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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.
Optimized Game Ready 3D model for game engines and animation.
Update 2.0 - Parametric garment, fits onto any body shape in MetaHumanCreator! Add File OA_SciFi_Clothing_p01.mhpkg, OA_SciFi_Clothing_p02, OA_SciFi_Armor_P03.
MetaHuman Techwear Outfit is a parametric outfit asset created for MetaHuman characters. It is capable of resizing with your character in MetaHuman Creator in Unreal Engine. It consists of a Sci-Fi Helmet, Jacket, Pants, and Sneaker, but they are all one outfit as opposed to separate pieces. However, you can divide the project into parts (Helmet, Pants, etc.) Watch the attached video how to do it!
- Blender 4.5 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;
- Metahuman for UE 5.6-5.7;
- Added Unreal Engine 5.6-5.7 project with clothing rig and skinning adapted to the original male Manny rig (UE5).
- PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Metallic and other;
Sci Fi Clothing Pack 01
- Included textures in sizes 4096;
- PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Specular,Scaterring and other;
- Four color textures of SciFi clothing;
The package includes:
- SciFi_Helmet_p01;
- SciFi_Jacket_p01;
- SciFi_Pants_p01;
- SciFi_Sneaker_p01;
Full Pack - Verts 25,368; Tris 50,461;
- SciFi_Helmet_p01 Verts 7,950; Tris 15,869; - SciFi_Jacket_p01 Verts 8,941; Tris 17,760; - SciFi_Pants_p01 Verts 7,103; Tris 14,097; - SciFi_Sneaker_p01 Verts 1,374; Tris 2,708;
Metahuman Tutorial for Pack 01 UE 5.6 - https://www.youtube.com/watch?v=KFyQcL1xYEY&t=5s
(In UE 5.6.1 normal maps display correctly by default, so no additional material adjustments are required.)
Sci Fi Clothing Pack 02
- Included textures in sizes 4096;
- PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Specular,Scaterring and other;
- Four color textures of SciFi clothing;
The package 02 includes:
- SciFi_Helmet_p02;
- SciFi_Jacket_p02;
- SciFi_Pants_p02;
- SciFi_Sneaker_p02;
Full Pack - Verts 36,323; Tris 72,238;
- SciFi_Helmet_p01 Verts 8,467; Tris 16,842; - SciFi_Jacket_p01 Verts 8,047; Tris 15,940; - SciFi_Pants_p01 Verts 15,687; Tris 31,268; - SciFi_Sneaker_p01 Verts 2,061; Tris 4,094;
Metahuman Tutorial for Pack 01 UE 5.6-5.7 https://www.youtube.com/watch?v=BRafHFBq3Fo&t=4s
(In UE 5.6.1 normal maps display correctly by default, so no additional material adjustments are required.)
Sci-Fi Military Armor Pack 03
- PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Specular,Scaterring and other;
- 7 color textures of SciFi clothing;
- Included textures in sizes 4096;
The package 03 includes:
- SciFi_Helmet_P03;
- SciFi_ChestArmor_P03;
- SciFi_Pants_P03;
-
SciFi_Sneaker_P03;
- SciFi_Helmet_p03 Verts 5,448; Tris 10,906; - SciFi_ChestArmor_p03 Verts 12,026; Tris 23,911; - SciFi_Pants_p03 Verts 7,212; Tris 14,322; - SciFi_Sneaker_p03 Verts 4,896; Tris 9,784;
Question: Why did all clothing (helmet, pants, armor) become a single mesh after creating a MetaHuman 5.6 character, and how to split it in Blender? Answer:This is not a mistake of the model author — MetaHuman Creator automatically merges all meshes into one on export. Solution: export the character to Blender, split the parts, and import back to Unreal. Full step-by-step tutorial is in my video (link included). https://www.youtube.com/watch?v=9PGSc08T97Y&t=15s
REVIEWS & COMMENTS
accuracy, and usability.
