A while back I worked on a theatre model that was supposed to be used in the last bloxy awards but Roblox did not end up putting up applications due to their own custom animated version of the awards.
This model only got as far as the design stage (because of the lack of certainty with the applications) and would have to be scaled / scripted according to your needs / projects. put it together as much as I could though.
Here’s how it looks in Blender and Roblox Studio, a little speedrun of the whole process to where it is now:
I downloaded the .RBXL for the explicit intent to see how well that workflow truly is in practice, since I’ve only ever put making an entire game in Blender as a farce dream.
Unfortunately, it looks like collision boxes are an issue as I expected:
but at least PreciseConvexDecomposition can mitigate these issues to an extent, but I’ll probably stick to my ‘MeshParts for props/detail, parts for structure’ workflow. Oh well.
That said, expecting a 29 million triangle game to behave well for what are generally a high traffic game (and many of which mobile users) is quite the bold move- especially considering my GTX 980 is puttering 22FPS on it.
On the note of workflow, it looks like you may benefit from the plugin, Studio Command Panel.
Select a part, then press P, you’ll be able to make queries such as Select Similar Size to automatically select all other parts in the workspace that match your selected part’s dimensions. Likewise you can use Color, Material, Appearance (for both), and All, and can provide a range parameter if desired. Super useful for mass recoloring.