Exporting as OBJ includes completely broken materials/textures

So, there are a few posts involving this problem. Exporting models in Studio as an OBJ is resulting in broken textures when imported into software such as Blender.

One example of this is Roblox has decided to randomly apply a very broken normal map of a brick with studs to parts of the model seemingly randomly, it ends up stretched and obviously should not be there in the first place, it’s meant to be smooth or metal.

An affected material in Blender

This is not all, some of the materials are exported with the wrong color or transparency applied.


In Blender, this same model has a monotone light grey applied to almost all of the body of the van, in contrast to the two tones of darker grey in Roblox Studio. The front windows are also fully transparent instead of fully opaque, and the back windows are fully transparent instead of partially transparent.

In the other threads about these issues, the consensus seems to just be “manually set the colors”, “manually fix the normal maps”, etc. This is not a solution. This model in particular has over 20 different materials when imported into Blender, and I have to render 30+ similar models. This would add hours upon hours to my workflow for absolutely no reason. Exporting used to just work. It’s broken within the past few months, and my hunch is this has to do with the new MaterialService, but enabling/disabling the beta made no difference.

Since we can no longer create bug reports, I assume this is the next best option. If you’ve been having the same issue and have found a real fix and not just a workaround, please let me know.

And Roblox staff, pls fix :frowning:

1 Like

Its not a bug but it is expected because roblox export the material in the form u can see in its file. U have to use ur own textures or use material essentails made by @maplestick

go into shading, select the part you want to remove the stud texture on, remove the normalmap thing that connects to your texture

boom fixed :slight_smile: