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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...

15,606 views • 6 months ago •via X (Twitter)

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- AssetHub officially launched - Using Metahuman Component as parts system in UEFN This is crazy! Just discovered I can use the Metahuman Component in UEFN as a general parts system! Perfect for modular characters. So I had to test it out. First step: character design. With GPT Image 2 I got some really solid characters to work with. These are perfect to test anime/ lowpoly models as well. Gavin Harvey also officially launched so I jumped on a fresh workflow to build the first one. Since I’m aiming for an anime/flat shaded style, I chose Tripo P1 to generate straight to low poly models. Results were perfect for me, UV and textured directly done. Did the main assembly in Blender. I transferred weights onto the new parts (like the jacket here) and used proportional editing to tweak vertices so everything fits together nicely. Then into UEFN / Unreal Engine: For the two-tone shadow look, I made a material that uses the sun direction as a mask. To make all the modular parts work together, I set up a blueprint with the body skeletal mesh as the base, and all the other parts attached as children. Now the really cool part: the Metahuman Component actually lets you plug in extra body parts directly. And every skeletal mesh can have its own Control Rig slot. That means you can layer procedural animations on top of your main animation setup. I used it for procedural eye blinking and hair physics. Since every part is separate, swapping variations is super easy while keeping all animations perfectly synced!

Jerome | InsaneUnreal

23,650 views • 2 months ago