Not compatible to make games - useless
Hi, after I worked a lot on trying to build a game and finished the coding part I started to build levels particularly kits like Future Warfare and HighTech streets, Elysium, Oasis, Medieval Siege and others that I have most important: 1. There is no collision; 2. Even if you see interiors there are no proper holes in the models to pass in them so no interiors; 3. Instanced meshes do not exist if you have multiple same doors in the models you import hundreds of doors chairs tables also materials total buzzkill from the point of view optimization. 4.Static Meshes origin should be properly made so you could use the static meshes independently of blueprints.
I see kits are in the Unreal Marketplace
I see a few of the kits are now in the Unreal Marketplace. Is there any way we can have them included in our library if we originally bought them from you? It is so much easier to add to project using the library rather than migrating.
Lightmap UV Problem account name
Some meshes in your scene are not using the latest lightmap UV generation algorithm. Would you like to upgrade them? This can break existing lightmaps. problem with light bake in unreal engine; We are experiencing this problem in all your models. Do you have a simple advice for us on this issue? It is not an easy way to pass all models through uv editing again.
Highways Kit road segments are not tileable
There seems to be an issue with the Highway Kitbash Set. I did import the road elements via cargo, but the road segments are not tileable as they should be (I guess) We use Maya2024 in combination with Redshift. The issue seems to be UV related and i was able to fix it for the straight segments (KB3D_HGW_RoadSingleLane_A_grp) with normalizing the UVs of the asphalt while preserving Aspect Ratio. Doesn´t work for the crossings though. Is this already a known issue?
Displace map 3Ds Max Vray
I recently downloaded the Roman Empire pack, but when I opened the 3Ds Max file with the textures for Vray, I don't have the height map in my project. Can you help me ? Because I don't know how to use your height map and without this every prefab are flat.
Sci-Fi vehicles and mining machines
A new kit that has sci-fi vehicles such as dune trype mining machines.
Houdini/Material X shader normal map-update
In the shader that comes with assets when importing into houdini - the image_normal node is fed directly to the mat_surface node (the shader itself), this doesn't work and the surface becomes completely matte/rough. It needs a mtlxnormalmap-node in between the image-node and the shader to do the normal map correctly. And the mtlxnormalmap itself needs a mtlxnormal-node fed into the normal-slot. Attaching screen shot how it SHOULD look like.
Can't get all the 4k textures to work in future warfare
I can not get all the 4k textures to work in future warfare after trying several times including taking the lengthy time to again download textures today, two are still not working and I get error messages saying they cannot be found in the kb3d download. the two are MetallicPGreenA_basecolor and MetallicPYellowA_roughness. I am using Blender 3.6 LTS. The rest work great but unfortunately I am trying to incorporate a few models that need those 2 missing files. I have not tried yet to go thru Cargo but arguably I should not have too.
Unreal Engine emissive materials (Restaurant Kit in particular)
Not sure what process you use to export your textures but the material you seem to be using in Unreal Engine for emissive is just black. What is the recommended way to make the lights in this scene and other Kitbash3D scenes emissive? Thanks!