
Jerome | InsaneUnreal
@insaneUEFN • 3,989 subscribers
Experiential Technical Artist 🗺️ - Exploring hybrid AI workflows.
Videos

New clean 3D AI workflow Control Rig physics in UEFN! Been exploring some more hybrid AI workflows lately, and for 3D assets splitting the model into parts is kinda essential. This video shows my first test using AssetHub, one of the cleanest ways i've used to keep the whole generation process organized. It auto-detected the pose in my main image and broke it down into parts, then generated images for each. From there I can just iterate on each piece separately and generate the 3D models in one workflow. AssetHub is still in closed beta atm, so let me know if you want to try it out. Main reference image came from Grok Imagine. All the part images and high poly meshes were done in AssetHub, selected Tripo 3.1 as the main model. After that I ran it through Hunyuan 3D for retopo + unwrap. Final assembly in Blender. Baked normals from high to low poly. End result: under 60K tris, 3 materials, 2K textures. Also Control Rig physics in Unreal Engine are insane. It finally validates in UEFN too, so of course I had to test it out.
Jerome | InsaneUnreal81,350 Aufrufe • vor 1 Monat

Hard surface model test: 3D model of an unfinished overland build. Got really nice images again from Grok. Also realised an ‘unfinished’ vehicle might not be the best idea lol. Anyways, I was well surprised with the results. I don’t trust rotating a generated wheel yet 😁, so I made the wheels in Blender. Very similar workflow as the mech character: Images from Grok Imagine, Tripo for raw 3D generation, Hunyuan 3D Studio for lowpoly and UV unwrap, Trellis2 in ComfyUI for texturing + upscaling. Blender final preparation. Unreal Engine / UEFN shaders. Next time i'd work a bit longer on the normals.
Jerome | InsaneUnreal166,255 Aufrufe • vor 4 Monaten

Let's build the next character for the team! I’m continuing to test the modular character setup in UEFN using the Metahuman Component. Works really well with custom NPCs! For this new character, I'm back to a fresh 3D workflow using AssetHub . Still aiming for that flat/ anime style so I can go straight to the Tripo P1 model and get the low poly textured meshes to work with. Assembling and rigging are done in Blender. Again making a shape key for the eyes blinking. Because I'm going to use the same bone structure, I can re-use some Control Rig systems like the hair and eyes procedural animations. The character has 35K triangles and each accessory is about 2.5K.
Jerome | InsaneUnreal15,115 Aufrufe • vor 14 Tagen

What about a 2 day version? After Andrew Price posted about the two extremes (fully manual vs fully AI car modeling), I wanted to try a hybrid approach. Not sure if his examples were more film or game-focused, but I’m aiming for a game-ready asset. Using AssetHub for the main workflow hub. Because of the canvas and part splitting tools , iterating is smooth here. Generating high poly meshes with Tripo inside AssetHub. Retopoly with Hunyuan 3D Studio. Texturing with Trellis2 in ComfyUI. Did some manual modeling for the rims since i still dont trust AI generated rims being 100% circular😄 Assembly in Blender. End result: car exterior + interior 36K tris. Wheels total still 32K hehe. I’d bake those tire detail normals onto a simple cylinder next. In UEFN / Unreal Engine i used a clear coat material to give the car some nice reflections. Is it perfect? No. retopo and texturing are still the weak spots, but that gap is closing. Would I use this in a game? 100%! (after improving the tires). If you want to try AssetHub, you can sign up and use JR1627 to skip the waitlist.
Jerome | InsaneUnreal25,708 Aufrufe • vor 1 Monat

In this experiment I wanted to try something with facial expressions and have it work with native Unreal Engine tools. I did find that generating the head with an open mouth helped to get some extra details. Creating those blend shapes was still not easy and this result is far from perfect. Ideally i want 58 generated expression references and have AI figure that out haha. btw first time baking the high poly details onto the low poly generated character. That worked surprisingly well! Endresult has 34k triangles! Built this character in 4 separate parts in Blender and generated each part in Hunyuan 3D Studio. The original references came from Nano Banana 2 and Grok. Trellis 2 in ComfyUI for the texturing. The animation was done with Control Rig in UEFN / Unreal Engine. With all the experiments so far, file and version management start to become a challenge. Getting files from different platforms with each platform having their own filename logic. I’ll have to find something to keep it more organized. Any suggestions?
Jerome | InsaneUnreal45,823 Aufrufe • vor 3 Monaten

This is crazy! With LTX 2 in ComfyUI i was able to keep my original camera movement + it did a full lip-sync on the singing haha. All running locally. I made the original video back in 2021 when Metahumans first came out and we were working in Unreal Engine 4. This music video was some kind of result from my first experiments with Livelink and Control Rig at that time. Now the new AI improved version is not perfect and i didn’t train any lora for character consistency yet. I also didn’t have the original video file anymore so I downloaded the Youtube version as input haha. However the camera result + facial expressions are really promising! I wonder how it would handle more complex and fast shots though.
Jerome | InsaneUnreal40,997 Aufrufe • vor 4 Monaten

From generated reference images to riding a robot raptor in Fortnite 🦖 For now mostly the same workflow, but I also used Nano Banana to get that toe claw in the image lol. Other steps: Images from Grok Imagine, Tripo for raw 3D generation, Hunyuan 3D Studio for lowpoly and UV unwrap, Trellis2 in ComfyUI for texturing and AI upscaling. Blender for cleanup, rigging and weight painting. Splitting up the body parts helped to get a more mid-poly result. Also with better control during cleanup. The final result has 28K triangles. Again with the awesome retargeting tools in Unreal Engine / UEFN. I’ll be testing different AI texturing approaches soon. Some parts can get a bit wobbly at times, most notable in hard-surface objects. Also curious if there are any upcoming weight painting tools 😄
Jerome | InsaneUnreal40,169 Aufrufe • vor 4 Monaten

