Issues with some assets
closed
Maxx Burman
closed
Studio 8ight
I am sure we all most certainly appreciate the opportunity to work with the Minerva assets and participate in the challenge but it is a little disappointing that basic things like doors are not properly modelled. A good example is the door that is used on the Rover actor, if you turn this door over you will find that it is not modelled on the other side and applying a two-sided material is a botched solution at best. Honestly, there are several other instances that can be recounted to this effect where elementary things like practical pivot points have been disregarded as well as the ability to open doors that indicate they were initially created in two parts seemingly just for this purpose but upon further inspection are in fact welded as one. An odd choice, no? In general I do hope that the modelling improves in future to raise the bar on already wonderful assets :)
W
Willem Grooters
I shouldn't complain on a free package 😉 but I found a number of 'bugs' in some assets, and I'm missing a number of assets.Most noticeble:
KB3D_MTM_BldLgCommunityCenter_A_BuildingA does have a floor when shown from the outside, but not from the inside
Similar issue with the inside wall of KB3D_MTM_PropTunnelConnector_A: You have a view of the outside world as if the outer casing wasn't there.
KB3D_MTM_BldgSmResidentialAlt_A has a gap between the cabin and the tunnel, where these should connect.
For outside views, from some distance, these are minor issues but my aim was to use the tunnels. In that respect, I'm missing a number of handy additions, like tunnel connectors (like KB3D_MTM_PropTunnelConnector_A) with a 'twist'of 7,5,15,30,45,60 and 90 degrees in both left/right and up/down directions, so I could create a maze in a landscape where I could move via the tubes.
But KB3D_MTM_BldgMdFamilyHousing_A_MainModule is worse: that one can not be used to enter ort leave the living quarters since there is a blocking 'ring' inside. You see the outline of the doors, but the whole hallway is hidden behind that wall. Check the sequence of images where I enter the building to move to one of the rooms: (I added a pointlight to show the inner side of the module)