SexGameSluts — Who Will You Fuck First? Play Now!
x
Sep 11, 2021
19
44
23
Have you tried using them?

They are great if you need mass population of generic NPCs in a normal video game. Or if you are a high level production studio with full capture of actors. Current level customization to them is pretty low if you just pull one into the engine (That's why you don't see a hundred "I made x famous person in Unreal!" examples) and if you are thinking about them in terms of something like VaM, they aren't built to be soft, bouncy, human flesh or meant to be customized in the way DAZ or VaM are. That's the entire problem people have with trying to replace it. There is no Daz-level customization with pretty nice physics and high level interactions. Simply looking good staticly isn't the hard part.
I used to think Metahumans weren’t that great either, but if you look at their current facial animation system—especially the latest versions—it’s honestly the best we’ve seen so far. The facial folds and shapes are incredibly well done, dramatically surpassing both Daz3D and iClone.


From what I understood from Meshed, the character import system could support a variety of FBX character formats with mesh and polygon topologies different from Daz3D Genesis. That means Metahumans could be brought into VAM. But honestly, the most sensible move would be to fully integrate Metahumans into VAM and make them the main platform, taking full advantage of their strengths.


Facial animation is by far the most important and difficult part of character realism and animation—and this is where Metahuman massively and substantially outperforms Daz3D. Body morphs and shape creation could still be done easily and quickly by the community, following workflows like this one: —but directly inside VAM. The only thing that would need to be recalculated are the physics (jiggles, collisions, skin, etc.), and according to Meshed, that’s already been incorporated into the tool for bringing different characters into VAM.


At this point, there’s really no comparison. Daz3D is outdated, overrated, and lagging behind—especially in terms of body and facial morph realism. Their characters all look the same in the Daz Store, with little to no visible progress in realism. It’s like they’re stuck in time. They haven’t evolved.


But with the announcement of UE5.6 (see: ), Metahuman can now be used freely in any game engine, including Unity—and therefore in VAM as well. There would be no legal issues using Metahuman in VAM, whereas Daz3D does come with licensing problems when used outside its own environment, like in UE5.


With the current Metahuman 5.6 (which is also free), the characters from Daz3D and iClone just don’t stand a chance anymore.


Plus, creating and customizing characters with Metahuman is becoming easier and easier, with morph workflows being supported from tools like ZBrush and Blender—the only thing missing is genitalia.


For all these reasons (and more), if VAM doesn’t speed things up and publish their work soon, it’s very likely that Unreal Engine will see a highly competitive alternative come out soon—one where Metahuman facial animation simply has no rival.
 

mixmox82

Engaged Member
Jan 19, 2022
3,028
3,083
387
I used to think Metahumans weren’t that great either, but if you look at their current facial animation system—especially the latest versions—it’s honestly the best we’ve seen so far. The facial folds and shapes are incredibly well done, dramatically surpassing both Daz3D and iClone.


From what I understood from Meshed, the character import system could support a variety of FBX character formats with mesh and polygon topologies different from Daz3D Genesis. That means Metahumans could be brought into VAM. But honestly, the most sensible move would be to fully integrate Metahumans into VAM and make them the main platform, taking full advantage of their strengths.


Facial animation is by far the most important and difficult part of character realism and animation—and this is where Metahuman massively and substantially outperforms Daz3D. Body morphs and shape creation could still be done easily and quickly by the community, following workflows like this one: —but directly inside VAM. The only thing that would need to be recalculated are the physics (jiggles, collisions, skin, etc.), and according to Meshed, that’s already been incorporated into the tool for bringing different characters into VAM.


At this point, there’s really no comparison. Daz3D is outdated, overrated, and lagging behind—especially in terms of body and facial morph realism. Their characters all look the same in the Daz Store, with little to no visible progress in realism. It’s like they’re stuck in time. They haven’t evolved.


But with the announcement of UE5.6 (see: ), Metahuman can now be used freely in any game engine, including Unity—and therefore in VAM as well. There would be no legal issues using Metahuman in VAM, whereas Daz3D does come with licensing problems when used outside its own environment, like in UE5.


