Create High Fidelity Materials Seamlessly in Adobe Substance 3D

Do you plan on opening collaboration with Blender too when it comes to materials creation? I feel like that would be a massive help for developers on a budget, which is a decent amount of developers.

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Awesome! Thank you for the confirmation :)

When I tried to learn Substance Painter a little while ago, I was warned for “Sexual Content”.
I wrote about my experience in detail here,
https://devforum.roblox.com/t/tried-learning-how-to-use-substance-painer-warned-for-sexual-content/1927292

Has anything been done to prevent stuff like Normals maps getting you warned or worse?
@JoshSedai

I don’t want to deal with this stuff again…

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I’ll keep my thoughts brief here, but suffice to say, this is going to be an enormous time-saver! That being said, I do wonder if we’ll ever see greater substance integration into the engine á la unreal engine and unity.

I disagree with you here. Whether his opinion is important or not doesn’t really matter, it’s good to hear all sides. Saying someone’s opinions isn’t really needed and is causing unnecessary “negativity” when in reality the OP was just trying to gain clarity, in itself seems unnecessary. A good update all around but asking critical questions gives an update much more value.

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If you just want to rummage the Adobe Substance Material library and extract tiling materials from it, I’ve made a tutorial to do that here.
It still requires some setup, but once you’ve got it worked out it only takes a minute or two to extract a material, and doesn’t require building any nodes.

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not how that works. youre asking for custom shaders at that point, with which i would passionately agree with. Even then, you might have to write those shaders within roblox, but even then, its a bad idea to do procedural material shaders to the extent you would in blender. The standard within games is baking textures for performance reasons, so youll just have to figure out what youre doing wrong.

because these programs specialize in texture creation and do their jobs much more efficiently than something like blender does. Blender does a great job at poly modelling, but choosing a different program for other tasks is very common. If pirating is an option (it always is) then the choice is never hard. btw the textures dont look seamless because of the uv mapping of the meshes in the screenshot, if you tile these on a plane theyre gonna be seamless

I wish this was in Blender, but any official support is great.

Better to call it “trying before buying” on public forums.

I gave Blender an example as a great free resource in modeling, for textures another program could be used, I’m not sure which though.

If I may ask, why? Roblox Studio is awesome as it is. And won’t it be very annoying to have to switch between VSCode and Roblox Studio. Also will it be used by many people?

Seems like an interesting concept. Would be nice to see some more textures on the platform.

VSCode is superior in effectively every way, such as customisability, ease of access, type checking and more. There are extensions that allow you to sync up your VSCode workspace with Roblox Studio (Rojo). You only need to swap to Studio to do any play-testing.

VSCode is usually used in more professional environments, such as companies that work on Roblox, as there is GitHub integration. Such is the case for where I work aswell.

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Lots of people use external editors.
(Roblox even has FileSyncService for their staff)

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Rojo exists and is already a major tool on Roblox due to its superiority to the Studio code editor and VSC’s massive community. I do agree that integrated Roblox-corp support isn’t really necessary as Rojo does it fine itself though.

Off-Studio tools like Aftman, Rojo, roblox-ts, selene, and so on are fantastic and I highly recommend you check them out.

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Does this feature apply for animated textures as well? If not I really hope you add something like this in soon!

Ofc not, they never tend to fix actual major problems like these. they just care more about the surface and “We collaborated with Adobe” and making basic stuff look like its a big deal

Does roblox use OpenGL or DirextX? I ask because the Y channel for normals are inverted between the two and well…


If you look in the brick here, the shadow is on top and not below, which makes me concerned about how things’ll look in-engine.

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Thank you Josh. I think this means I should get Substance Designer now.