Unreal | LA Kit have a windows have a strange yellow tint
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john q public
I purchased the LA kit a while back and no matter how I import it into Unreal (UE4, 5, 5.1) it does not look anything like what was advertised when I purchased the kit.
As it stands a lot of the windows have a strange yellow tint, the way the translucency leads strange visual artifacts which are difficult to describe, and the buildings have LOD issues where triangles disappear ad fairly short distances. To be totally matter of fact, the results I'm seeing look nothing like what was advertised on the site.
I'd be happy to share screenshots or hop on a video call and screenshare to show what I'm talking about, as I'm sure you don't want to see these issues in the wild as well.
Please let me know how we can get this resolved. If this kit has known issues I'd be interested in swapping it out for a higher quality kit or a refund. Thanks for your hard work!
Maxx Burman
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UlysseP
Hey good morning Levi,
The advertisement that you seen is to showcase what you can get out of the kits, the artist behind the scene spend many hours working on it, adding lighting, atmospheric fog, change the reflective material to more shiny, as well as the reflection in the windows.. everything is from the kit but was altered by the artist. The kit come as default settings, To get this type of achievement you will have to spend some time playing around with the settings depending on your scene.
For the windows, select the Glass material instance, and in the details panel under General, change “translucent” to “opaque” this will give you a different look,
or in the master material you can change the value or add different nodes to get different style.
For any "Wall"You can change the material to “two side” which will stop seeing through the wall from the inside. (This could affects the performance if this is setup on to many Material specially in 4k)
The LOD issue can be resolved by changing manually the level of LOD in the detail panel
Hope this will help a bit let us know,
Have a good day.
Ulysse
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john q public
UlysseP: Thanks for the response!
I understand lighting and environmental setup do take a lot of time and effort and that has a lot to do with the look of the renderings that are used in your marketing renderings. There are a lot of changes I'll need to make to match the art style of my project anyways, but I was really hoping to have a consistent starting point that had been vetted for quality. I know that due to technical differences in renderers and shaders, you can't ensure perfect consistency across the board, but it doesn't seem like the unreal assets were checked for quality, as it would have been really apparent that things were off.
Considering how many individual meshes and materials there are in the kit, it's really quite the task both in terms of computation and
time to go through and change the LODS on all the assets. This project can't afford the performance hit incurred by setting the most screen-space-consuming materials to two-sided, but setting to opaque makes sense. I'll most likely have to toss the original glass materials because they look pretty weird when they're simply set to opaque too. to These suggestions are disappointing, to say the least. After closer inspection, I figured out that some of the diffuse textures for the windows were set as normal maps in unreal, which led to the strange yellow tint.
I've got some serious buyers remorse on this whole ordeal and would love to have put the time and money towards better tooling to create my own assets instead of spending an open-ended amount of time finding and fixing the issues with the ones I purchased. It's a lot more fun making things than buying things anyways!
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UlysseP
john q public: Hey Levi, I understand sorry you didn’t got what you were expecting, I will pass the message along.
Have a great one!
j
john q public
UlysseP: Thank you for taking the time to provide some suggestions!
Steven Ibale
Steven Ibale
Steven Ibale
Steven Ibale