Thank you very much. Surforge was not initially designed for characters, if it is not sci-fi robots or character wearing helmet. I am planning to add some parts of common character equipment to kitbash list at some point. But i am afraid, Surforge hardly ever be able to create human faces. If there would be ability to insert texture of a person face into Surforge, it will be hard to match such texture with the UVs of your character face, as such UVs could be arbitrary shaped. This requires the advanced tools for painting on the model with texture transfer. All this have to be coded from scratch, as not initially planned and uses different texturing approach. Sure! You could add your own detail models, labels and other assets. Surforge is based on Unity prefabs, and you could create your own if needed, import models, setup custom Poly Lasso profiles. Its described in the user guide (only in general terms at this moment). Unfortunately, its not well documented now, and no convenient tools for its editing, as its early version of Surforge. The easiest way to do it now - to copy an existing prefab, check for its properties, edit what you whant and than add it to the appropriate list of Assets\Surforge\AddDetailTool\placeMeshes.prefab for Add Detail and Assets\Surforge\PolyLassoProfiles\polyLassoProfiles.prefab for PolyLasso prests, save project and restart Unity. You also need to create icons for it manually, for light and dark skin (excluding materials, their icons rendered automatically). Working with prefabs will be improved in future versions. Surforge material system is shader based. It gives you the advantage of real-time tweaking of all your material aspects. There is a limit of maximum number of texture samplers in your shader. It is not enough for use Surforge advanced material features, such as customizable worn edges, noises, emission, paint layers, dirt tweaking, on the top of imported Standard material. Surforge material system is handy and flexible. You could easily extract all needed specular/glossiness detail from diffuse texture, and much more. It would be a pity to exchange all of its strengths for the import of standard materials. Also, the exported maps are fully compatible with standard shader and common for specular based PBR pipeline. It is possible to tweak exported results in external texturing tools if needed.