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Media 1 for listing Tactical Gear Pro 02

Description

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.

Video presentation: https://www.youtube.com/watch?v=_dSz6HIkmcY

  1. Tac_Jacket_P02;

  2. Military_Cargo;

  3. Boot;

  4. Balaclava_P02;

  5. DropLegRig_P02;

  6. Plate_Carrier;

  7. Head and Arms(UE5 project file)

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Optimized Game Ready 3D model for game engines and animation.

  • Includes a Material ID setup for quick and easy color customization of individual clothing parts.

  • Blender 4.5 project with customized materials and Rigs (UE5);

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 5.6-5.8;

  • Added Unreal Engine 5.6-5.8 project with clothing rig and skinning adapted to the original male Manny rig (UE5).

  • Included textures in sizes 4096;

  • Fbx;

  • Triangulation model (divided into triangles) for correct export to game engines;

  • 8 color textures;

  • PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Metallic and other;

  • Video tutorial;

Full Pack(MetaHuman) - Verts 62,138; Tris 123,274;

Full Pack(UE5) - Verts 74,080; Tris 146,684;

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Important – Please Read Before Purchase

I have created a detailed video tutorial showing how to fix all MetaHuman-related issues in just 10–15 minutes using the free software Blender, resulting in a professional-quality asset with correct skinning, proper shading, and clean separated meshes.

Common MetaHuman Issues

1. Broken shading (normals)

During assembly, MetaHuman recomputes normals and tangents, which can cause artifacts on hard-surface elements (clips, buckles, and similar details).

2. Mesh merging into a single object MetaHuman merges body, clothing, and accessories into one mesh, which can affect geometry and make editing less flexible.

3. Skinning distortions

When adapting to different body types (A / B / C / D):

stretching may occur

artifacts may appear (especially in armpit and shoulder areas)

minor weight adjustments may be required

This is expected system behavior and not an asset issue.

Solution

All issues and fixes are covered in the included video: https://www.youtube.com/watch?v=tnqsmrr-Tb8

✔ shading fixes

✔ skinning adjustments

✔ mesh separation and final optimization

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The FAQ section contains the main technical questions and answers related to using Metahuman (starting from version 5.6 and beyond).

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Included formats

Additional files