
INDUSTRY:
INDUSTRY:
INDUSTRY:
GAMING
GAMING
GAMING
ENGAGEMENT:
ENGAGEMENT:
ENGAGEMENT:
PANTHERA 3D
PANTHERA 3D
PANTHERA 3D
YEAR:
YEAR:
YEAR:
2026
2026
2026
SOFTWARE:
SOFTWARE:
SOFTWARE:
MAYA, SUBSTANCE PAINTER, UNREAL ENGINE
MAYA, SUBSTANCE PAINTER, UNREAL ENGINE
MAYA, SUBSTANCE PAINTER, UNREAL ENGINE
ROLE:
ROLE:
ROLE:
3D ARTIST, UNREAL ENGINE ARTIST
3D ARTIST, UNREAL ENGINE ARTIST
3D ARTIST, UNREAL ENGINE ARTIST

AFRICAN
OUTFITS
AFRICAN
OUTFITS
AFRICAN
OUTFITS
AFRICAN
OUTFITS
This cinematic project was created to showcase a collection of 27 African-inspired parametric MetaHuman outfits developed for Unreal Engine.
The collection features customizable clothing and footwear designed for creating distinctive African characters across cinematics, games, VR experiences, digital humans, and visualizations. The assets are packaged for Unreal Engine and MetaHuman workflows and are available on Epic Games Fab marketplace.
link:
https://www.fab.com/listings/a04aa3c4-efdb-4c80-b51a-f31c9e9cd4f3
This cinematic project was created to showcase a collection of 27 African-inspired parametric MetaHuman outfits developed for Unreal Engine.
The collection features customizable clothing and footwear designed for creating distinctive African characters across cinematics, games, VR experiences, digital humans, and visualizations. The assets are packaged for Unreal Engine and MetaHuman workflows and are available on Epic Games Fab marketplace.
link:
https://www.fab.com/listings/a04aa3c4-efdb-4c80-b51a-f31c9e9cd4f3
This cinematic project was created to showcase a collection of 27 African-inspired parametric MetaHuman outfits developed for Unreal Engine.
The collection features customizable clothing and footwear designed for creating distinctive African characters across cinematics, games, VR experiences, digital humans, and visualizations. The assets are packaged for Unreal Engine and MetaHuman workflows and are available on Epic Games Fab marketplace.
link:
https://www.fab.com/listings/a04aa3c4-efdb-4c80-b51a-f31c9e9cd4f3
This cinematic project was created to showcase a collection of 27 African-inspired parametric MetaHuman outfits developed for Unreal Engine.
The collection features customizable clothing and footwear designed for creating distinctive African characters across cinematics, games, VR experiences, digital humans, and visualizations. The assets are packaged for Unreal Engine and MetaHuman workflows and are available on Epic Games Fab marketplace.
link:
https://www.fab.com/listings/a04aa3c4-efdb-4c80-b51a-f31c9e9cd4f3


For the showcase, nine MetaHuman characters were dressed in the collection and presented across an African tropical environment and two studio settings. The final production combines environment design, procedural world building, character animation, hand-crafted posing, lighting, camera work, and cinematic sequencing to present the wardrobe as a complete visual experience.
For the showcase, nine MetaHuman characters were dressed in the collection and presented across an African tropical environment and two studio settings. The final production combines environment design, procedural world building, character animation, hand-crafted posing, lighting, camera work, and cinematic sequencing to present the wardrobe as a complete visual experience.
For the showcase, nine MetaHuman characters were dressed in the collection and presented across an African tropical environment and two studio settings. The final production combines environment design, procedural world building, character animation, hand-crafted posing, lighting, camera work, and cinematic sequencing to present the wardrobe as a complete visual experience.
For the showcase, nine MetaHuman characters were dressed in the collection and presented across an African tropical environment and two studio settings. The final production combines environment design, procedural world building, character animation, hand-crafted posing, lighting, camera work, and cinematic sequencing to present the wardrobe as a complete visual experience.
The foundation of the project is a collection of 27 African-inspired outfits created specifically for MetaHuman characters.
The garments were modelled in Autodesk Maya and textured in Substance 3D Painter before being prepared and exported as skeletal meshes for Unreal Engine. Legacy footwear assets from MetaHuman Creator were also cleaned up and prepared alongside the outfits to complete the wardrobe.
The foundation of the project is a collection of 27 African-inspired outfits created specifically for MetaHuman characters.
The garments were modelled in Autodesk Maya and textured in Substance 3D Painter before being prepared and exported as skeletal meshes for Unreal Engine. Legacy footwear assets from MetaHuman Creator were also cleaned up and prepared alongside the outfits to complete the wardrobe.
The foundation of the project is a collection of 27 African-inspired outfits created specifically for MetaHuman characters.
The garments were modelled in Autodesk Maya and textured in Substance 3D Painter before being prepared and exported as skeletal meshes for Unreal Engine. Legacy footwear assets from MetaHuman Creator were also cleaned up and prepared alongside the outfits to complete the wardrobe.
The foundation of the project is a collection of 27 African-inspired outfits created specifically for MetaHuman characters.
The garments were modelled in Autodesk Maya and textured in Substance 3D Painter before being prepared and exported as skeletal meshes for Unreal Engine. Legacy footwear assets from MetaHuman Creator were also cleaned up and prepared alongside the outfits to complete the wardrobe.


