Update 2.0 - Parametric garment, fits onto any body shape in MetaHumanCreator! Add File OA_SciFi_Armor_P03.mhpkg
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, Chest Armor, 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!
Video presentation: https://www.youtube.com/watch?v=DB8tmSsNdPA
SciFi_Helmet_P03 (Metahuman Rigged);
SciFi_ChestArmor_P03 (Metahuman Rigged);
SciFi_Pants_P03 (Metahuman Rigged);
SciFi_Sneaker_P03 (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;
7 color textures of SciFi clothing;
Unreal Engine textures!
PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Metallic and other;
Video tutorial;
Full Pack - Verts 29,582; Tris 58,923;
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=10s
-------------------------------------------------------------------
Question: When creating a MetaHuman character with wide hips, the body pokes through the clothing. Is this an author’s mistake?
Answer: No, this is not an error by the author.
In MetaHuman Creator (UE 5.6), when changing body proportions the body mesh is stretched, while clothing does not adjust — so with wide hips clipping may appear. This is normal system behavior.
📌 Solution: Create a mask on the body to hide polygons under the clothing — there are many YouTube tutorials showing how to do this.
After that, the body won’t poke through clothes at any body shape.
---------------------------
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_Armor_P03". In this way Outfits\SciFi_Armor_P03
2) Transfer the file - OA_SciFi_Armor_P03 to the created folder - SciFi_Armor_P03
3) Transfer the WL (WI_OA_SciFi_Armor_P03) file to MetaHumanCreator