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Integrating a Head in UE4

Intermediate, Practical


A 3-hour lecture covering all the essential knowledge to integrate a head in Unreal Engine following a typical video game pipeline. We cover:


  • Starting from the Digital Human head scene in Unreal Engine to quickly set up high-quality skin and eye shaders.
  • Breaking down and understanding a complex skin shader.
  • Talking about what a typical head integration looks like in the context of modern video games.
  • How to automatically convert a normal map to a roughness map in Unreal Engine.
  • How to render a high-quality portfolio piece.


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  1. Marta Izbar says:

    Hi! I was wondering if this still works for UE5.2 and UE5.3. Also, regarding to the SSS in Unreal, is there a workaround to set it up as done with Arnold? Or it is just better to work with SSS profiles ?

    1. For the most part yeah it should work in ue5 but this class needs an update, I haven’t had the time to update this class yet. I haven’t played enough with Arnold to have an opinion on how to set up UE’s skin shader to be the same I’m afraid. Perhaps someone else can pitch in on that.

      1. Marta Izbar says:

        Hi Laura ! Thanks for your reply! I hope you can find the time to update on this, even if it’s a shorter video. I came here mostly because of Marvelous Designer, but I am finding any of your clases super useful as you really go into the detail, which is something I am missing anywhere else, so thanks a lot for all the content. (:

  2. Engin Hergul says:

    Hi Laura Where we find this unreal scene?

    1. Hey Engin, look for “Digital Human” on the Unreal marketplace. Cheers!

      1. Engin Hergul says:

        thank you 🙂

  3. Athanasios Zagkliveris says:

    For the roughness, you could compare the initial node connections at 2:00:47 and the final at 2:22:38

    For the Normal, the same you could see the initial connection at 1:20:27 and the final at 2:26:48. At the end you disconnect the micro normal.

    1. Laura Gallagher says:

      Yeah I think those are mistakes in both cases. The green channel should’ve been passed for the roughness, not the whole RGB connector. It makes sense for the Blue value to remain 1.

      1. Athanasios Zagkliveris says:


  4. Athanasios Zagkliveris says:

    Thank you for this nice tutorial.
    I have observed 2 things, and I would like to know if they were done by accident or there was a reason.
    1st. For the Roughness, You multiply the RGB output instead of the G output (that the normal map was placed).
    2ns. For the Normal, You were trying to multiply the Blue channel by multiplying the Z value. I think that the Blue Value has to remain 1.

    1. Hey Athanasios. Do you have the timestamps for those? I recorded the class a while ago so I don’t remember that particular part. Cheers!

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