MetaWrap user guide
Everything about MetaWrap, chapter by chapter: installation, wrapping, body, texture, MetaSculpt, Unreal delivery and MetaGroom. Prefer to be walked through it? The step-by-step guide follows each workflow with pictures and videos.
Core workflows
Choose your workflow
GNM Head
Generate a unique head, choose an optional Skin and send it directly to MetaWrap.
Open workflow →Wrap any model
Import a scan or AI-generated model, head-only or full-body, and preserve scan detail.
Open workflow →Full Body
Auto Full Body or Manual: head and body wrapped together, then an optional A-pose.
Open workflow →MetaSculpt
Transfer scan detail, refine the sculpt non-destructively and create final Unreal-ready maps.
Open workflow →Documentation
Essentials
Before you buy: check, buy, get your Founder role
Check your computer, buy the Founder Edition on metawrap.ai, and get your Founder role on the MetaWrap Discord.
Install MetaWrap
Install Core, Content Pack and MetaGroom without extracting or mixing the three packages.
Activate MetaWrap and manage devices
Copy your License Key from My MetaWrap, paste it into the add-on and click Activate. Nothing else to sign in to inside Blender.
Documentation
Core workflows
Create and wrap a head with GNM
Verify the complete installation without downloading an external scan.
Import and wrap a head scan or AI-generated model
Use the same local workflow for scans and AI-generated head models while preserving the original full-resolution Source for MetaSculpt.
Add and shape a body
Give a head its own body with a clean neck seam, then shape it with the Procedural Body Generator. For a head you wrapped, or one you created with GNM.
Transfer and clean the texture
Project the Source colour onto the MetaHuman UVs, then rebuild damaged areas with Smart Paint.
Manage Project
Every character lives in its own project. Save and resume it from the panel, and reuse heads and bodies across projects.
Wrap a Full Body scan or model
Head and body are wrapped together in one pass. Auto Full Body places the points by itself; Manual gives you full control. Force A pose can straighten the arms and legs afterwards.
Refine detail in MetaSculpt
Create one non-destructive Sculpt Layer, apply Scan Data once and produce Unreal-ready final maps.
Documentation
Delivery
Save, export and Push to Unreal Engine
Prepare Unreal Remote Execution, preserve the Project Folder and verify the flat Maps layout.
Edit and push grooms with MetaGroom
Bring an existing MetaHuman groom from Unreal into Blender, edit and blend it, and send it back with its wardrobe item created for you.
Documentation