The main outdoor sequence takes place in an African tropical forest and farmland environment created entirely in Unreal Engine.
The new Mesh Terrain tools were used to establish the landscape, while Procedural Content Generation (PCG) was used to populate and build out the environment. Two additional indoor studio environments were created to provide more controlled spaces for the fashion-focused sequences.
The main outdoor sequence takes place in an African tropical forest and farmland environment created entirely in Unreal Engine.
The new Mesh Terrain tools were used to establish the landscape, while Procedural Content Generation (PCG) was used to populate and build out the environment. Two additional indoor studio environments were created to provide more controlled spaces for the fashion-focused sequences.
The main outdoor sequence takes place in an African tropical forest and farmland environment created entirely in Unreal Engine.
The new Mesh Terrain tools were used to establish the landscape, while Procedural Content Generation (PCG) was used to populate and build out the environment. Two additional indoor studio environments were created to provide more controlled spaces for the fashion-focused sequences.
The main outdoor sequence takes place in an African tropical forest and farmland environment created entirely in Unreal Engine.
The new Mesh Terrain tools were used to establish the landscape, while Procedural Content Generation (PCG) was used to populate and build out the environment. Two additional indoor studio environments were created to provide more controlled spaces for the fashion-focused sequences.
Within the MetaHuman workflow, the clothing assets can be assigned to characters and adjusted using the available sizing and proportion controls. This allows the outfits to be resized and adapted to different MetaHuman body shapes while maintaining their intended fit and appearance.
The setup was tested across multiple MetaHuman characters as part of the cinematic production, allowing the 27-outfit collection to be used across different characters rather than being restricted to a single body configuration.
Within the MetaHuman workflow, the clothing assets can be assigned to characters and adjusted using the available sizing and proportion controls. This allows the outfits to be resized and adapted to different MetaHuman body shapes while maintaining their intended fit and appearance.
The setup was tested across multiple MetaHuman characters as part of the cinematic production, allowing the 27-outfit collection to be used across different characters rather than being restricted to a single body configuration.
Within the MetaHuman workflow, the clothing assets can be assigned to characters and adjusted using the available sizing and proportion controls. This allows the outfits to be resized and adapted to different MetaHuman body shapes while maintaining their intended fit and appearance.
The setup was tested across multiple MetaHuman characters as part of the cinematic production, allowing the 27-outfit collection to be used across different characters rather than being restricted to a single body configuration.
Within the MetaHuman workflow, the clothing assets can be assigned to characters and adjusted using the available sizing and proportion controls. This allows the outfits to be resized and adapted to different MetaHuman body shapes while maintaining their intended fit and appearance.
The setup was tested across multiple MetaHuman characters as part of the cinematic production, allowing the 27-outfit collection to be used across different characters rather than being restricted to a single body configuration.
For the Dance Animations, Unreal Engine's MetaHuman animation and motion-capture tools were used to extract dance movements from social media videos and apply the resulting skeletal animations to the characters.
This introduced natural movement into the sequences while keeping the focus on how the clothing looks and moves on the characters.
For the Dance Animations, Unreal Engine's MetaHuman animation and motion-capture tools were used to extract dance movements from social media videos and apply the resulting skeletal animations to the characters.
This introduced natural movement into the sequences while keeping the focus on how the clothing looks and moves on the characters.
For the Dance Animations, Unreal Engine's MetaHuman animation and motion-capture tools were used to extract dance movements from social media videos and apply the resulting skeletal animations to the characters.
This introduced natural movement into the sequences while keeping the focus on how the clothing looks and moves on the characters.
For the Dance Animations, Unreal Engine's MetaHuman animation and motion-capture tools were used to extract dance movements from social media videos and apply the resulting skeletal animations to the characters.
This introduced natural movement into the sequences while keeping the focus on how the clothing looks and moves on the characters.
Alongside the animated sequences, approximately 22 character poses were hand-created specifically for the showcase.
The poses were developed around the outfits and camera compositions, allowing individual garments and combinations to be presented deliberately from different angles. These controlled shots helped give the project the feel of a fashion campaign rather than a conventional technical asset demonstration.
Alongside the animated sequences, approximately 22 character poses were hand-created specifically for the showcase.
The poses were developed around the outfits and camera compositions, allowing individual garments and combinations to be presented deliberately from different angles. These controlled shots helped give the project the feel of a fashion campaign rather than a conventional technical asset demonstration.
Alongside the animated sequences, approximately 22 character poses were hand-created specifically for the showcase.
The poses were developed around the outfits and camera compositions, allowing individual garments and combinations to be presented deliberately from different angles. These controlled shots helped give the project the feel of a fashion campaign rather than a conventional technical asset demonstration.
Alongside the animated sequences, approximately 22 character poses were hand-created specifically for the showcase.
The poses were developed around the outfits and camera compositions, allowing individual garments and combinations to be presented deliberately from different angles. These controlled shots helped give the project the feel of a fashion campaign rather than a conventional technical asset demonstration.

The final result is a cinematic presentation of the 27-outfit collection, showing how the assets can be used across different MetaHuman characters, environments and visual scenarios.
The project demonstrates the collection not only as a marketplace-ready asset, but as a complete digital fashion resource that can be incorporated into cinematic, interactive and real-time experiences.
The final result is a cinematic presentation of the 27-outfit collection, showing how the assets can be used across different MetaHuman characters, environments and visual scenarios.
The project demonstrates the collection not only as a marketplace-ready asset, but as a complete digital fashion resource that can be incorporated into cinematic, interactive and real-time experiences.
The final result is a cinematic presentation of the 27-outfit collection, showing how the assets can be used across different MetaHuman characters, environments and visual scenarios.
The project demonstrates the collection not only as a marketplace-ready asset, but as a complete digital fashion resource that can be incorporated into cinematic, interactive and real-time experiences.
The final result is a cinematic presentation of the 27-outfit collection, showing how the assets can be used across different MetaHuman characters, environments and visual scenarios.
The project demonstrates the collection not only as a marketplace-ready asset, but as a complete digital fashion resource that can be incorporated into cinematic, interactive and real-time experiences.




