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Under Construction
How to make clothes for MetaHumans

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How to make clothes for MetaHumans

There are quite a few ways to make clothing for MetaHumans, but I’m going to go through the basic process of how the official MetaHuman clothes were made that are inside MetaHuman Creator. And that is, using Maya to bind them to the MetaHuman skeleton. Now it’s important to note that none of these clothes have physics simulation, they are all just bound to the MetaHuman’s skeleton, and they move when its bones move around. So if you want to make free flowing dresses or loose fitting clothing, this isn’t the way to do it.

Okay so for this example we’re going to make a shirt. I’m not sure what program Epic made their items in, but it was probably Marvelous Designer or they just modelled them by hand inside of Maya.

So we’re going to make our shirt from scratch, just so that it’s made in the simplest way possible, and that’s going to help us problem solve later inside Maya and Unreal. But just so you know, the fastest way to add a shirt and pants normally is just to use the default items that come with the program, and then resize them to suit your character, and then start customizing them.

Alright, so for the first step, we need to find and download the source file for a standard male MetaHuman, and the source file will be in Maya format.


  • So to follow along, you’ll need to go to QUIXEL.COM and download the Quixel Bridge standalone version, not the one that comes with Unreal Engine 5.
  • And once you’ve got that open, on the left, go to “Metahuman Presets“, “UE5“.
  • Then click on the tile for Cooper. We’re using Cooper just because he’s average height and average weight.
  • Then on the right side, click on the little hamburger menu, then click on “Download Settings“.
  • In the “Models” tab, there’s a “MetaHumans” dropdown menu. Make sure it’s on “UAsset + SourceAsset“. Then go back to get out of the download settings menu.
  • Now click to download “Cooper”.
  • When it’s finished downloading, right-click on its tile, and click “Go to Files“.
  • A Windows Explorer window will pop up, and then open “8k“, “asset_source“, “MetaHumans“,  “Cooper“, “SourceAssets“.
  • And then you’ll see this “.ma” file, which is the body rig source file for this particular MetaHuman. And it’s in Maya ASCII scene format.


  • Double click the Maya source file to open it in Maya.
  • I’m using Maya 2024 in this example and for me, an error comes up and I’m just going to click okay to that.

Now you need to fix the orientation of the scene.

  • So go up to the top menu and go Windows > Settings Preferences > Preferences
  • And then on the left click on “Settings“, and change the “Up Axis” to “Y“. It actually already is in this version of the file.
  • And then click on Save.
  • Then in the Maya Outliner, twirl down “Skeletons“, “driverSkeleton“, and then click on “root_drv“.
  • In the Channel Box / Layer Editor, change “Rotate X” to “-90“.

So now the body is it’s oriented the correct way, but the camera is kind of screwed up.

  • So in the Viewport go to the View menu, “View Along Axis”, “-Z“.
  • And then go back to the View menu again and “Center View of Selection”.

Now your camera should be all fixed again.

  • So go up to the top menu and go “FILE > SAVE SCENE AS“. Save the Maya scene as the same name, with underscore Cooper underscore Y dash up dot MA (“”).


Now we need to export the body mesh, and the one we need to use is called the “Combined” body mesh.

  • So in the Outliner, twirl down “Export Geo” group and then the item with “lod0” in the name, whicch is the top one.
  • And then click on “combined load zero mesh“, because that’s the one we actually want to export.
  • Then go to the top FILE menu, and click the box next to EXPORT SELECTION.
  • Then change the file type dropdown to OBJ.
  • Then click EXPORT SELECTION.
  • Name this as “m_med_nrw_body_rig_cooper.obj“.


  • All right, then switch over to Marvelous Designer and go “FILE > IMPORT > OBJ” and find that file that we just exported from Maya and click on “Open”.
  • And in this dialog box click on “Reset“. And then change the “Scale” to “cm”, and then click “OK“.


Now we have our avatar, but we need to add something called a fitting suit before we start making the garment.

  • So, just above the top of the 3D window, click the icon near the middle that looks like a human body , its just to the left of a sewing machine icon.
  • Now click “Create Fitting Suit”.
  • A popup will appear, and you might see in the 3D window that black lines have been added to the character’s body for its upper neck lower neck, waist etc etc. If those lines are there and they look basically correct, you can press APPLY. But – if it hasn’t added lines automatically – you’ll need to go through and add the lines, by clicking on the body in the 3D window. And you’ll need to click 3 times to make each line. And when you’re done, click APPLY.
  • Okay now click SAVE, and save the file as “MHAVATAR_m_med_nrw.avt“. Now you can click the X at the top right of the create fitting suit dialogue box, to close it.



All right. Now it’s time to make our clothing items, which as I said will be a basic long sleeved shirt, and a pair of pants.

  • So to get started, in the right hand side, in the 2D Pattern Window, right click and choose “Add Background Image
  • At the top of the dialogue box that opens, it says Image File, and just click on the folder icon next to that.
  • Now open the file “VF_MD_ShirtAndPants_BGimage.png“. And if you don’t have that file, its linked below.
  • And click OKAY.

So let’s get started on the basic shirt.

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