Every character is grounded in real human features across gender and ethnicity, keeping the quirks we usually polish out: asymmetry, subtle imbalances, skin imperfections, and tiny anatomical oddities.
Bring your games or films to life with characters that feel authentic, not template Metahuman.
When crafting each character, a short backstory is written to inspire the many nuances that go into visualising someone.
Hannah:
Hannah wakes before the sun, the room still smelling faintly of yesterday’s instant noodles and damp concrete. For a second, she lets herself listen to the quiet like it might be something she can wear for warmth. Her little brother is curled into a knot on the mattress beside her, one sock missing, the other hanging on. She checks the envelope hidden behind the loose baseboard, counts the crumpled notes twice, then slides her fake ID into her pocket like a blade she hopes she won’t have to use but always does. By seven, she’s mopping a diner floor that never fully loses its stickiness, smiling on cue when the manager’s eyes pass over her, keeping her shoulders squared so nobody thinks to ask questions. On her break, she buys a bag of rice and bruised tomatoes from the discount stall. She tells herself the bruise is just a soft spot, not rot, and pockets two sugar packets for later. After the shift, she stops at the library to print a “resume” with a name that isn’t hers, then walks the long way home to avoid the corner where men like to linger and measure girls with their eyes. She pauses at the door, rearranges her face into something lighter, and steps inside with the groceries held up as proof that today worked. Her brother beams at the sight of them. When she starts the pot and the room fills with steam, Hannah feels the day’s lies settle into their usual place, heavy but useful, while she stirs dinner and plans tomorrow.
This editable character is ready for assembly to Metahuman.
No AI was used to create this character.