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[Kit Feedback] Pivot of all 3d assets are set at centre instead of bottom
I am using kits from KitBash 3D and all the 3d models have a pivot point set to the center of the mesh in XYZ axis. But Z pivot should be at the bottom. I am using unreal engine and i am getting the assets using cargo.
[Kit Feedback] Lacking Interiors
I don't think you can really call the kits (which are exceptional btw, not detracting from that at all) game ready, until they have proper interiors. Changing the meshes to double sided only has limited use, especially in kits like Elysium.
[Kit Feedback] C4D + Redshift Materials are node-based, not Redshift materials
All materials in the c4d + Redshift file are node based materials, not redshift materials. It looks like cinema4d native node editor materials (PBR).
Floating Parking Lines Nates Motel
Some of the parking lines in Nates motel are floating above the surface. It seems like they are not selectable separately from the motel mesh (Americana).
[Kit Feedback] Unable to open the doors and you can't adjust the windows.
I just wanted to ask since you guys offer Unreal Engine. whether you could do this so that you can make the windows in a group and the individual doors. so that you can either remove them or just move them. as currently is always as a whole and you can't open the doors and you can't adjust the windows. So unfortunately (I think speaks for many) very unusable in Unreal, this would be good for all assets and shouldn't be difficult to enable when creating. then you could use the assets much better for all purposes.
Neo City assets do not have full Nanite support inside Unreal Engine 5.3
Nanite support for the free Neo City kit inside Cargo. I've learnt that if there are transparency maps in the materials anywhere, and if Nanite is enabled for the Static Mesh object inside Unreal, the entire asset will fall-back to the lowest quality.
[Kit Feedback] Unreal | Kits does not have collision set up
can I get a refund for this asset pack as it is not game ready like I thought don't know how you can sell unreal files and have no correct collision the unreal marketplace would never approve this literally any assset pack u buy on the unreal marketplace has correct collision setup cuz that's how it's supposed to be. those that don't want it can just disable it. there is no excuse for this. I have no use for this asset pack if you wont' setup proper collision and I do not have the means to do so myself and neither did I expect to have to do it especially at such a premium price point.
Cargo was here a minute ago...
I'm in Unreal 5.2 and Cargo has disappeared even though the plug-in says it's installed and active. (Actually Quixel is now suddenly pulling the same stunt). Re-Installed several time to no avail. I'm back to using the full kits I purchased originally and getting that going. Cargo has been a bust fior me.
The materials imported into houdni are wrong
I imported assets directly from Cargo into Houdini and found that the materials are incorrect. Regardless of whether it is Mantra or Karma, they both display errors. Upon entering the material editor, I discovered that the normal maps and displacement maps are incorrectly linked. The displacement values are also incorrect.