
Beschreibung
Asian Girl 09 is an editable MetaHuman character created for Unreal Engine 5.7 and 5.8.
For this release, I focused on creating a sweet, delicate, and naturally charming female character with a refined, semi-realistic game-character aesthetic.
She is designed as a young adult Asian woman with large, clear, and expressive eyes, a small and softly defined nose, gently rounded cheeks, a delicate jawline, and naturally shaped lips.
Her facial design emphasizes a harmonious balance between youthful cuteness and subtle realism. Soft pink blush, understated makeup, and gently colored lips complement her smooth skin and delicate facial proportions, creating a fresh, innocent, and approachable appearance.
Her gentle gaze and subtle smile add a warm and endearing quality to the character, allowing her to maintain an appealing and natural presence from both frontal and three-quarter viewing angles.
The character is intended for creators looking for a polished digital human foundation that can be used across cinematic projects, real-time rendering, virtual production, character visualization, and game development.
The package is provided as an Editable MetaHuman Character, allowing the character to be further modified through the MetaHuman workflow.
She can be used immediately as a ready-made character base while still allowing adjustments to her facial appearance, materials, and overall presentation to better suit the needs of each project.
Asian Girl 09 brings a fresh and delicate charm to the Asian Girl character series, combining expressive eyes, soft facial contours, and a naturally sweet appearance with a polished game-character aesthetic.
Key FeaturesEditable MetaHuman Character
Created for Unreal Engine 5.7 and 5.8
Young adult Asian female character design
Large, clear, and expressive eyes
Small, softly defined nose and delicate jawline
Gently rounded cheeks and harmonious facial proportions
Soft blush, subtle makeup, and naturally colored lips
Sweet, delicate, and approachable overall appearance
Custom face texture setup
Suitable for cinematic shots, virtual production, real-time rendering, game development, and character presentation
Clean character base for further customization
The eyelashes shown in the preview images use my separately released "Eyelashes SoftNatural" asset.
The actual Editable MetaHuman Character package uses one of the default eyelash preset groom options provided by MetaHuman.
The "Eyelashes SoftNatural" asset is not included in this product and is sold separately.
No separate custom hair groom files are included.
No standalone groom source files, Alembic groom files, or external hair creation files are included.
The included hair and eyelash setup is intended to be used as part of the editable MetaHuman character setup.
Editable MetaHuman Character package
Character face texture assets used by the editable character
Ready-to-use MetaHuman-compatible character setup
Character Assemblies
Before opening the MHC / Editable MetaHuman Character file in Unreal Engine 5.7, please disable the Virtual Texture option in the project settings. If Virtual Texture is enabled, the character's head texture may appear white.
Important NotesDue to the nature of the MetaHuman preset hair used in this asset, some hair strands may clip through the ears. We recommend replacing the hairstyle if this becomes noticeable in your project.
This product is an editable MetaHuman character package.
Hair uses a MetaHuman preset groom asset.
The eyelashes shown in the preview images use the separately sold "Eyelashes SoftNatural_02" asset, while the actual character package uses a default MetaHuman eyelash preset.
The "Eyelashes SoftNatural_02" asset is not included in this product.
Although some preview screenshots may show underwear-like coverage, the actual MetaHuman character file does not include underwear depiction or underwear texture details.
Character Assemblies are included in the product files.
No custom animation pack is included unless specifically stated.
Screenshots are rendered in Unreal Engine and may vary depending on lighting, post-process settings, and project configuration.













