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Case study · Epic Games

MetaHumans

52 styles for Epic's MetaHuman library, built as hair cards that match the strand groom closely enough that the switch between them doesn't show, from LOD0 all the way down to LOD4.

Studio  Epic GamesShipped  April 2021 onward, in MetaHuman CreatorWhat we did  Hair cards, textures, LODsStyles  52Team at peak  12Engagement  Core, 2020 to 2024
MetaHumans, Epic Games
MetaHumans. Image © Epic Games.
The brief

Every other groom on this site was fitted to one character. These go into a system: MetaHuman Creator lets a user reshape the head, and the style has to follow it. Each style also exists twice. The strand groom sets the look and is what a high-end machine renders up close, the cards are what everything else runs, and the engine swaps from one to the other as the camera pulls back. If the cards differ from the strands in silhouette, density or curl, the hair visibly changes at the swap, and a user sees it every time the camera moves.

What we did

We built the card version of every style, and for some of them the strand groom as well; the rest were matched to Epic's strands. Each started with LOD0 cards and textures, reviewed side by side with the strands, then four lower levels of detail, reviewed again as a set. Coverage maps were made at more than one density so the thin and thick parts of a style read the same on cards as they do in strands. The test Epic applied was the match rather than the look in isolation, which is harder because it has a right answer, and 76 rounds of feedback went into the library, most of them about a hairline, a curl or a density that had drifted from the strands.

Built for a head we would never see

A character groom is fitted to one sculpt. A MetaHuman style sits on whatever head a user builds, so the hairline has to hold as the head changes shape, and it has to hold at the extremes rather than on an average face, because the ends of the sliders are where people play.

The switch has to be invisible

A style can look right at every level in a still and fail anyway, because the fault only shows in motion: a pop when strands hand over to cards, or the outer edge of an eyebrow jumping between LOD2 and LOD4. So the reviews were animated comparisons with the strands alongside, and a level wasn't finished until the transition into it was clean.

A library gets maintained

In 2022 the base head the styles are fitted to was updated, and styles already built on the old head were refitted to the new one. In 2023 ten styles already in the library came back for another full round of feedback and LODs. A library outlives its first release, so the second and third passes are part of the job, and we have done them.

What shipped

62 deliveries: 52 styles (27 cuts, 16 beards, moustaches and goatees, and 9 sets of eyebrows) plus 10 of those rebuilt in 2023, delivered as cards, textures and LODs. The work ran from August 2020 through 2023, with a last round of fixes in September 2024, and peaked at 12 people in a month.

Also in the credits
Baldur's Gate 3
Baldur's Gate 3
2023 · Groom, Lighting
PGA Tour 2K25
PGA Tour 2K25
2025 · Characters, Apparel, Environments, Groom, Props
Dune: Awakening
Dune: Awakening
2025 · Motion capture, Animation, Lighting, Cinematics, Rigging, Sound design, Visual effects
Guild Wars 3
Guild Wars 3
· Groom, Environments, Characters, Props, Weapons

Send us the strands. We'll build cards that match.

Send us a briefSee the full index
Book a 30-minute callOr write: hello@goairship.ukYou'll hear back within a working day.
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Case study · Epic Games

MetaHumans

52 styles for Epic's MetaHuman library, built as hair cards that match the strand groom closely enough that the switch between them doesn't show, from LOD0 all the way down to LOD4.

Studio  Epic GamesShipped  April 2021 onward, in MetaHuman CreatorWhat we did  Hair cards, textures, LODsStyles  52Team at peak  12Engagement  Core, 2020 to 2024
MetaHumans, Epic Games
MetaHumans. Image © Epic Games.
The brief

Every other groom on this site was fitted to one character. These go into a system: MetaHuman Creator lets a user reshape the head, and the style has to follow it. Each style also exists twice. The strand groom sets the look and is what a high-end machine renders up close, the cards are what everything else runs, and the engine swaps from one to the other as the camera pulls back. If the cards differ from the strands in silhouette, density or curl, the hair visibly changes at the swap, and a user sees it every time the camera moves.

What we did

We built the card version of every style, and for some of them the strand groom as well; the rest were matched to Epic's strands. Each started with LOD0 cards and textures, reviewed side by side with the strands, then four lower levels of detail, reviewed again as a set. Coverage maps were made at more than one density so the thin and thick parts of a style read the same on cards as they do in strands. The test Epic applied was the match rather than the look in isolation, which is harder because it has a right answer, and 76 rounds of feedback went into the library, most of them about a hairline, a curl or a density that had drifted from the strands.

Built for a head we would never see

A character groom is fitted to one sculpt. A MetaHuman style sits on whatever head a user builds, so the hairline has to hold as the head changes shape, and it has to hold at the extremes rather than on an average face, because the ends of the sliders are where people play.

The switch has to be invisible

A style can look right at every level in a still and fail anyway, because the fault only shows in motion: a pop when strands hand over to cards, or the outer edge of an eyebrow jumping between LOD2 and LOD4. So the reviews were animated comparisons with the strands alongside, and a level wasn't finished until the transition into it was clean.

A library gets maintained

In 2022 the base head the styles are fitted to was updated, and styles already built on the old head were refitted to the new one. In 2023 ten styles already in the library came back for another full round of feedback and LODs. A library outlives its first release, so the second and third passes are part of the job, and we have done them.

What shipped

62 deliveries: 52 styles (27 cuts, 16 beards, moustaches and goatees, and 9 sets of eyebrows) plus 10 of those rebuilt in 2023, delivered as cards, textures and LODs. The work ran from August 2020 through 2023, with a last round of fixes in September 2024, and peaked at 12 people in a month.

Also in the credits
Baldur's Gate 3
Baldur's Gate 3
2023 · Groom, Lighting
PGA Tour 2K25
PGA Tour 2K25
2025 · Characters, Apparel, Environments, Groom, Props
Dune: Awakening
Dune: Awakening
2025 · Motion capture, Animation, Lighting, Cinematics, Rigging, Sound design, Visual effects
Guild Wars 3
Guild Wars 3
· Groom, Environments, Characters, Props, Weapons

Send us the strands. We'll build cards that match.

Send us a briefSee the full indexBook a 30-minute call
hello@goairship.uk
You'll hear back within a working day.
Airship
Work
The indexCase studiesSectors
Two ways in
Core: send a briefHorizons: ask for a seatBook a call
Studio
AboutPeopleCareersAI, governed
Contact
hello@goairship.uk
The Barn, Blackmore Park Road
Malvern WR14 6PH
Airmergent Limited, trading as Airship. Registered in England and Wales, company number 15983872. © 2026.
Privacy · Terms