Coffee Shop Barista Uniform for Blender and MetaHuman (Female)

Tailored Entropy in Clothes & Accessories


A complete coffee-shop barista uniform for female characters: cotton shirt, leather apron, straight skirt, cap and work shoes. 5 pieces, 2 looks, 4 LODs per piece, 4K PBR textures. Delivered as a Cycles-ready Blender scene, as skinned FBX files and as MetaHuman packages for Unreal Engine 5.8.


Cognac leather and cream cotton, made for the counter. A cream twill shirt with brown contrast trim sits under a cognac leather apron with cream binding and a wide stitched pocket. Swap the apron for the dark straight skirt and the same character steps out of the shop and into the street.


Why it works

  • One signature piece. A cognac leather apron with cream binding carries the whole look.
  • 5 pieces, 2 looks. Shirt, cap and shoes, worn with a skirt or an apron.
  • Ready to render in Blender. Open the .blend and press F12: every garment sits in its own collection with its textures packed in, a camera and lights.
  • Built for real scenes. 4 LODs per piece take the skirt look from 33,892 vertices at LOD0 to 6,037 at LOD3. Clean quad topology, about 99 % quads.
  • Materials that hold up close. Full PBR at 4K for every piece, two-sided, so collars, cuffs, hems and apron backs are textured too.
  • Checked in motion. Skinned to the MetaHuman skeleton and checked frame by frame through the MetaHuman body range of motion, walking and running.


What's included

  • Cotton shirt: cream cotton twill, brown contrast collar, placket and cuffs, taupe buttons
  • Straight work skirt: dark brown leather look, tan waistband and slanted pocket, contrast stitching
  • Apron: cognac leather, cream binding, crossed straps with metal slides
  • Cap: brown leather-look crown and brim, back strap
  • Work shoes: brown leather lace-ups with a darker toe cap


Two looks

  • Skirt look: shirt, skirt, cap and shoes
  • Apron look: shirt, apron, cap and shoes


What you download

  • Blender scene (.blend, Blender 5.0 or newer): every garment in its own collection, LOD0 visible and LOD1 to LOD3 ready to switch on, all skinned to one MetaHuman skeleton (bones only). Principled BSDF materials with base colour, roughness, metallic and OpenGL normal, all textures packed. A portrait camera, three lights and a neutral world. Ready for Cycles and EEVEE.
  • FBX kit: one skinned FBX per garment with LOD0 to LOD3 on the MetaHuman skeleton, the 4K PBR textures embedded and as separate PNGs (base colour, normal in OpenGL and DirectX, roughness, metallic, AO, ORM), quad versions of every mesh and one FBX of the whole skirt look.
  • Unreal Engine 5.8: all 5 MetaHuman Outfit Clothing packages (.mhpkg) with body masks, README and checksums. Pick the pieces in MetaHuman Creator and assemble.


Technical details

  • Pieces: 5, two looks
  • LODs: 4 per piece (LOD0 to LOD3)
  • Textures: 4096 x 4096 per piece (base colour, normal, roughness, metallic, AO, ORM)
  • Materials: PBR, two-sided
  • Rigging: skinned to the MetaHuman skeleton (no body mesh included)
  • Cloth simulation: none
  • Unreal: Unreal Engine 5.8 (tested with 5.8.3), MetaHuman Creator plugin, female MetaHuman

Vertices per LOD (LOD0 / LOD1 / LOD2 / LOD3):

  • Shirt: 5,848 / 2,850 / 1,613 / 857
  • Skirt: 9,187 / 5,116 / 2,678 / 1,470
  • Apron: 7,459 / 4,294 / 2,294 / 1,636
  • Cap: 3,733 / 1,976 / 1,271 / 718
  • Shoes: 7,562 / 3,600 / 2,252 / 1,496 per shoe (LOD0 15,124 for the pair)
  • Complete skirt look: 33,892 / 17,142 / 10,066 / 6,037
  • Complete apron look: 32,164 / 16,320 / 9,682 / 6,203

These are source-mesh counts. Importers can show slightly more because they split vertices at UV seams.


Good to know

  • No body included. The garments were fitted on the female MetaHuman base body. In Blender, pose the included skeleton or retarget it to your character; other body shapes need fitting.
  • Adapt the hair for the cap. Hairstyles are not reshaped for hats. Short or tied styles work better.
  • Skirt or apron, not both. They are alternatives and were not made to be layered.
  • In Unreal, the skirt and apron sit close at the sides: on short, full bodies the stock idle pose can bring the hands onto the cloth. A different pose solves it.


How it's made

This outfit line is made in a supervised production pipeline. AI assists for the high poly generation that is sculpted afterwards. The sculpted high poly mesh is used to generate one layer of the final normal map. The other layers of the normal map are PBR materials placed carefully. Final meshes are not AI generated. Our pipeline includes Retopology, LODs, UVs, PBR materials, fitting, skinning, body masks, packaging and testing. This is NOT a single-prompt AI generation. The first version of the diffuse map is generated with an optimized AI pipeline specific for that.


Not included

Characters, bodies, hairstyles, poses and animations shown in the images and video.


Support

Questions or problems: contact us through this store page and include your Blender or Unreal Engine version.


Tailored Entropy. Dress the Unreal.


$24.99

Support Period Included

Includes 12 months of

Extend this product’s Support Period +12 months: 50% of product price

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Details
Published about 11 hours ago
Blender Version 5.0
Render Engine Used Cycles, Eevee
License Royalty Free