If textures are not showing up in your 3D software, or if all the models are showing a solid color (like white or pink), your texture maps may not be linked. This is normal, 3D software is very particular about where files need to be saved, and when you download textures from KitBash3D, they may not be saved in the correct location.
All KitBash3D Kits (except when used in Unity and Unreal) have a built-in texture path when downloaded. To link up all your textures automatically, make sure to put your 2k or 4k textures into the 4k folder—yes, you can put your 2k textures in there if that's what you're using—that resides in the KB3DTextures folder in the Kit file.
*Example using Blender
Below are some quick ways to relink your textures based on the 3D software you’re using.
When you open up your scene in 3Ds Max and where the texture files are missing, you're going to get the "missing external files" dialogue box. We're going to want to relink our missing files to different location so they can show up properly.
To relink your missing textures, hit "continue," then follow these steps:
Go to "File" > "Reference" > "Asset Tracking Toggle"
This will bring up all the assets potentially missing
Select all of the missing assets, right-click, then select "Set the path"
Click the "..." to set a new path to align with where your textures are stored
Click "Use path" (then click "use path" again) and you'll see your new path selected.
Wait a few minutes while it's relinking all your textures, and you're ready to build!
In Blender, your models may appear pink if texture maps are not linked.
To fix this:
Open the file menu, then choose External Data -> Find Missing Files, and select the folder where the image textures are located.
File names have to be the same as they are in the blend file.
If your textures aren't linked properly in C4D, you'll see all your models in a very shiny material. To correct your texture file path, do the following:
Go to "Window" > "Project Asset Inspector"
Select all your missing assets
Go to "Assets" > "Relink Assets" > select the correct folder where your texture files are located
You'll now see your materials all start to fill in
C4D + Octane Users
We've seen some of our C4D + Octane users have issues linking textures. C4D + Octane differs from all other render engines in how it expects paths to textures to behave. This results in not being able to repath textures as easily as you would be able to with other ender engines.
Because of this we've built in a texture path that, when set up correctly, will link up your textures automatically. To do this, put your textures into the 4k folder that resides in the Tex folder within the unzipped Kit file structure.
Check out this tutorial video from one of our C4D Ambassadors:
Linking up textures in Houdini is very similar to the process in the other DCCs we support. As long as your textures are put into the ./KB3DTextures/4K folder they should link up when the Kit is loaded in Houdini.
For your Maya Kit files, follow these steps to link up your textures:
Open up your file
Go to "Windows" > "General Editors" > "File Path Editor"
Select all missing assets > Right-click > Select "Repath"
Set the correct file path to align with where your textures are stored
Click "Preview" to review the new file paths for your missing assets
Now you should see a green checkmark by your file path
The process for linking your textures properly in Unity can be a little tricky, so we put together this step-by-step guide to follow.
We listened to a lot of great feedback from our community of creators and simplified how we deliver our Unreal files to ensure textures can be linked easily.
There are no separate downloads for assets + textures are required with Unreal Kit files.
Kits for Unreal are delivered as one project.
We have 1k, 2k and 4k uasset texture sizes delivered in three packages—1k, 2k, and 4k. Each package contains all assets and the textures of a specific resolution as part of an Unreal project.
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