC export
3, Check the exported textures - they have weird patches on - see the disclosed picture
Hi Anna,
Yes, unfortunately this was a regression introduced during the implementation of Substrate-compatibility for the 5.7 release.
I’ve been told that a workaround is to disable Substrate materials in the Project Settings before running the DCC Export assembly pipeline.
The fix was applied in //UE5/Main CL-47103156, and affects the /Engine/Plugins/MetaHuman/MetaHumanCharacter/Content/TextureGraphs/TG_SkinDCC.uasset file, although was not identified in time for the full Unreal Engine 5.7 release.
Mark.
Hi Mark,
Thank you very much. We will try the fix. 
Have a nice day,
Anna
I have also tried the workaround, the spots are gone, but the texture is incredibly blurry and it should have been 4K texture, but it is only 2K for some reason. Any workaround fix for that? 
Are you able to try with a newer build? From the details on this issue, it looks like you’ve synced to main/46320669 which is about a month old and while I can’t see a bug in our tracker for this, a number of issues have been resolved in the meantime.
Also, the asset that I pointed at earlier should contain some resolution options, can you check what they are set to?
I have been able to replicate this problem, and will pick it up with the engineering team.
The DCC Export assembly pipeline is configured to export a lower resolution base color texture for the head, aligning with the old behaviour in Quixel Bridge, however it shouldn’t be blurry. The asset I referred to earlier can be used to configure the resolution as it does not respect the texture resolution in MetaHuman Creator itself.
Unfortunately, it looks like this is a big we’ll need to fix in a future release - for the moment the workaround is to disable Virtual Textures in the Project settings under the MetaHuman Character plugin while performing the export.
ok, great, thanks! will try 