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Brace yourselves for some yapping :) Well, at least now you'll know I'm not just lazy, and what I've been doing instead of animating. I'm sorry!

I've made huge progress with my MetaHuman conversion system. Basically, all the steps are in place, and I can convert any Gen 8 or Gen 9 character to a MetaHuman fully automatically: wrap, texture transfer, hair, outfit, rig, everything. I also have now a custom skin shader for both MetaHuman and Daz characters, with lots of control and customization options. Its have a lot room for improvement but it really good so far.

I've learned so much! I now consider myself a master of wrapping :) I know pretty much everything about Wrap3D at this point, and I also vibecoded my own, blender native, wrapper. While it's not quite as good as Wrap3D, it helped me understand best practices and learn to use Wrap3D much better. It also allowed me to work on Mac, since Wrap3D isn't available there.My proudest achievement is automatic point placement. To properly wrap one character into the shape of another, you need to manually place pairs of points on both meshes, which the algorithm then uses to match their shapes. I now have a system that automatically places points on any character, regardless of their shape. I use more than 200 points for each one, so placing them manually every time I wanted to wrap something was a HUGE pain. Not anymore.

While working with Wrap, I did a lot of tests on transferring textures automatically. While it's totally doable manually, creating a system that does it in one click turned out to be an almost impossible challenge.

Texture transfer graph in Wrap3D:

After numerous attempts i decided to transfer textures in blender. Now everything happens in one click :)

The MetaHuman face is absolutely phenomenal. It gives the character so much life, it's crazy! And I haven't even fully incorporated the wrinkle system yet. The depth and realism of the expressions are stunning.

I also took some time to learn Blender's hair system, and with a heavily modified version of Vaerhon's Hair Tool, I got really good results converting regular hair cards to Blender hair. You may noticed i did some experiments with Kassandra but now the tool and my workflow are much better

The next step is to practice modifying and improving them, since an automatic solution always lacks the necessary depth and detail.

Of course, there are A LOT of challenges and issues. While the MetaHuman face is amazing, the body is pure shit :) It lacks a lot of detail, and the default UVs give only one tile to the whole body, which is not nearly enough for the quality I'm going for. So early on, I decided to unwrap the MetaHuman body similarly to Daz, with the body, arms, and legs each getting their own tile. It really helps.

There's also a big question of whether to keep my model compatible with Unreal or not. Of course, it opens up a lot of possibilities for more interactive stuff in the future :) But it really complicates things like custom genitals, feet, or hands. For now, I support Unreal as well, and I vibecoded an Unreal bridge tool to send my MetaHumans to Unreal in one click. Crazy stuff :)

Anyway, these past few months have been crazy, and I'm proud of how much I've learned :) And I'm really sorry this took my focus away from animation. I promise I'll come back to it with double the effort very soon!I'll keep you updated and let me know if you want to know more :) I've learned so much and what to share it with everyone :)

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Comments

Peter Z

Hell yeah! Keep cooking!

Vlčák

Those faces look absolutely amazing.

Peter Z

I do have a question though. You obviously pay attention to the details (that's one of the reasons why I like your art), so I was wondering if it's possible or if it's even something that you're interested in, to sculpt different... pussy shapes for different models. I mean like different sized outer and inner labia, clit... Stuff like that. I did notice that some models do differ in some minimal way in the genital area, but usually they're very similar. You mentioned before that you have different pubic styles, so I was wondering about this as well. 😊

Koelet3D

I have plans for that! I found that genitals im using currently (same as Daz) very limited in shape and form. I've commissioned a dedicated Metahuman pussy :) i hope I'll be able to make it as realistic and various as possible.

Peter Z

Oh wow! That's nice to see. I'm excited.

E9

Gorgeous work as usual! I have a question that isn’t related to the above but are the subscriptions currently paused? My payment was supposed to go through on the 25th but nothing happened.

Koelet3D

Yes! All tiers are currently on hold - I was on vacation :) I'm back now and will resume them soon.

Cheezeus

Ive always wanted to implement Unreal in some way in to the Smut pipeline so Im glad someone is trying it since I think the only thing holding back animations is rendertimes and facial animation or even conversations between characters. So I am interested but hope theres someway to keep Daz in the process or the bodies that have helped us so far in the smut community, Metahuman is powerful so I am happy it works and rendertimes are good just need someone to combine the two in an easy way to use unreal and blender in a streamlined way. Time will tell, this is great step!

PinkSpectre

Wow, looks really freaking good Koelet! 🤍 Ugh hair is something I’ve been putting off learning. Just been using Daz Hairs but the past couples days been wanting to learn to convert to Blender Native hair!