# Marvelous Designer to MetaHuman — Considerations
Period clothing built in Marvelous Designer (MD) or CLO and delivered as a resizable **Outfit Asset** that MetaHuman Creator fits to the character.
## Version compatibility
| Marvelous Designer | Unreal Engine |
|---|---|
| 2025.0 | UE 5.4 only |
| **2025.2 or later** (current: **2026.1**, 24 Aug 2026; 2025.2 added the MetaHuman DNA importer) | **UE 5.6 and later** |
| — | UE 5.5 not compatible with the Chaos Cloth data |
## USD garment workflow (MD / CLO → MetaHuman)
1. In Unreal: open the MetaHuman and **export it as a Combined Skeletal Mesh**; bring that body into MD as the avatar.
2. In MD: pattern, sew and simulate the garment on the avatar; set fabric physical properties; export **USD**.
3. In Unreal: import the USD; right-click the static mesh → **Physics → Cloth Asset**.
4. In the **Dataflow Editor** keep only: USD Import, Transfer Skin Weights, Remesh, Cloth Asset Terminal.
5. Add a Static Mesh Import node into **Transfer Skin Weights**, set to the Combined Skeletal Mesh with *Closest Point on Surface*.
6. Create an **Outfit Asset** from the **Resizable Outfit Template**; add the Cloth Asset as a source.
7. In MetaHuman Creator, apply it on the **Hair and Clothing** tab; it adapts to body changes. Add an LOD2 variant for Optimized builds.
A **LiveSync** route between MD and UE 5.6+ also exists for faster iteration (see [[Marvelous Designer — Tutorials]]).
## Considerations for period costume
- **Pattern from evidence.** Draft from period patterns and museum garments (NHA textile collection); the costume historian signs off.
- **Layers.** Chemise, corset or stays, petticoats, bodice, skirt, shawl, cap. Simulate the outer layers; fake the inner ones with shape.
- **Fabric weight.** Wool, linen and silk behave differently; set MD properties from real fabric, not presets.
- **Quaker plain dress** is not a single costume: plainness, color and cut changed across decades and between meetings.
- **Skirts and robes** need Chaos Cloth tuning to avoid clipping at kiosk distance; standalone headsets may need baked or simplified cloth.
- **Body mesh stays under the clothes.** The character's body was sculpted nude or in tight clothing ([[ZBrush — Sculpting for MetaHuman]]); the costume shapes the silhouette.
- **Performance budget.** Keep polygon counts and simulated panels low for the Optimized assembly.
- **License.** **Personal licences are not allowed for company use** (MD can revoke them). Studio options are **Enterprise** ($199/month or $2,000/yr) or the **Indie** licence announced January 2026 (at least 2 employees, under $500K revenue, registered company; Enterprise benefits, price on application). Ask for an Indie quote before buying.
- **Runtime.** Outfit resizing is done in the editor and cooked; it does not happen at runtime. Standalone headsets and phones start with skinned-only garments ([[Tutorial — Period Layers, Hoops and Skirts]]).
**Owners:** costume designer, cloth artist. Tutorials: [[Marvelous Designer — Tutorials]] · start here: [[Tutorial — Getting Started with Marvelous Designer]] · step by step: [[Tutorial — Marvelous Designer Garment to MetaHuman Outfit]]
Sources: [[Sources — 2026-09-19]]