Avatar Evolution (Show off what you've made with it!)

Playing around with open source PBR materials.

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I hope we’ll get to use these new custom materials with terrain eventually.

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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.
ssgmap2

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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)

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This is probably your issue.

https://github.com/Roblox/avatar-evolution/issues/8#issuecomment-565863800

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Another little comparison of current Roblox vs future Roblox. The mesh is exactly the same:

hammers2b

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Where do you get the material maps like those? Is there some website you use? Or did you make them

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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.

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What was the website you use for the PBR materials?

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Snowy

pbrsnow

snowball

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Holy moly, is this even Roblox anymore? I’m so excited to see what you’ll be doing with these new updates!

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Exactly. We can literally make our games feel like anything now.

:exploding_head:

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Sorry for the spam guys, I just love playing around with this stuff lol

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It’s not spam if it’s exactly what we’re all here for :heart_eyes:

Thank you for sharing!

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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.

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Was a nightmare to do this

–EDIT–

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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!

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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.

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Thanks! For modeling I use 3ds Max, Maya and ZBrush. All texturing is done with Substance Painter.

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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.

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