New formats are now available for the following Kits:

  • Manhattan

  • DMZ

  • NEO NYC

  • Cyberpunk

  • Outlaw

The Kits listed above are available in all of our 4.0 formats plus they support the new formats below:

  • Cinema4D + Redshift

  • 3ds max + Arnold

  • Maya + Arnold

  • Improvements to the way we deliver files for Unreal and Unity

  • The texture folder is now renamed to 4K throughout all DCCs

We're working to update the rest of our Kits with these formats as well. Stay tuned for more info in the coming months!


C4D + Redshift

  • C4D is available with the Redshift Renderer download option.

  • This file is identical to other C4D deliverables except with Redshift shaders created.

  • More information on rendering in C4D with Redshift can be found here.

Maya + Arnold

  • Maya is available with the Arnold Renderer download option.

  • This file is identical to other Maya deliverables except with Arnold shaders created.

  • Arnold is a render engine that comes built into Maya. If you own Maya but do not have another render engine, you can use this as the new default render engine.

  • If you do not have Arnold enabled in your Maya scene, you’ll need to activate Arnold before rendering Kits.

  • More information about rendering in Maya with Arnold can be found here.

3Ds Max + Arnold

  • 3Ds Max is available with the Arnold Renderer download option.

  • This file is identical to other 3Ds Max deliverables except with Arnold shaders created.

  • Arnold is a render engine that comes built into 3Ds Max. If you own 3Ds Max but do not have another render engine, you can use this as the new default render engine.

  • If you do not have Arnold enabled in your 3ds max scene, you'll need to activate Arnold before rendering Kits:

  • More information about rendering in 3Ds Max with Arnold can be found here.

Sunsetting Maya & 3Ds Max Software Renderer (Native Renderer)

  • Since the Kits listed above support Arnold renderer in both Maya and 3Ds Max, the “Native” render option is not available for download. There are several reasons behind this decision:

    • With Arnold supported, we have an alternative for Maya and 3Ds Max users who do not have an external render engine.

    • Arnold is “native” to both Maya and 3Ds Max, so the terminology is confusing for many users.

    • Native used to refer to materials that were not created for any specific render engine and therefore were built around the “Default Software Renderer” in Maya and 3Ds Max. This render engine does not support many modern rendering features, and the materials do not accurately represent the PBR materials we create at KitBash3D.

Changes to Unreal Files

  • We have updated our Unreal deliverables to make them easier to use with existing projects.

  • Previously we delivered a uProject file with all the attached folders and files including Config, Intermediate, and Saved folders. This added significant weight to the file sizes and created confusion when users opened an empty uProject file.

  • Our new files will only include the Kit content, without a uProject file or any additional folders. Previously these files were nested under Content/KB3D/Kit_Name. Below is the old delivered files and what we are delivering now.

  • In order to open a Kit, you will need to copy the entire Kit folder, for example, ‘DMZ’ into the “Content” folder of your Unreal project. If you do not have an active Unreal project, you can create a new project, then copy the entire Kit folder into the “Content” folder that is created automatically in the project directory. The new folder structure will be as follows:

This will allow for better organization and will also help to organize your folders if you have multiple Kits being used for a single project.

  • More information about importing assets into Unreal can be found here:

Changes to Unity Files

  • We have updated our Unity deliverables to make them easier to use with existing projects.

  • Previously we delivered a full Unity project with project settings, Scenes, Presets and a ton of metadata. These were all Unity default files generated that did not have to do with the Kit and added significant weight to the file sizes.

  • Our new files will only include the Kit content, without any additional metadata, config files or additional folders. Previously these files were nested under Assets/KB3D

  • In order for you to open a Kit in Unity, you will need to copy the folder with the Kit name and the common textures folder to the “Assets” folder of your Unity project.

  • If you do not have an active Unity project, you can create a new project with the specifications you want. The “Assets” folder will be automatically created for your project.

  • More information about importing assets into Unity can be found here:

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