Davlet - Sci-Fi Sneakers p01

Update 2.0 - Parametric garment, fits onto any body shape in MetaHumanCreator! Add File OA_SciFi_Sneakers_p1.mhpkg

Metahuman Tutorial for UE 5.6 -https://www.youtube.com/watch?v=KFyQcL1xYEY

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.

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Please note that the video shows a complete set of Sci-Fi clothing!

The package includes:

  1. SciFi_Sneaker_p01 (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;

  • Included textures in sizes 4096;

  • 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_Sneaker_p01 - Verts 1,374; Tris 2,708;

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_Sneakers_p1". In this way Outfits\SciFi_Sneakers_p1

2) Transfer the file - OA_SciFi_Sneakers_p1.mhpkg to the created folder - SciFi_Sneakers_p1

3) Transfer the WL (WI_OA_SciFi_Sneakers_p1) 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_Sneakers_P1_c1_Inst, ML_Sneakers_P1_c2_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_Sneakers_P1_c1_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).