[Kit Feedback] Lacking Interiors
in progress
Virtual Filmer
Ahhhh. I have been searching for an answer on why all the environments I'm trying to build with Cargo buildings don't work - they all just look like empty "shells" of buildings with see-through buildings. So basically... this is a massive issue, at least for me (I'm trying to just make cinematics with Unreal using the Cargo kit items). :-(
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Adam Noard
They have enough exterior kits they should focus on making interior upgrades for each kit. That would make there kits a thousand times better not only for storytelling but perfect for video game design/ development
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Shelby Goldstein
Merged in a post:
INTERIORS!!!!!
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Zancois Rice
I cannot stress enough how important interiors are. Especially for dramatic scenes i.e. Night Clubs, Police Precincts, Restaurants, Gym, Warehouses, apartments, offices, museums, Spaceships rooms (Bridge, Ten Forward, Holodeck, teleporter room, engineering, hydroponics, maintenance, cargo bay, docking bay, etc...) Casino, auditorium, stadiums, subway stations, airplane terminals, sewers, Mines, Caves, Alien environments and interiors, etc...
Maxx Burman
Merged in a post:
Brutalist model feedback
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Tony Rudolph
Hi Kitbash3D team,
I am currently using your brutalist pack for a project and it makes tons of fun to use it.
I ordered the "Every city" pack before and was super happy that I can place light insights the building to give them some life.
Unfortunately this is not possible in the Brutalist pack due to an extruded building interior that created double walls and also intersecting walls on some buildings. Deleting alle the inner walls to place light in them makes it more complicated than modelling the building again myself.
it would be amazing if you could add some basic inner structure in all your city kits to be able to place lights in them.
Other than that, I really like your kits, keep up the great work :)
Maxx Burman
Merged in a post:
Really nice work but
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s scott
why add interiors with no way to access them? It ends up being wasted geometry and therefore bloated props, in my opinion. As is, Theres no way to build a game scene, my current endeavor, with this kit so I dont have time to waste on it. It would be perfect for illustrations and maybe animations but even thats very limited. Thank you for the props!
Maxx Burman
in progress
Steven Ibale
Merged in a post:
For the past in the kit making room
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逸凡 王
For the past in the kit making room
The quality of your kits is excellent but I found that they lack interior
It is not simply an indoor kit made together with an outdoor building, but a separate indoor kit.
For example, the brutalist building kit is an existing building kit, then add a separate brutalist building "interior" kit.
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Shelby Goldstein
Merged in a post:
Interiors
Bryn Jones
I'm working on an animated movie and interior shots really slow me down. The kit's are great for external shots but I could really use things like hospital corridors or hotel interiors. Best, Bryn Jones (artwithbryn)
Désirée Nordlund
Medieval interiors would be nice too.
Terry
As much as I would like to see this happen for existing kits, I do know that it is a huge undertaking to satisfy all those kits and the differences they all have.
The thing to make this happen is to also at least have the entry ways of buildings empty or blank...so that designers can add modular doors or windows and/or to access the interiors of the buildings.
While all buildings don't need to have interiors...since if building a large city...just having building shells with no interiors will save on real time processing costs...the ability to add interiors should be one of the highest priorities with the kits...since that seems to be the largest complaint concerning the kits.
Hoping this becomes a reality!!!
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