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File multimediali per l'articolo Darkwear - Asymmetric Tee - Fits all MH bodies: 1

Descrizione

There's nothing more fashionable than some asymmetry.

Demo Video

Important Info!

These come in 2 formats: Skeletal meshes fit to the 5.5 Metahumans, and an Outfit Asset for 5.6+ Metahumans. The skeletal versions can still be used in 5.6+, but won't take advantage of the new parametric resizing features in the MHC.

  • Fully textured game-ready mesh

  • Uses the MH Base skeleton

  • Easy-to-use material instance allows customization of color, specular, and other visual attributes.

Materials

  • Included material instance provides a quick and easy way to customize the look and feel of the top

  • The models are fully baked and textured, and include a tiling leather material for that extra level of detail

  • For those who want to dig in, the provided parent material can be customized to add features, or be slimmed down and further optimized for games.

Metahuman 5.6

  1. Download the .mhpkg from "Additional Files"

  2. In UE 5.6+, add an "Outfits" folder under Content, if you don't have one already

  3. Create a "top_asymtee" folder under Outfits.

  4. Drag the top_asymtee.mhpgk into the folder

  5. With the Metahuman Creator open, drag WI_top_asymtee into the Outfits section.

Note: This has a hidden faces texture map included, which is used to hide the faces of the body underneath the clothing. This feature is still buggy in 5.6, so it may not always work.

Fixing Additional Clipping Video

Metahuman 5.5 / Skeletal mesh clothing:

  • Fit to all 18 Metahuman bodies

  • Uses the MH Base skeleton

  • Easy-to-use material instance allows customization of color, specular, and other visual attributes.

  • Skeletal clothing can still be used in 5.6+, but will not automatically resize

Disclaimers:

-No characters, metahumans, or other assets are included in this listing. It only includes the shirt models, materials and related textures, and a copy of the base MH rig.

-While painstaking effort has gone into fitting these to all the bodies, there is no guarantee this asset is free of clipping or stretching on all bodies in all animation scenarios. It is generally considered best practice to remove parts of a base mesh that are covered by clothing.

-There is no guarantee this garment will fit perfectly with every other garment

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