Coffee Shop Barista Uniform for Blender and MetaHuman (Female)

Tailored Entropy in Clothes & Accessories


What is in the download

  • Coffee_Shop_Barista_Blender_Cycles.zip: the Blender scene (Blender 5.0 or newer) with a README.
  • Coffee_Shop_Barista_FBX_LODs_And_4K_Textures.zip: one skinned FBX per garment (LOD0 to LOD3), the 4K textures, quad meshes per LOD and one FBX of the whole skirt look, with a README.
  • Coffee_Shop_Barista_All_5_Packages.zip: the 5 MetaHuman packages (.mhpkg) for Unreal Engine 5.8, with a README and checksums.


Blender

  1. Unzip the Blender archive and open Coffee_Shop_Barista.blend. All textures are packed into the file.
  2. Press F12 to render. The scene uses Cycles, a portrait camera, three sun lights and a neutral grey world. EEVEE works too.
  3. Every garment has its own collection. The skirt look (shirt, skirt, cap, shoes) is visible; the apron is hidden: toggle its collection's eye and camera icons to switch looks.
  4. LOD0 is visible. LOD1 to LOD3 sit in the "_LOD1-3" collections, excluded from the view layer: tick them on to use them.
  5. All garments are skinned to MetaHuman_Skeleton (bones only). Pose it, or parent or retarget it to your character. No body, head or hair is included; the garments were fitted on the female MetaHuman base body.


FBX (Blender, Maya, 3ds Max, Unity, other tools)

  • Each .fbx holds LOD0 to LOD3 on the MetaHuman skeleton, with the textures embedded and next to it.
  • Base colour is sRGB; roughness, metallic, AO and normal are linear (non-colour data).
  • Use T__Normal_OpenGL.png in Blender, Maya, Unity and glTF, and the DirectX version in Unreal Engine and 3ds Max. ORM packs AO (R), roughness (G) and metallic (B).
  • The garments are seen from both sides: turn off back-face culling (two-sided material).
  • Quad/_LOD0..3_Quad.fbx are the same meshes as static quads for editing, sculpting or baking (no skeleton, no weights).


Unreal Engine 5.8 (MetaHuman)

  1. Requirements: Unreal Engine 5.8 (tested with 5.8.3), the MetaHuman Creator plugin and a female MetaHuman Character.
  2. Extract the packages archive and import each .mhpkg into its own folder of your project. If Unreal shows Missing Project Settings, click Enable Missing and restart the editor.
  3. Open your MetaHuman Character, go to Hair & Clothing > Selection and pick the shirt, cap and shoes with either the skirt or the apron.
  4. Choose Assembly and assemble the character. Skin under the garments is hidden automatically. Place the assembled Blueprint in your level.


Known limits

  • Hairstyles are not reshaped for the cap: short or tied styles work best, and hair can show through the crown, especially at lower LODs.
  • The skirt and the apron are alternatives and were not made to be layered. No cloth simulation is included.
  • On short, full bodies the stock idle pose can bring the hands onto the skirt or apron at the hips; a different pose solves it.
  • Small skin spots can show at the sleeve edges in some poses in Unreal.
$24.99

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