Sci-Fi Robotics: Hard-Surface Kitbash Set

by Monolith in Models


Why isn't the "M_BasicMetal_Grungy" smart-material working properly?
This material only works properly in Cycles (due to use of Bevel nodes in the shader editor & ambient-occlusion behavior). This is why all parts in the asset file by default have the simplified M_BasicMetal instead; as it works with both Eevee and Cycles but shouldn't look too different. Some adjustment to materials may be needed to get the desired look depending on the scene & lighting.
I purchased the Deluxe version with the Demo files, but I only see one of the scenes; where is the other one?
Switch the scene in the Blender file in the top-right corner, where it should say "Scene-Monobot" or "Scene-Arm".
When I deactivate the modifiers to reduce geometry, it causes shading and geometry issues. How do I fix this?
The models are modeled and optimized for the Bevel and Weighted Normal modifiers in mind. If you don't want the bevel, you should be able to fix any shading issues by adding a Weighted Normal modifier with "Keep Sharp" and "Face Influence" both checked. Adjust the parameters until shading issues are no longer visible, and apply the modifier.
When I scale models and apply scale, it causes geometry issues. How do I fix this?
Adjust the Bevel modifier's "Amount" parameter. If you made an object smaller, make the bevel "Amount" smaller. If you made an object bigger, there shouldn't be any issues, but the bevels will appear smaller.

Choose a product version:

  • $3 Standard

    Full kitbash set with 50 models & 5 material assets + Free Updates

  • $5 Deluxe

    All Standard content + Demo file with 2 demo scenes

Dev Fund Contributor
Published about 23 hours ago
Blender Version 4.3, 4.2
Render Engine Used Cycles, Eevee
License Creative Commons
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