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Meta Humans

Fix Meta Human Eyes with Relative Restore

By Admin ·

MetaHuman eyes are not one mesh. Each eye region is a stack of separate components - eyeballs (left and right), the eye edge, eyelashes and the eye shell - and every one of them has to sit exactly right against the face. Sculpt the face in ZBrush or in Mesh Morpher and those components drift: lashes float, the shell intersects the lids, the eyeball sits behind the socket. Realigning each piece by hand is slow, fiddly work. Relative Restore does it in one click.

What Relative Restore does

The Relative Restore tool in Mesh Morpher Classic refits selected components relative to a section of the face you choose. Instead of restoring components to their original absolute position (which would undo your sculpt), it preserves their original relationship to the surrounding geometry - so when the face changes, the eyes follow.

The workflow

  1. Sculpt your MetaHuman face - externally or with the Mesh Morpher sculpt tools. Do not worry about the eye components while sculpting.
  2. Select the eye components you want to refit: eyeballs, eye edge, eyelashes, eye shell.
  3. Select the relative section(s) - the face region the components should follow.
  4. Run Relative Restore. Everything refits to the new face shape in one operation.

Watch it in action:

▶ Watch the video on YouTube

It works for teeth too

The same approach extends to the teeth and saliva components - anything that has to keep its relationship to sculpted geometry. If you changed the jaw or mouth shape, refit the mouth components exactly the same way.

Tips

  • You need Mesh Morpher 3.1.5 or newer.
  • Refit before fixing expressions. Eye components in the right place are the prerequisite for a clean blink - if the lids still misbehave afterwards, fix the blink DNA bone expressions next.
  • Extreme sculpts are fine. Because the restore is relative, it keeps up with heavy shape changes - see extreme MetaHuman deformations for how far this can go.
  • No external tools. The whole loop - sculpt, refit, verify - happens inside Unreal Engine, or in the standalone Mesh Morpher Studio app.

Why this matters

Eye alignment is where custom MetaHumans most often fall into the uncanny valley - a misplaced shell or floating lash line is subtle but always visible. Making the refit a one-click operation means you can iterate on face shapes freely and keep the eyes correct every time.

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