Heyyyyo! It’s Me :DD! Who loves the Blender Software here? It can really create Detailed, Optimized and cool models. Here are some of mine.
Recently I’ve Been helping people in DevServers For Roblox RoDevs, HD, SC to name a few. Most of their issues would be mostly on exporting meshes. So I decided to make a Post About it.
I have made the Video Edition of this, Here’s the link of my channel. Fuwuu - YouTube
Anyways, Let’s Get into it!
Let’s Say you’ve made your model and your good to go! So what do I do now…?
First Let’s Export it. Go to The file tab in blender and Find Export.
See those orange Highlights? Those are the 2 formats that Roblox uses to import mesh data. Here’s A quick rundown.
FBX – Used for exporting Color Data, like Vertex Color NOT MATERIALS. CANNOT export on groups.
OBJ – Used For exporting Mesh data, Geometry, No colors. It can Export in Groups
Here’s the pro’s and cons.
FBX
OBJ
(taken From my Video link is at the very bottom.)
If you have colored your mesh using VertColor Add a vertex color node on the shading tab to the material that you currently have. Roblox shows the Color Once you export the FBX.
For OBJ gang, UV maps should be not too close, They Can give color bleeding, Which really makes colors go over the place. If you are using diff. Materials (ex. Blue, Orange) and lazy to texture paint, then u can bake those materials. Save it as an image.
We are getting close there! Firstly we need to know if the Faces are in the right direction, This can prevent having invisible parts of your mesh. The term that handles this is called “Normals”. Here’s My video again explaining it.
Le fix this shall we?
Go to the Overlays tab, And turn Face orientation to on.
Then you would see blue and red, depending on your mesh.
Note:
Red – Inside
Blue – Outside
What you basically want here is an entire blue. Except for the insides ofc. If you want to want to make the inside visible just add a solidify modifier and flip the normals.
So let’s start flipping.
Make sure you are in edit mode, Or Tab
For the shortcut, Press 3 (Face select) and select the face where it has red on it. Then Press Alt+N
To open the Normals tab. Then Flip.
Woo-Hoo! We Wont have any Probs Nemore! Les Go!
Now we should export this. For the FBX gang Export it 1 by 1, Like Lets say you have a car, Then you want that wheels to be animated so you want it separated. Easy Right? Well Not really, You need to open another new file and paste those wheels. This can be no problem for 2 objects but once you have more wheels in this case it’s evident you should go with the OBJ method.
Luckily for us OBJ gang we can be saved by Importing as an OBJ group.
RS time!
Then you need to make sure that your Game Explorer/Asset Manager is active, Don’t Forget to also publish your game!
Directory: View > Game explorer
(Cursor)
And this would pop up!
Press either Import or Right Click Meshes and add assets. Then Find your Directory, Find your mesh on the Mesh tab and Select the meshes, Right Click and Insert with Location. Tadaaa! You have it all assembled in front of you!
Before:
After:
I’m Tired Don’t judge me. But be assured, It would look something like that. Anyways Im done and really tired now and I hope this was Really helpful.
External Links:
https://www.youtube.com/watch?v=h0BCCNVRtGM&
First Video, All about Invinsible Faces, Effective Assembly
https://www.youtube.com/watch?v=uJCzWAVl0h4
Second Video, More on the Colors. Still working on how to add textureID to your mesh. And instead of Subtitles, I’ll Go with my voice to save me the editing pain.
Anyways, i think thats enough, Imma Yeet!