Overview
In this section, you will be guided on building an outfit asset based on the workflow path tailored to your chosen clothing model:
FBX – Your model is an FBX exported from Autodesk Maya and only has a render mesh. If you are converting your existing MetaHuman clothing to be parametric, choose this path.
USD – Your model is a USD exported from Marvelous Designer or Clo, which has a sim mesh and render mesh.
Render Mesh – Your model is a render mesh and you have created a sim mesh by hand.
If you are trying this for the first time and don’t have a custom FBX or USD export, download the MetaHuman Techwear Outfit from Fab and follow the Building with a Render Mesh workflow path.
Before You Begin
You must have a model (FBX or USD) available to import into Unreal Editor. This tutorial uses the working folder techwearOutfit inside the Content Browser at this path:
All/Content/Outfits/techwearOutfit/techwearOutfit
For this example, we will use the MetaHuman Techwear Outfit on Fab and will be creating an asset called “techwearOutfit”.
It also uses the skeletal mesh generated in Creating Your Metahuman Characters:
bodyShapeG_CombinedSkelMesh
(Optional) If your model is already imported and has dependencies in other locations within the Editor, any dependencies (such as shared assets like skeletons and parent materials) must be moved into the same working folder as your model.
Selecting a Workflow Path
The process of creating LODs can differ depending on your development needs. For the purpose of this tutorial, choose the workflow path that best matches your needs:
Building with an FBX Export
Learn how to build a Parametric Outfit Asset with an FBX Export.
Building with a USD Export
Learn how to build a Parametric Outfit Asset with a USD Export.
Building with a Render Mesh
Learn how to build a Parametric Outfit Asset with a Render Mesh.
Create an Outfit Asset
Create an Outfit Asset for use in Unreal Engine or to publish on Fab.