With the current Metahuman 5.6 (which is also free), the characters from Daz3D and iClone just don’t stand a chance anymore.


Plus, creating and customizing characters with Metahuman is becoming easier and easier, with morph workflows being supported from tools like ZBrush and Blender—the only thing missing is genitalia.


For all these reasons (and more), if VAM doesn’t speed things up and publish their work soon, it’s very likely that Unreal Engine will see a highly competitive alternative come out soon—one where Metahuman facial animation simply has no rival.
Unreal engine components are not exactly free. Any product that generate more than 1M$ needs to pay. That means we, the users could potentially use it for free, but MeshedVR is likely having to license it, if used for VAM 2.x.
 

saiklo

Newbie
Sep 26, 2020
19
34
32
Unreal engine components are not exactly free. Any product that generate more than 1M$ needs to pay. That means we, the users could potentially use it for free, but MeshedVR is likely having to license it, if used for VAM 2.x.
Won't someone please think of the poor indie devs that need to pay after making 1 million dollars after milking their patreon members dry for 5 years?
 
Sep 11, 2021
19
44
23
Meta humans look very realistic, but can they look sexy?
Shape customization is basically unlimited, and in the current version, the topological mesh density could surpass Daz3D. The metahuman in the attached images was practically created in four minutes by moving body sliders and facial points, and could be completely resculpted or modified in ZBrush using Blender, Maya, or Huidini as a bridge.
screenshot_20250524_051138.jpg
screenshot_20250524_051503.jpg
 
  • Hey there
  • Jizzed my pants
Reactions: Redboi8 and x360x

Magoo2

Newbie
Feb 21, 2020
20
14
117
Ease of use matters quite a lot here. With Daz3d, and the wide array of a decade of Daz3d tools, you have such a pool of morphs and things to work with. That's why Meshed used Daz3d to begin with.

I cannot currently boot up UE5, and have the likeness of anyone working in-engine in the matter of like, an 20 minutes That's the difference between VaM, built on Daz3d models, and Metahumans.

Saying "you can customize them" is like saying well yeah you can pull anything into Zbrush or Blender and make any sculpt you want. Sure? But that's not why they are effective.

When you can fully replace all textures, and there's hundreds of morphs and image-to-model type generators going for it, it will be better than what Daz3d has. But it doesn't currently have that. Which is why you don't see very many "likeness" matches made with Metahumans at home. Look on YouTube, you will not find many.
 

Tha D Wizzy

Newbie
Mar 16, 2022
96
154
123
Ease of use matters quite a lot here. With Daz3d, and the wide array of a decade of Daz3d tools, you have such a pool of morphs and things to work with. That's why Meshed used Daz3d to begin with.

I cannot currently boot up UE5, and have the likeness of anyone working in-engine in the matter of like, an 20 minutes That's the difference between VaM, built on Daz3d models, and Metahumans.

Saying "you can customize them" is like saying well yeah you can pull anything into Zbrush or Blender and make any sculpt you want. Sure? But that's not why they are effective.

When you can fully replace all textures, and there's hundreds of morphs and image-to-model type generators going for it, it will be better than what Daz3d has. But it doesn't currently have that. Which is why you don't see very many "likeness" matches made with Metahumans at home. Look on YouTube, you will not find many.
Indeed, to piggyback off of this, ease of use is critical in programs like these. In fact one of the many complaints about VaM is that the UI isn't simple *enough*. Evan as it is, many users want an even more streamlined experience.
 
Sep 11, 2021
19
44
23
Ease of use matters quite a lot here. With Daz3d, and the wide array of a decade of Daz3d tools, you have such a pool of morphs and things to work with. That's why Meshed used Daz3d to begin with.

I cannot currently boot up UE5, and have the likeness of anyone working in-engine in the matter of like, an 20 minutes That's the difference between VaM, built on Daz3d models, and Metahumans.

Saying "you can customize them" is like saying well yeah you can pull anything into Zbrush or Blender and make any sculpt you want. Sure? But that's not why they are effective.

