Learn more
- Lights
- Cameras
Learn more
Learn more
Learn more
Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
Learn more
Learn more
Learn more
Learn more
Learn more
Learn more
Learn more
Learn more
1/15
Update 2.1 - Added Unreal Engine 5.6-5.7 project with clothing rig and skinning adapted to the original male Manny rig (UE5). A demo animation is included.
Update 2.0 - Parametric garment, fits onto any body shape in MetaHumanCreator!
Metahuman Tutorial for UE 5.6 -https://www.youtube.com/watch?v=KFyQcL1xYEY
(In UE 5.6.1 normal maps display correctly by default, so no additional material adjustments are required.)Video presentation: https://www.youtube.com/watch?v=uRlBmP77SW4
Please note that the video shows a complete set of Sci-Fi clothing!
The package includes:
SciFi_Jacket_p01 (Rigged);
-
Full compatibility with Metahuman 5.6-5.7 Rigged!
Added Unreal Engine 5.6-5.7 project with clothing rig and skinning adapted to the original male Manny rig (UE5).
Blender 4.4 project with customized materials and Rigs (UE5 Rig);
In the Blender file, the metric system is configured for export to Unreal Engine! If you need a standard export, correct the metric system in the project to the standard one.
Rigging and Skinning 3d model;
Included textures in sizes 4096;
Marmoset Toolbag 4 demo scene;
Fbx;
Triangulation model (divided into triangles) for correct export to game engines;
Four color textures of SciFi clothing;
Unreal Engine textures!
PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Specular,Scaterring and other;
Video tutorial;
SciFi_Jacket_p01 Verts 8,941; Tris 17,760;
Please follow the instructions(for UE 5.6) to successfully import the outfit with the correct textures:
1) Create a folder called Outfits and a subfolder SciFi_Jacket_p01. In this way Outfits\SciFi_Jacket_p01
2) Transfer the file - OA_SciFi_Jacket_p01.mhpkg to the created folder - SciFi_Jacket_p01
3) Transfer the WI_OA_SciFi_Jacket_p01 file to MetaHumanCreator (Watch the video tutorial!)
4) In UE 5.6.1 normal maps display correctly by default, so no additional material adjustments are required.
After generating your MetaHuman:
Import the MetaHuman into your UE project.
Open the scene with your MetaHuman — clothing will display correctly without changing any materials.