Pushed another 2021 Unreal Engine experiment through LTX in ComfyUI! Not perfect, but look at those free waves! 🌊 Back in 2021, I was exploring the first version of Metahumans and ray tracing, trying to figure out how to generate water displacement. It’s crazy to see this extra layer of detail now on top of it. Although not all shots resulted in good waterflow direction . Combined a line-art + depth pre-processor to generate the shot guide. Also used these line-art generations in Nano Banana 2 to get the new first and last frames. Some shots are still tricky to get right if you want to keep control over the shot, especially the last shot with nothing in the end frame.
Jerome | InsaneUnreal20,275 Aufrufe • vor 3 Monaten

Tested this concepting workflow. ▶️ Converting a level design image to a 3D asset gallery image ▶️ re-generating segmented subjects into separate high quality images. ▶️ using these images to generate the 3D meshes. First time using 'for loops' in ComfyUI, works great and the prompts are updated for every segment. I used the Nano Banana 2 API node in ComfyUI to generate the final high quality images. Those SAM3 nodes are crazy btw, just set some points and it creates a mask! For the 3D model generation I used the new Tripo Smart Mesh tool, which is fast! The output is not perfect yet. I think in a lot of cases not production ready right now but that depends on the input image and the goal as well. For pre-production / concepting phase it's perfect and for far distance meshes it’s fine. I’m sure these tools keep improving, curious what we can work with in 3-6 months. Minimal cleanup and scaling in Blender and tested the meshes in UEFN / Unreal Engine. After creating the ComfyUI workflow it took less than an hour to do everything.
Jerome | InsaneUnreal17,241 Aufrufe • vor 2 Monaten

ehh guys what's this... happens when Emoting 😅 Fortnite Creators #UEFN #FortniteCreative
Jerome | Insane UEFN50,353 Aufrufe • vor 1 Jahr

Now this ComfyUI experiment has some potential! #3 Tested the new Trellis 2 Image to 3D and i’m getting decent results. Separating the head and body helped a bit with some details. Also discovering useful helper workflows like removing backgrounds, upscaling and creating Normal maps. Still crazy how it just splits up an illustration like that! This example has 20K triangles, created from 1 front-view, which is not bad! I haven’t tested retopology yet, might have to check Tripo. Also want to test the multi-image setup. There is still some cleanup needed, but nothing to bad. Exploring several pipeline methods and so far the vertex color masking is helpful to keep everything in 1 material.
Jerome | InsaneUnreal21,077 Aufrufe • vor 5 Monaten

Spawning 1000 characters 🚶🚶🚶 Well not really, they are actually 1000 props with vertex animations. I was curious how it would work. I used an Unreal Engine plugin Vertex Animation Toolkit and adjusted it to output 2K textures. You can load in multiple animations and bake into 1 Vertex Animation Texture array. In this case 2 idle and 2 walk animations. Using Verse to play random animations and walk to random locations. FPS drops a bit at 1000 props, i could play with distance culling. Nanite needs to be turned off, somehow it breaks the mesh on close up. Can’t wait for 1000 player servers lol #UEFN #FortniteCreative
Jerome | InsaneUnreal21,098 Aufrufe • vor 5 Monaten

I tried to split some tasks up. After Tripo generated the quad mesh, I did a manual unwrap in Blender to give important parts bigger UV space. That definitely helped with the perceived texture sharpness. Auto-textured the mesh with Trellis2 in ComfyUI. Interesting to see all steps involved. For my workflow in UEFN I need good 2K textures so unwrapping is still important. Gonna test other platforms soon. Current imported mesh into UEFN has 15K triangles.
Jerome | InsaneUnreal15,462 Aufrufe • vor 4 Monaten

Not bad! 2K triangles and a bit of manual cleanup. This was a quick test creating a lowpoly 3D model. Tried Tripo for retopology and it did a good job. It does render some inverted normals though. For this lowpoly model it’s fine but inverted normals are a pain when working on highpoly models. I’m going to test some other options like the remesh tool in Blender sculpting. It’s crazy how this Trellis Texturing node works btw, It understands the geometry very well. Watch the end where I made the worst version of an Axe in Blender and it was able to wrap the texture on that model! I would probably spend a bit more time splitting the image up and generating the main parts separately. Also making any signs readable or just remove them.
Jerome | InsaneUnreal15,052 Aufrufe • vor 4 Monaten

There where a lot of fun UEFN challenges in 2025. One of my favorites was to create the train system in Prison Breakout for Breakout Games . I built the modular setup with Control Rig. Because we are tracing the ground location, we only had to create the spline track from top-view and didn't have to worry about a perfect spline height. #UEFN #ControlRig #FortniteCreative
Jerome | InsaneUnreal14,301 Aufrufe • vor 5 Monaten

Generating flipbooks in ComfyUI. Nothing too crazy, but these little AI workflows are definitely helpful! 🐦 When I input a black frame to the FirstLastFrame node I got some decent impulse textures. using Wan 2.2 btw. For the bird to work i had to generate between 30-60 frames and extract every 4 frames to get better wing motion. In UEFN / Unreal Engine i'm offsetting the animation phase for every particle to get a more random result.
Jerome | InsaneUnreal10,952 Aufrufe • vor 4 Monaten

little trip to the edge of the world 🚙🏕 #UEFN #FortniteCreative
Jerome | InsaneUnreal19,319 Aufrufe • vor 1 Jahr
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