Sci Fi Helmet p02

Sci Fi Helmet p02 Low-poly 3D model

Verification details of the FBX file
100% passed
Files
Binary FBX
Scene
No unsupported objects
Geometry
No N-gonsNo faceted geometryManifold geometry
Textures and Materials
PBR texturesNo embed texturesSquare texturesPower of 2 texture sizesAssigned materials
UVs
No UV overlapsUV unwrapped model
Naming
Allowed characters
Description

Update 2.0 - Parametric garment, fits onto any body shape in MetaHumanCreator! Add File OA_SciFi_Helmet_p02.mhpkg

Metahuman Tutorial for UE 5.6 -https://www.youtube.com/watch?v=BRafHFBq3Fo

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.

Video presentation: https://www.youtube.com/watch?v=QsuWRz0Ik-Y

The package includes:

  • SciFi_Helmet_p02 (Metahuman Rigged);

Optimized Game Ready 3D model for game engines and animation.

  • Blender 4.5 project with customized materials and Rigs (Metahuman 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;

  • Included textures in sizes 4096;

  • 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, Metallic and other;

  • Video tutorial;

  • SciFi_Helmet_p01 Verts 8,467; Tris 16,842;

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_Helmet_p02. In this way Outfits\SciFi_Helmet_p02

2) Transfer the file - OA_SciFi_Helmet_p02.mhpkg to the created folder - SciFi_Helmet_p02

3) Transfer the WL (WI_OA_SciFi_Helmet_p02) file to MetaHumanCreator (Watch the video tutorial!)

4) Important: Normal Maps in MetaHuman Creator vs Unreal Engine

MetaHuman Creator uses OpenGL normal maps (green channel up), while Unreal Engine by default interprets normals as DirectX (green channel down).

To ensure correct display, this asset pack includes two material versions: WL_ materials – for use inside MetaHuman Creator (correct normal map look).

Regular materials no WL_ (ML_Helmet_p02_c1_Inst, ML_Helmet_p02_c3_Inst and etc.) – for use in Unreal Engine scenes outside of Creator.

Watch the video tutorial!

After generating MetaHuman character

Once you’ve generated the MetaHuman and imported it to your Unreal project:

Open the scene with your MetaHuman.

Locate clothing assets using WL_ materials.

Replace the material with the non-WL_ version to get correct normal display in-engine (ML_Helmet_p02_c1_Inst, ML_Helmet_p02_c3_Inst and etc.)).

Why does it matter?

If you keep using the WL_ material in UE scene, the normals will look inverted (bumps appear as dents).

Item rating
0 0
Sci Fi Helmet p02
$6.00
 
Royalty Free No Ai License 
Sci Fi Helmet p02
$6.00
 
Royalty Free No Ai License 
Response 91% in 0.3h
3D Modeling
Animating
Low-poly Modeling
PBR modeling
Rigging
Skinning
Texturing
UV mapping

3D Model formats

Format limitations
  • PNG (.png)194 MB
  • Blender 4.5 (.blend)178 MBVersion: 4.5Renderer: Eevee 4.5
  • Other 400 MB
  • Autodesk FBX (.fbx)673 KB

3D Model details

  • Ready for 3D Printing
  • Animated
  • Rigged
  • VR / AR / Low-poly
  • PBR approved
  • Geometry Polygon mesh
  • Polygons 16,842
  • Vertices 8,467
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs Overlapping
  • Plugins used
  • Publish date2025-08-02
  • Model ID#6339363
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