Playing around with open source PBR materials.
I hope we’ll get to use these new custom materials with terrain eventually.
playing around with walls/floors/doors. Also, towards the middle of the video I show where I’m trying to use normals on “flat” images for the weapon.
This is niice, although I’m having issues with normal maps not working on some of my gun meshes
(normals not effective here?)
(texture on a regular part)
This is probably your issue.
https://github.com/Roblox/avatar-evolution/issues/8#issuecomment-565863800
Where do you get the material maps like those? Is there some website you use? Or did you make them
The wood planks and metal tiles I got from a website that offers PBR materials for download. The coin mesh is from Super Mario Odyssey (I will be archiving it because of this), I forget where I got the Majora’s Mask mesh (but there were no legal issues with me using it). The last is a rendition of the Door of Time from Ocarina of Time that I found on DeviantArt, and brought into Photoshop and generated a normal map for.
What was the website you use for the PBR materials?
Snowy
Holy moly, is this even Roblox anymore? I’m so excited to see what you’ll be doing with these new updates!
Exactly. We can literally make our games feel like anything now.
It’s not spam if it’s exactly what we’re all here for
Thank you for sharing!
I’m very interested, what software do you use for texturing and modeling? And also, beautiful work… Developers like you are the ones that will propel Roblox games to the future.
Yessss I can’t wait for Roblox FPS games to start catching up to the rest of the industry with this.
You should give feedback on why it was a pain to do and how they can improve the workflow! It’s still beta!
Yeah I will. It’s exciting to work with now that there’s a workflow but it was a lot of working around bugs and having to guess what would make it work. Scale conversion required a specific number when exporting to fbx, leaf bones broke everything and had to be disabled after trial and error, and getting separate materials today was wayyy too hacky but possible.
Thanks! For modeling I use 3ds Max, Maya and ZBrush. All texturing is done with Substance Painter.
How hard would this be for a production level game? I’m waiting for this to release so I can test on a live build of studio.