I’ve recently started using a 1 year trial version of Adobe Substance Painter. I painted my door model, and tried to export the textures, but when they’re exported, they just turn in to plain colours.
I would really like to export the textures to Studio, but it doesn’t seem to work. I even tried going through Blender first, but the textures are still plain.
I’ve tried using ‘Metallic Roughness PBR’, and ‘Roblox Material Variant’ export settings.
(Correct me if I’m wrong, but) I’m pretty sure roblox doesn’t allow PBR (yet). I know you can import PBR materials into studio but I don’t think you can have it on the model when its imported.
I create clothing, but I believe the process is the same. You need to add a surface appearance to your door once you import it into Studio and then add your corresponding maps to the surface appearance.
If that still doesn’t give you the texture you want, make sure you’re using the “Roblox surface appearance” template when you export from SubstancePainter.
Make sure on your dents and dings that “normal” is selected in Substance Painter so it generates the texture on your normal map. If it still doesn’t work, you can DM me your files and I can see where it’s going wrong. It’s hard for me to troubleshoot without seeing what’s going on.
In order to import textures to roblox, you have to have baked texture image(es) saved to your computer individually. If you are making changes using blender materials you will have to bake those changes onto an image.
The easiest way to import once this has been done is to add each of those image textures to the model in blender and export as an FBX then use the built in model importer plugin in studio. This should automatically set it up as a SurfaveAppearence.
Alternatively, you could import using a mesh part or asset manager and then manually add a SurfaceAppearence and upload the images separately.
NOTE Each mesh can only have one blender material with its textures as Roblox does not handle textures the way blender does wheee you can have multiple. You must have a single texture for each channel (BaseColor, Normal, etc) that you want.