
Sci-Fi Clothing Pack 02 3D Model

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NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

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Extended Use License
This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
For full license terms, see our 3D Content Licensing Agreement
3D Model Details
Vendor: | Davlet |
Published: | Jul 31, 2025 |
Download Size: | 1.3 GB |
Game Ready: | Yes |
Polygons: | 72,238 |
Vertices: | 36,323 |
Print Ready: | – |
3D Scan: | – |
Textures: | Yes |
Materials: | Yes |
UV Mapped: | Yes |
PBR: | Yes |
Rigged: | Yes |
Animated: | – |
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Favorites: | 0 |
Likes: | 1 |
Views: | 13 |
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Sci-Fi Clothing Pack 02 3D Model
Update 2.0 - Parametric garment, fits onto any body shape in MetaHumanCreator! Add File OA_SciFi_Clothing_p02
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 Sci-Fi Helmet, Jacket, Pants, and Sneaker, 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!
------------------------------------------------------------------------------
The package includes:
- SciFi_Helmet_p02 (Metahuman Rigged);
- SciFi_Jacket_p02 (Metahuman Rigged);
- SciFi_Pants_p02 (Metahuman Rigged);
- SciFi_Sneaker_p02 (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;
- Fbx;
- Triangulation model (divided into triangles) for correct export to game engines;
Four color textures of SciFi clothing;
- Unreal Engine textures!
- PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Metallic and other;
- Video tutorial;
Full Pack - Verts 36,323; Tris 72,238;
SciFi_Helmet_p01 Verts 8,467; Tris 16,842;
SciFi_Jacket_p01 Verts 8,047; Tris 15,940;
SciFi_Pants_p01 Verts 15,687; Tris 31,268;
SciFi_Sneaker_p01 Verts 2,061; Tris 4,094;
-----------------------------
Question: The clothing in the .mhpkg file is a single mesh, can it be split into parts?Answer: Yes, the clothing comes as a single mesh in .mhpkg, but after creating the MetaHuman, you can split it into parts (like jacket, helmet, pants). To do this, select the mesh in the clothing folder and remove unwanted parts via material slots. The parts were originally separate in Blender, just exported together. Watch the detailed video tutorial on splitting clothing.
---------------------------------
Please follow the instructions(for Unreal Engine 5.6) to successfully import the outfit with the correct textures:
1) Create a folder called "Outfits" and a subfolder "SciFi_Clothing_p02". In this way Outfits\SciFi_Clothing_p02
2) Transfer the file - OA_SciFi_Clothing_p02 to the created folder - SciFi_Clothing_p02
3) Transfer the WL (WI_OA_SciFi_Clothing_p02) file to MetaHumanCreator (Watch the video tutorial!)
4) In UE 5.6.1 normal maps display correctly by default, so no additional material adjustments are required.
After generating your MetaHuman:
Import the MetaHuman into your UE project.
Open the scene with your MetaHuman — clothing will display correctly without changing any materials.
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 Sci-Fi Helmet, Jacket, Pants, and Sneaker, 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!
------------------------------------------------------------------------------
The package includes:
- SciFi_Helmet_p02 (Metahuman Rigged);
- SciFi_Jacket_p02 (Metahuman Rigged);
- SciFi_Pants_p02 (Metahuman Rigged);
- SciFi_Sneaker_p02 (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;
- Fbx;
- Triangulation model (divided into triangles) for correct export to game engines;
Four color textures of SciFi clothing;
- Unreal Engine textures!
- PBR - Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Metallic and other;
- Video tutorial;
Full Pack - Verts 36,323; Tris 72,238;
SciFi_Helmet_p01 Verts 8,467; Tris 16,842;
SciFi_Jacket_p01 Verts 8,047; Tris 15,940;
SciFi_Pants_p01 Verts 15,687; Tris 31,268;
SciFi_Sneaker_p01 Verts 2,061; Tris 4,094;
-----------------------------
Question: The clothing in the .mhpkg file is a single mesh, can it be split into parts?Answer: Yes, the clothing comes as a single mesh in .mhpkg, but after creating the MetaHuman, you can split it into parts (like jacket, helmet, pants). To do this, select the mesh in the clothing folder and remove unwanted parts via material slots. The parts were originally separate in Blender, just exported together. Watch the detailed video tutorial on splitting clothing.
---------------------------------
Please follow the instructions(for Unreal Engine 5.6) to successfully import the outfit with the correct textures:
1) Create a folder called "Outfits" and a subfolder "SciFi_Clothing_p02". In this way Outfits\SciFi_Clothing_p02
2) Transfer the file - OA_SciFi_Clothing_p02 to the created folder - SciFi_Clothing_p02
3) Transfer the WL (WI_OA_SciFi_Clothing_p02) file to MetaHumanCreator (Watch the video tutorial!)
4) In UE 5.6.1 normal maps display correctly by default, so no additional material adjustments are required.
After generating your MetaHuman:
Import the MetaHuman into your UE project.
Open the scene with your MetaHuman — clothing will display correctly without changing any materials.