DAZ Uniform-to-MetaHuman Conversion
Budget: $200 – $400 USD
I require an experienced Technical 3D Artist to convert a DAZ 3D full-body uniform mesh into a production-ready, native MetaHuman clothing asset for Unreal Engine 5. This is a bespoke rigging job, not a file-conversion task. I need a technical tailor who can manually rig and weight-paint the asset to ensure zero clipping, perfect skeletal deformation, and seamless integration with the MetaHuman body-masking system.
Critical Technical Constraints (Read Carefully):
Automated rigging solutions and "one-click" conversion tools (e.g., MetaTailor, automatic skin-weight transfer plugins) are strictly prohibited.
My project has already failed using automated workflows. I require manual skin-weight painting and bespoke rig configuration to handle complex articulations (shoulders, elbows, knees) without vertex tearing. By submitting a proposal, you confirm you will utilize manual rigging techniques to ensure the mesh interacts correctly with the MetaHuman skeletal hierarchy.
Required Deliverables & Specifications:
Target Skeleton: [Insert your specific body type here, e.g., Female / Medium / Average].
Precision Weighting: Manual painting to ensure the mesh moves with the body during high-articulation movement (stair climbing, crouching) without clipping/bunching.
Masking Logic: Configure the uniform to utilize the native MetaHuman "Hide" system to automatically mask underlying geometry.
Physics Setup: Properly configured Chaos Cloth physics and a valid Physics Asset (PhAT) to prevent jitter and maintain silhouette integrity during motion.
UE5 Delivery: A clean, production-ready project folder containing the Skeletal Mesh, Physics Asset, and Material Instances—drag-and-drop ready.
Project Milestones & Verification:
This project is strictly milestone-based. Payment for each stage is contingent upon passing a "Torture Test" (video screen recording of the character performing specified movements in the UE5 viewport).
Rigging & Weighting (40%): Must demonstrate smooth deformation during deep knee bends and T-to-A pose transitions.
Masking & Clipping Cleanup (40%): Must demonstrate the body mesh disappearing perfectly when the uniform is applied.
Final Integration (20%): Final "Torture Test" video showing the character performing a stair-climbing sequence without clipping or jitter.
Critical Technical Constraints (Read Carefully):
Automated rigging solutions and "one-click" conversion tools (e.g., MetaTailor, automatic skin-weight transfer plugins) are strictly prohibited.
My project has already failed using automated workflows. I require manual skin-weight painting and bespoke rig configuration to handle complex articulations (shoulders, elbows, knees) without vertex tearing. By submitting a proposal, you confirm you will utilize manual rigging techniques to ensure the mesh interacts correctly with the MetaHuman skeletal hierarchy.
Required Deliverables & Specifications:
Target Skeleton: [Insert your specific body type here, e.g., Female / Medium / Average].
Precision Weighting: Manual painting to ensure the mesh moves with the body during high-articulation movement (stair climbing, crouching) without clipping/bunching.
Masking Logic: Configure the uniform to utilize the native MetaHuman "Hide" system to automatically mask underlying geometry.
Physics Setup: Properly configured Chaos Cloth physics and a valid Physics Asset (PhAT) to prevent jitter and maintain silhouette integrity during motion.
UE5 Delivery: A clean, production-ready project folder containing the Skeletal Mesh, Physics Asset, and Material Instances—drag-and-drop ready.
Project Milestones & Verification:
This project is strictly milestone-based. Payment for each stage is contingent upon passing a "Torture Test" (video screen recording of the character performing specified movements in the UE5 viewport).
Rigging & Weighting (40%): Must demonstrate smooth deformation during deep knee bends and T-to-A pose transitions.
Masking & Clipping Cleanup (40%): Must demonstrate the body mesh disappearing perfectly when the uniform is applied.
Final Integration (20%): Final "Torture Test" video showing the character performing a stair-climbing sequence without clipping or jitter.
Related categories:
3D Rendering
Maya
3D Modelling
3D Animation
Game Development
Unreal Engine
Houdini
3D Rigging
3D Art
Blender 3D