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 Sweater_Base_01, Cargo_Base_01, and Boot, 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=6K0v2hHjjDE
Sweater_Base_01 (Metahuman Rigged);
Cargo_Base_01 (Metahuman Rigged);
Boot_B_Base_01 (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;
Triangulation model (divided into triangles) for correct export to game engines;
18 color textures of clothing;
PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Metallic and other;
Full Pack - Verts 14,880; Tris 28,805;
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Question:
When testing a MetaHuman animation with wide hips, the body mesh clips through the clothing, especially in the groin and armpit areas. Is this an author’s mistake?
Answer:
No, this is not an author’s mistake.
In MetaHuman Creator (UE 5.6), when body proportions are changed, the character mesh is stretched, but the clothing does not automatically adjust — so in areas of maximum deformation (such as the hips, armpits, or groin), clipping may occur. This is expected system behavior.
Additionally, MetaHuman automatically handles skinning, ignoring manually adjusted weight painting, which can contribute to similar artifacts.
A proper workflow involves hiding or removing body geometry that is not visible under the clothing. This prevents clipping and helps optimize performance.
📌 Solution:
Create a mask on the body to hide polygons beneath the clothing, or remove unnecessary body geometry under covered areas.
There are many tutorials on YouTube showing how to do this — I’ll attach a few helpful links.
https://www.youtube.com/watch?v=CFVduYFzfGI
https://www.youtube.com/watch?v=SgG-RqyN-0A
After applying these steps, the body will no longer poke through the clothing at any body shape.
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Question: Why did all clothing (sweater, pants, shoes) become a single mesh after creating a MetaHuman 5.6 character?
Answer: This isn’t a mistake by the model author — MetaHuman Creator automatically merges all parts of the model into one mesh upon export.
Solution: You can export the character to Blender, separate the desired parts, and then import it back into Unreal Engine.
Alternatively, you can also split the mesh directly inside Unreal — see the video presentation (link included). Video presentation: https://www.youtube.com/watch?v=6K0v2hHjjDE
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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 "Tactical_Base_P01". In this way Outfits\Tactical_Base_P01
2) Transfer the file - OA_Tactical_Base_P01 to the created folder - Tactical_Base_P01
3) Transfer the WL (WI_OA_Tactical_Base_P01) file to MetaHumanCreator