[Kit Feedback] Unable to open the doors and you can't adjust the windows.
planned
Amber Paw
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.
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Seung Dong Kim
Made a separate suggestion, but at least having uniform UVs (going same way for windows) would be massive, adding interior detailing on it currently requires re-UVing all window geometry on each and every mesh.
Maxx Burman
planned
Maxx Burman
Merged in a post:
Doors?
M
Marco Chacon
Okay, guys: As someone who owns almost ALL your kits, I will, free of charge, offer my services to review kits before they come out and ensure they have ground-floor doors. I've run into this a few times. I honestly think that if you're going to put the amount of effort into fantasy architectures as you do, having doors on the ground floor (even if they are just textured planes) is something you can do. I believe in you KB3D! DOORS!
Maxx Burman
Merged in a post:
Doors and Nanite
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Garry Cleaver
Two main requests, I need to use some of the kits for long shot, they work great, but also need some close shots for cinematics, as in animated with characters. I don’t need interiors, I can do these myself, but having doors that are easy as separate parts to animate would be great. Also, the geometry for Unreal needs to be optimized and tested to be used with Nanite. At the moment, a lot of the, look terrible with textures etc. thanks.
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Patrick H Lherisson
These kits are perfect for cinematics, but not gameplay. Doors need to be separate meshes so that they can be made to open and close. Interiors in building or at least meshes to create them would be helpful. All in all, the kits are beautiful and would attract more creators who want to save time in creating levels for their game.
I am waiting to see if this implemented before downloading another kit.
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Istiak Ahmed
Patrick H Lherisson: true
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Garry Cleaver
Patrick H Lherisson: you should be able to separate the meshes with the new UE5 modeling tools and adjust the pivots to create opening doors or windows and then create a blueprint. More work I know as I just have to do it soon using a few kits.
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Patrick H Lherisson
Garry Cleaver: That's fine, but if I pay $200 for a kit I shouldn't have to do that. Those kits may work well for film creation, but not so much for game development. The idea here is to save time in not having to make your own assets.
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Garry Cleaver
Patrick H Lherisson: I agree with you. I think a good idea would be to give more detail to the kits in terms of film or game usage which would better inform people before purchasing, as yes they are not inexpensive items.
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Rich Maynard
I agree with this, I'm using the Outpost Kit with Unreal 5.1. This is a great kit, and we can do lot with the assets to make them more game functional, but having full 3D doors (and I'd add door frames to that too) would go a long way to helping us making these assets ready as functional parts of the game and even camera fly-throughs
Terry
I do have to say that I agree with separating doors and windows...especially for Unreal (unity also), since I assume most are using the kits for game design in Unreal. It can be a time consuming task to go into a separate program to manually remove the meshes for these...especially if you are not experienced with this.
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Willem Grooters
Or better: ANY door that could be accessed, so also the ones that are internal to assets (like the tunnels in MissionToMinerva). The current ones are useless to walk through.
S
Shelby Goldstein
under review
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