Frequently Asked Questions :


- What are the benefits of having a library of 3d kitbash parts?

When it comes to creating detailed 3d concept designs having a library of prebuilt 3d kitbash parts can save you days of modeling and it makes it a lot faster, easier and just more fun to build concept designs in 3d. The final stage of finishing a complex mechanical design can be especially costly on its timeframe as there is never quite enough time to push the level of detail to realistic level. The goal of 3D KitBash store on is to provide variety of sets  of reusable generic mechanical parts that will help you to finish your own concepts much quicker and therefore allow you to spend more of your time on creative things that matter the most, such as overall silhouette, balance, proportions, flow and of course experimenting.  


- Can I integrate these parts in-to my commercial work?

Yes, you can. For additional information on licencing  please read the license agreement


- My team is working on a project where it needs multiple 3D KitBash licenses. Do you offer any discount for bundle licenses?  

Yes, I do! Basically it works like this: the more artists in your team you want to cover the better price per license and overall a better deal you will have. Please send me a message with the number of artists using this form  to get your quote specific to the size of your team. Use the form HERE


- Do these parts come with UVs?

No. These parts have no UVs. I usually render my designs in Keyshot where procedural UVs are applied automatically.


- Some of the the KitBash libraries that are available in your store right now are non-subd based models. Why did you use Non-Subd Modeling approach to create them? What are the benefits?

Non-Subd Modeling is perfect for concept-designing realistic machinery-like style of robots, props and vehicles as it allows to take maximum advantage out of sharpness of edges without introducing supporting edge-loops that are necessary for quad-based Subdivision Modeling. This results in lighter final meshes, quicker renders and therefore creates more room to push the overall level of complexity. 


- I am somewhat new to this and don't fully understand the difference between the SUBD and non-SUBD model. Can both types be incorporated in my Maya/3ds Max scenes or only SUBD models? Also can you expand on what are the specifics of the technical differences.

Both types of ktibash parts: SUBD and Non-subd can be incorporated in a Maya scene(or any other popular 3D software) and both types can become parts for a robot model that will be animated. The difference is the topology type and its implications for rendering pipeline. In case of a SUBD model, once you apply a subdivision smoothing ( for example if you hit key "3" in Maya while the model is selected or apply Turbosmooth or Meshsmooth modifier in 3DS Max)  the model will be tessellated according to its intended quad-based topology (meaning most of the polygons are made of 4 vertices, i.e. quads) When that happens you'll see circular shapes and curvy transitions get smoother and corners (with the proper use of supporting edges) will receive nice micro-fillets that will pick up thin highlights. A SUBD model is generally a standard for a VFX production rendering, especially if the models need to be rendered in a close-up shot. The non-subd models are made of triangles or even n-sided polygons and due to such topology and lack of supporting eges are not intended for subdivision.  The non-subd have generally much sharper corners and transitions. Depending on the style that might be what you want. Another time you'll see a non-subd model in VFX is when it was converted from a CAD-model (which is NURBS).  The big difference to be aware of  is the Fixed resolution of the non-subd model compare to the capability for higher resolution of a subd-model. With a subd-model if are circular part or curvy transition is not smooth enough you can add an extra subdivision level (plus 1 tessellation )  With non-SUBD you have a fixed resolution. Depending on how well balanced are the parts in terms of geometry density ( I try to keep my kitbash parts well balanced) the non-subd should work well for further away rendered shots and for more of a close-up shot withoutin Maya lets you set the value, or if you're in 3ds Max then use Smooth modifier with Auto-Smooth On, then set the threshold value)  also helps to take the best out of non-subds models. I use 30deg smooth angle for non-subd models. That helps to keep the surfaces sharp and avoid redundant polygons.

Regarding the micro-fillets, since non-subd models can't have proper microfillets created from geometry tessellation, the trick is to apply those in render. This can be quite effective since it doesn't require manual modeling, doesn't add extra polygons and doesn't increase render time much. This effect can be achieved with such renderers as Keyshot or Vray. I personally use Keyshot's feauture called Rounder Edges and set the Radius value to a very small number to get a nice micro-fillet on the sharp edges.  Unlike with animated organic characters where proper topology is important, when it comes to kitbash parts both types of models: SUBD and Non-SUBD are equally useful. In certain cases  non-subd parts allow to save geo by describing surface changes with less polygons. This is especially the case when there is a need to make a part that looks machined and has sharp edges. However SUBD models will be much better  in describing smooth transitions and microfillets and are generally more accepted due to its resolution flexibility. 

- You mention that to preserve hard angles for the edges with a threshold angle lower than 30, you sometime disconnect them? Can this cause me any rendering problems ? Or what if I want tore-Dynamesh these parts in ZBrush?

It doesn't cause any rendering problems because points of disconnected edges remain perfectly lined up. For the same reason Dynamesh also works fine!

- Can I buy your KitBash sets and then make a lowpoly version of them with baked Normal Maps or Ambient Occlusion(or any other maps) and sell them as in-game assets?

No. Current LICENSE AGREEMENT doesn't allow that.