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