> The Procedural Foundry
50-piece wardrobe
systems.
One script.
No rigging.
> HOW_IT_WORKS
The pipeline.
Four stages. Zero hand-work.
> STEP_01
Base mesh
A single rigged base mesh
Every collection starts from one production-grade MetaHuman-compatible base mesh. Topology is locked. Skinning is finalised. The mesh conforms to UE5 skeleton standards so every generated piece drops straight into your project.
UE5_SKELETON · METAHUMAN_COMPATIBLE · FBX_READY
> STEP_02
Python script
A Blender Python pipeline
A bpy script drives the entire generation run. Parameters define silhouette variation, material slots, UV islands, and LOD thresholds. No manual mesh editing — the script handles geometry, modifiers, and bone constraints in a single automated pass.
BPY_API · PROCEDURAL_MODIFIERS · AUTOMATED_PASS
> STEP_03
Procedural generation
Variation at machine speed
The script iterates through a parameterised variation matrix — collar heights, pocket configurations, silhouette weights, material blends. Each pass outputs a distinct, production-ready garment. What takes a modeller days takes the script minutes.
VARIATION_MATRIX · PARAMETERISED · ZERO_MANUAL_WORK
> STEP_04
Batch export
50-piece FBX ecosystem, packaged
The final batch writes every piece as a named FBX with embedded skeleton data, ready for direct import into Unreal Engine. Organised by category — tops, bottoms, outerwear, accessories. Buy a wardrobe, not a single garment.
FBX_BATCH · NAMED_HIERARCHY · DRAG_AND_DROP
> COLLECTIONS
Buy a wardrobe,
not a pair of trousers.
Every collection is a complete modular ecosystem. The pieces share a rig, a UV layout convention, and a material slot structure — so a jacket from slot 3 and trousers from slot 7 go together without a single edit in Unreal.
> COL_001
Y2K Streetwear
Cargo trousers with modular pocket configs. Cropped hoodies in three silhouette weights. Low-rise denim variants. Baby tees, track jackets, and platform boot attachments. All generated from a single parameterised base — every piece shares the same rig, so mixing across the pack is instant.
> COL_002
Tactical Gear
Plate carrier variants with modular MOLLE attachment points. Combat trousers across three fit profiles. Balaclava and helmet combos. Tactical boots with separate shin-guard geometry. Every piece engineered for first-person and third-person camera rigs — silhouettes read clearly at game distances.
More collections in development. Follow on Fab or Payhip for updates.
> THE_MATHS
The numbers are the point.
Automation removes the overhead that makes 3D asset production expensive. Here is what that looks like in practice.
Studio economics
Revenue share figure based on Payhip standard terms.
Pack price is the starting point; collections may vary.
Who this is built for
For indie developers on Unreal Engine
You need varied, believable characters. MetaHuman gives you the face; The Procedural Foundry gives you the wardrobe. Every pack drops into your project with the same MetaHuman skeleton — no retargeting, no skin weight edits, no wasted sprint days.
For metaverse and VRChat creators
Avatar clothing that mixes and matches is the ask. Each collection shares a UV and material structure, so pieces from different categories combine without seams or clipping issues. One pack covers a character from head to boot.
Old way vs. this way
> BROWSE_AND_BUY
The collections are live.
Drop them into your project today.
Y2K streetwear and tactical gear packs available now on Epic Games Fab and Payhip. Drag-and-drop MetaHuman wardrobe systems — no rigging, no waiting.
Automated. Modular. Ready to drop.