Marvelous Designer to MetaHuman — Considerations
Period clothing built in Marvelous Designer (MD) or CLO and delivered as a resizable Outfit Asset that MetaHuman Creator fits to the character.
Version compatibility
| Marvelous Designer | Unreal Engine |
|---|---|
| 2025.0 | UE 5.4 only |
| 2025.2 or later (current: 2026.1, 24 Aug 2026; 2025.2 added the MetaHuman DNA importer) | UE 5.6 and later |
| — | UE 5.5 not compatible with the Chaos Cloth data |
USD garment workflow (MD / CLO → MetaHuman)
- In Unreal: open the MetaHuman and export it as a Combined Skeletal Mesh; bring that body into MD as the avatar.
- In MD: pattern, sew and simulate the garment on the avatar; set fabric physical properties; export USD.
- In Unreal: import the USD; right-click the static mesh → Physics → Cloth Asset.
- In the Dataflow Editor keep only: USD Import, Transfer Skin Weights, Remesh, Cloth Asset Terminal.
- Add a Static Mesh Import node into Transfer Skin Weights, set to the Combined Skeletal Mesh with Closest Point on Surface.
- Create an Outfit Asset from the Resizable Outfit Template; add the Cloth Asset as a source.
- In MetaHuman Creator, apply it on the Hair and Clothing tab; it adapts to body changes. Add an LOD2 variant for Optimized builds.
A LiveSync route between MD and UE 5.6+ also exists for faster iteration (see Marvelous Designer — Tutorials).
Considerations for period costume
- Pattern from evidence. Draft from period patterns and museum garments (NHA textile collection); the costume historian signs off.
- Layers. Chemise, corset or stays, petticoats, bodice, skirt, shawl, cap. Simulate the outer layers; fake the inner ones with shape.
- Fabric weight. Wool, linen and silk behave differently; set MD properties from real fabric, not presets.
- Quaker plain dress is not a single costume: plainness, color and cut changed across decades and between meetings.
- Skirts and robes need Chaos Cloth tuning to avoid clipping at kiosk distance; standalone headsets may need baked or simplified cloth.
- Body mesh stays under the clothes. The character's body was sculpted nude or in tight clothing (ZBrush — Sculpting for MetaHuman); the costume shapes the silhouette.
- Performance budget. Keep polygon counts and simulated panels low for the Optimized assembly.
- License. Personal licences are not allowed for company use (MD can revoke them). Studio options are Enterprise ($199/month or $2,000/yr) or the Indie licence announced January 2026 (at least 2 employees, under $500K revenue, registered company; Enterprise benefits, price on application). Ask for an Indie quote before buying.
- Runtime. Outfit resizing is done in the editor and cooked; it does not happen at runtime. Standalone headsets and phones start with skinned-only garments (Tutorial — Period Layers, Hoops and Skirts).
Owners: costume designer, cloth artist. Tutorials: Marvelous Designer — Tutorials · start here: Tutorial — Getting Started with Marvelous Designer · step by step: Tutorial — Marvelous Designer Garment to MetaHuman Outfit
Sources: Sources — 2026-09-19