When you can fully replace all textures, and there's hundreds of morphs and image-to-model type generators going for it, it will be better than what Daz3d has. But it doesn't currently have that. Which is why you don't see very many "likeness" matches made with Metahumans at home. Look on YouTube, you will not find many.
What I meant about UE5 being free is that VAM content creators wouldn't pay the license or anything for UE5 (which isn't the case with Unity, where they have to use pirated versions to submit content to VAM, exposing their PCs to viruses). These final costs of using UE5 would be borne by VAM, and they wouldn't be total because VAM doesn't use UE5 as its game engine, but Unity. It would be necessary to see and read how much UE5 would charge to use metahumans in other games not created with UE5 as the game engine. But the UE5 announcement suggested that metahumans could be used almost freely anywhere, as the goal is to promote and expand the use of metahumans, and therefore of UE5, to all possible 3D and 2D applications, just as QUIXEL's 3D content for UE5 was previously shared (you'd have to read the terms of use in detail). Body morphs aren't that time-consuming to create, while facial animations are, and they could be implemented and generated cumulatively and incrementally by moving layer sliders in ZBRUsh or Blender. Only starting from the current metahuman 5.6 sliders you can create from fat people to skinny to muscular and of various sizes, adult dwarf etc, quickly, it would only be necessary to customize and emphasize the voluptuous sexual forms which is something that each VAM creator refines and polishes and customizes, just as it is done in VAM1, with the difference that UE5 could also be used for facial and body animations, since UE5's bet is apparently to match the level of Autodesk MAYA animations...and it is getting closer to achieving it.

Metahuman would be the expansive future, while Daz is the stagnant past.
 
Sep 11, 2021
19
44
23
Daz3d may have a decade's worth of body morphs, but what I see is that Daz3d will have a very hard time achieving decent, AI-driven animation and audio. They've already tried things that aren't convincing and lead nowhere. Otherwise, they've created characters with ugly and unconvincing animations.
 
Sep 11, 2021
19
44
23
It must be admitted that to this day no one has been able to surpass VAM1 (whose architecture was created many years ago) and VAM1 is still at the top of the lists as the best VR game of 2025. One gets tired of looking at these lists and seeing how no one creates anything respectable.
Examples of VR Sex Games Ranking (Updated 2025)




If anyone can find a new VR game even remotely similar to VAM, it would be greatly appreciated.
 

Tha D Wizzy

Newbie
Mar 16, 2022
96
154
123
It must be admitted that to this day no one has been able to surpass VAM1 (whose architecture was created many years ago) and VAM1 is still at the top of the lists as the best VR game of 2025. One gets tired of looking at these lists and seeing how no one creates anything respectable.
Examples of VR Sex Games Ranking (Updated 2025)




If anyone can find a new VR game even remotely similar to VAM, it would be greatly appreciated.
Indeed, I found it alarming that no company or individual has bothered to make a serious competitor to Virt-A-Mate, although the limitations due to credit card companies and payment processors recently might have something to do with it. Many fetishes can have your business blacklisted and refused service by these activist manipulated companies:


This is likely why Meshed has been walking on a thin line to "clean up" VaMs image and keep anything that could be seen as contraverisal away from the creative HUB and VaM brand. I hate it.
 

Bstrens

New Member
Dec 22, 2024
8
26
72
Hi. Is vam2 worth trying over vam1? Are all the plugins and scenes compatible with vam 2? is the performance better?
 

gghhoosstt123

Member
Oct 9, 2022
358
438
177
Hi. Is vam2 worth trying over vam1? Are all the plugins and scenes compatible with vam 2? is the performance better?
Its not finished yet. also no the vam 1 plugins won't be compatible with vam 2 in future. Performance however is looking great so far from the 1st beta.
 
May 19, 2022
204
148
100
Literally the only downside of metahuman is that they seemingly sourced their assets from random people at walmart. Instead of flinging shit at each other we could be rigging good quality assets for metahuman and we'd all eat good