Customizing MetaHumans to match stylized character design
Achieving this stylized look required more than just post-processing. The team also modified MetaHuman assets directly, especially for the main character, Fia. “She had a custom hair groom that we created in Blender, and upscaled eyes, as well as some custom skin textures,” says Su.
For her eyes, the team wanted proportions that went beyond what MetaHuman Creator (MHC) could achieve. To nail the look, they first created a character as close to the desired outcome as they could in MHC, then exported the head mesh straight out of Unreal Engine for editing in Blender.
“It was just really the eye meshes themselves that needed to be scaled up, so it was a fairly straightforward modelling process,” notes Su.
Scaling up features like the eyes beyond standard limits ultimately enabled the team to push the design closer to a 2D illustration style. “We were honestly blown away by how achievable it all was—especially since in many cases, we were learning the tools as we were using them,” says Su.
For the other humanoids, the team used base MetaHuman faces and bodies, with customizations to hair, costumes, and faces that resulted in a more stylized and hand-painted aesthetic.
“The logic of the MetaHuman Blueprint made it really easy to just swap out textures and body meshes so that we could create characters that felt really original,” says Su.
While MetaHumans provided a flexible foundation for humanoid characters, the approach shifted significantly when tackling non-humanoid creatures like the Leviathan. This required entirely custom rigs and animation logic tailored to each creature’s anatomy.
Unlike MetaHumans, which benefit from standardized tools and workflows, these characters relied on more experimental techniques—from procedural rigs to spline-based animation—highlighting how pipelines must adapt when moving beyond human forms.
“Performance capture was something I never would have dreamed a team of our size and skillset could tackle, even only a year before we took on this project.”
When it came to retargeting the captured actor performances onto their stylized characters, it was a case of trial and error. Too much eye movement would make Fia’s eyes clip, while certain body movements would result in her arms passing through her sleeves.
“There was nothing we couldn’t solve with texture masks, camera tricks, and careful animation cleanup,” says Hassoun.
The team found that a key differentiator between working with realistic and stylized characters is that the mocap cleanup isn’t just “cleanup”: there’s a whole process of creative additive animation on top, either to offset some of the quirks, or bring some more life into the exaggerated proportions.
“The workflow, despite these quirks, was still a lifesaver in comparison to traditional animation pipelines,” says Hassoun. “Especially since no one on the team is a character keyframe animator in the classical sense.”
All that animation clean-up took place directly in Unreal Engine. This was possible thanks to the high quality of the performance data the team got from MetaHuman Animator.
“The level of animation controls, the tools, the constraints, the switches…all of that on top of being able to render in real time—it’s just great,” says Hassoun.
“Especially when cleaning up facial capture with so many little subtleties. It helps a lot seeing the rendered result on screen immediately to adjust it, test it, and iterate on it. We’re a very small team—the luxury of exporting and importing data between tools is time we need to spend improving the film.”
Unreal Engine for real-time cinematic production
Unreal Engine served as the backbone of the entire production. Its real-time capabilities fundamentally changed what was possible for the team.
“A piece of this length and complexity would not have been possible for us using traditional PBR rendering workflows,” states Su. “The render times would have crippled us, let alone the project’s ambition to create sweeping long takes across alien landscapes and worlds dense with life and geometry.”
They realized that Unreal Engine’s core rendering technologies would enable them to do more with a smaller team.
“When we took on Daughter of the Inner Stars we assumed from fairly early on that we would be building and rendering it in Unreal Engine because of Lumen and Nanite,” says Su. “Access to Quixel Megascans assets and materials was also something we relied upon heavily.”
Beyond rendering, Unreal Engine enabled real-time collaboration. “We could collaborate with the Composer Nick and Director James via online meetings where we could make notes on environments or camera movements in real time via screenshare,” explains Su. “The real-time nature of the scenes we were building made it much easier for James to see and finesse the choreography within each shot.”
This enabled creative decisions to happen faster and more collaboratively than in traditional pipelines.
Empowering small teams to tell big stories
Daughter of the Inner Stars is testament to how the combination of real-time rendering, accessible performance capture, and flexible character tools can empower small studios to create large-scale cinematic experiences.
But more than this, it demonstrates a broader shift in creative technology.
Tools like MetaHuman and Unreal Engine are not just improving workflows—they’re redefining what’s possible for independent creators. “It is no exaggeration to say that the release of MetaHuman Animator totally changed our ambitions for and approach to this project,” concludes Su.