Separating materials into different object groups Lets say you have an object, such as this one, that you want to make a mesh(for whatever reason)! I see people complaining about this all the time in building support, and usually the replies are really inconsistent and difficult to understand, but alas! i am here!!! There’s an assortment of ways to fix this kinda thing, but this is the easiest method I know of. This guide is targeted towards people that are inexperienced in Blender. How to fix weird lighting on meshes imported from Blender(basic guide) Community Tutorials This leads to less accurate ways of painting your model, but may be worth considering if your object is smooth plastic, straightforward and simple. You can also use Vertex Painting, which is a more optimized method than using a texture file. Done! It will import with your mesh object if you use the new Importer.Move individual UV islands to specific sections of your UV map to color them properly.Import this into Blender and apply it to your mesh object as a material. Create a 512x512 color map containing all color shades you were using.What I would do (if it is simle smooth plastic w/ color differences): My recommendation is keeping it all one texture file on the mesh object itself for optimization reasons (or not using the texture file at all, also for performance reasons). When it comes to maintaining the texture on your object, that is something that would have to be done after setting your object to the 0,0,0 point and within Blender itself. Use the asset manager or new Roblox Import tool to import your mesh object.Either works! I recommend staying organized and having a dedicated folder for your project as well, so it is easier to find (both now and later down the line if you decide to go back to this project). I recommend OBJ to keep the scale of your object smaller with less steps, but you can adjust the scale of your FBX import as well. Export from Blender by selecting your Mesh Object, going to File > Export, and hitting Export. This will mess with you UV maps, so you will either have to UV map after this process or skip it altogether if you find its not necessary. You can either use the decimate modifier, limited dissolve, or both. I like to make my mesh optimized before importing into studio. You should now see your 3d mesh object at 0,0,0. To do this, under Object > Set Origin, select Geomery to Origin. You now want to set your pivot point at the object’s center as well as the world’s center.You can reset the cursor by using the hotkey Shift + C. Note: Your cursor must be at 0,0,0 in order to work properly. In blender, under Object > Set Origin select Origin to 3d Cursor.If using blender, this will be the shortcut Ctrl + J. Select all objects you wish to merge into one.Select everything you wish to import into Blender (to merge into one mesh).This gets complicated w/ textures, but I will sum it up in a bullet point step by step: Hi there Thorize! In order to do this, you must import your parts into a modeling software, merge them all into one object, export from the modeling software and reimport into Roblox. Now there are plenty of videos on how to import and export the models from blender to Roblox studio, so if you didn’t understand what I said, you could look it up! Now, the model won’t show up at the origin (0,0,0) (unless you exported you model from Roblox Studio at the position 0,0,0) so to get it to the middle, deselect your imported model, then select it again and right click, go to “Set Origin” and then select “Geometry to Origin” Once you opened it up, go to the top left of you screen, click “File”, select “Import” and then select in the sub-menu “Wavefront (obj.)” Then find where you put your exported model on your computer. On the pop-up menu when you first open it, I select “General” which is under the “New File” category. So I right click the model I want to export, then I go down towards the bottom of the menu that just popped up and I select “Export Selection” Next, I select the destination on the computer I want to put the model in (I usually put exported models in my documents with a folder called “Exported”). Ok, so this is the way I convert my models to meshes:
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