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Metahuman Builder

Unreal Engine · Vagon Streams

Metahuman Builder

Metahuman Builder

Metahuman Builder

Design photorealistic digital humans in the MetaHuman Character Editor, streamed from a cloud GPU to any browser. No local GPU.

Preview loop

Launch live demo

Starts a cloud session when you press it

Preview loop

Launch live demo

4K at 60 FPS

Ultra-low latency in any browser

Try it live

10K+ concurrent users

Scales with your audience

See pricing

20+ regions

Stream close to every user

Stream your own app

About this demo

Customize digital humans in the browser

Metahuman Builder is the MetaHuman Character Editor for designing, customizing and previewing photorealistic digital humans. Streamed through Vagon Streams, it runs in the browser, so you can sculpt facial features, adjust skin shaders and tweak hair materials in real time without local GPU power.

Rotate lighting, switch poses, preview expressions and apply textures or makeup layers. Adjustments take effect immediately, and quality stays consistent across devices.

Why digital humans are hard to share

Complex skin shaders, subsurface scattering, high-resolution textures and hair systems demand strong local hardware. Often only technical artists with workstations can run the editor fluidly.

Sharing character builds means packaging large project files or exporting turntables, which loses interactivity. What looks good on one machine can look flat on another, so feedback becomes imprecise.

What cloud streaming changes

Streaming Metahuman Builder through Vagon Streams moves all compute and rendering to the cloud. The device only displays the stream, so a laptop, tablet or phone gets the full editor with consistent fidelity.

Share a live session

Artists share an editing session, and clients watch changes in real time or suggest tweaks without needing the software.

Everyone sees one result

No discrepancies from hardware or drivers, and updates to textures, rig settings or lighting appear instantly across sessions.

Pitch with the editor

Stakeholders inspect skin quality, lighting response and facial motion directly, not just through renders.

Teach character editing

Students explore skin systems, rigging and shader graphs from the stream, without high-end hardware.

Focus on the work, not the hardware.

Create, render, collaborate and stream on the best hardware.