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✦ Compatible with Unreal Engine 5.7 or higher
✦ MHC Character video tutorials
Elevate your Unreal Engine 5.7 projects with Emei Sect Bundle, a high-fidelity MetaHuman asset designed for cinematic realism and deep customization. This is more than just a character, it is a complete technical toolkit for game developers, digital doubles, and cinematic artists.
Key Features
Dynamic Chaos Simulation: Our assets feature deep-tuned Cloth Simulation setups, delivering realistic draping, natural folds, and fluid movement for all fabric types.
Adaptive Resizable System: Built with a flexible architectural foundation, our outfits are designed to support a wide range of MetaHuman body types, allowing you to easily adjust and tailor the fit to your specific character design.
MetaHuman Creator Integration: Designed for a seamless workflow, our outfits offer direct customization within MetaHuman Creator, giving you full control over colors and textures right in the design phase.
Advanced Material Customization: Take full creative control with our mask-based material system. Easily change colors or apply custom patterns to specific areas of the clothing. You can also blend in dirt or weathering effects directly within the material to achieve the perfect look for your project.
Performance-First Design: Utilizing high-quality Virtual Textures and our proprietary 2-Line Data Pipeline, we ensure top-tier performance for both high-end cinematics and real-time gameplay.
Total Creative Freedom: Includes the original MetaHuman DNA files and a non-assembled character preset. You can import the DNA directly into MetaHuman Creator to tweak facial features while maintaining the character’s unique identity.
Custom Texture Overrides: Escape the "default MetaHuman look" with hand-crafted textures designed to provide a distinct, realistic aesthetic.
UDIM & Virtual Texture Ready: Fully optimized for Unreal Engine 5.7’s Virtual Texturing system. The pack includes high-resolution UDIM maps (Base Color, Normal, and Cavity) for extreme close-up detail.
Advanced Micro-Detail: Includes dedicated Cavity Maps (authored in Linear/Non-sRGB) to enhance skin pores, fine wrinkles, and micro-shadows under any lighting condition.
MetaHuman Preset: Ready-to-use character files for quick assembly.
Additional Files (.DNA): The source DNA file for direct import into the MetaHuman backend.
Pro-Grade Texture Suite (Standard & UDIM):
Base Color: Rich, natural skin tones with realistic variation.
Normal Map: High-frequency detail for skin grain and anatomy.
Cavity Map: Precisely calibrated for depth and life-like skin response.
Setup Documentation: A brief guide on how to override textures and configure Virtual Textures in UE5.7.
Plug-in needed:
Alembic Groom Importer
Groom
Hair Card Generator (option to generator hair card)
Metahuman Core Tech (option)
MetaHuman Creator (option)
Chaos Cloth Asset (option)
Chaos Cloth Asset Editor (option)
Chaos Cloth Editor (option)
Modeling Tools Editor Mode (option)
Quick Start Guide
Import: Create folder with any name. Drag and drop the .mhpkg file into yourUnrealEngineproject/YourFolder.
Using: Open CA_[NameOutfit] in Cloth Asset folder > link SK_MainMesh node to Line 2 and also Line 2 node to Terminal node in the end of data following comment in Cloth Asset. Open OA_[NameOutfit] and click on Evaluate Dataflow Graph and Save it > Open your Character Blueprint and under parent Mesh create Chaos Cloth assset (child) > Assign CA_NameOutfit in Cloth Asset folder to Chaos Cloth asset > Set Leader Pose (target) to this Chaos Cloth asset > Done.
Resizable: Open CA_[NameOutfit] in Cloth Asset folder > link SK_MainMesh node to Line 1 and also Line 1 node to Terminal node in the end of data following comment in Cloth Asset. Open OA_[NameOutfit] and click on Evaluate Dataflow Graph and Save it > Drag and drop WI_[NameOutfit] asset to your Metahuman Creator (drop to Clothing section) > Double click on WI_[NameOutfit] in clothing section to equip on MH character > Edit or sizing your character and clothing will effect following> Assembly your character and clothing > Fix skinning weight on clothing and use.
Node: If you using clothing to edit or sizing in MetaHuman Creator so UE will remove original skinning weight on clothing and force wrapping effect to clothing following character size and form so after Assembly clothing will using transfer skinning weight from new MetaHuman, it mean a pure new clothing asset so you need edit skinning weight and creating cloth asset to add cloth physic manual.
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Technical Support & Tutorials : Discord