Exporting meshes as .obj

In the latest Studio update new bug appeared. When you trying to export some maps as .obj, it creates each new seperated PBR material for every piece of mesh. As a result, I have folder with 8000 (!!!) textures and 8000 materials in 3D software. Before, it could share just 1 material for many meshes that using same color/material

7 Likes

would like to also add on top of this that specific types of decals when exported, makes the mesh be duplicated twice which in large maps would cause a crash on any type of 3D software

and on a related note, trying to export decals alone never creates a plane for them to exist on. And textures are usually either get exported or they don’t.

to get back on the first topic at hand. I suspect that the new PBR materials broke exporting meshes’ way of creating textures in external 3D software causing them to create A LOT of material and texture slots that are usually duplicated for no discernible reason.

(Small example)

5 Likes

I’m facing the same issue here. I’d like to mention that this causes the material data to no longer be shared between objects - changing the texture or color in the shader nodes for one object no longer affects the other objects that shared the same material.

Please fix this.

1 Like

Hey folks, thanks for the reports on this. We’re currently investigating; to help us reproduce, could you share repro steps or a place/model? Thanks!

Just exporting any meshes with different materials. What I noticed that if there is no PBR it exports right. But if there is any PBR material, it makes new material for every piece of mesh

We’re having a bit of trouble reproducing the issue and might need some more information to best investigate. For example, we’ve tested on exporting a model with several MeshPart children (each with a SurfaceAppearance child set up with TextureIds for each PBR channel), and we were getting no duplication on the resulting exported images. Could you help by specifying or sharing the environment you’re using to reproduce or by noting how our repro sounds different from yours?

1 Like

sure, here we go
map w.rbxm (1.1 MB)

@dnormanGFX Apologies for the late response on this. We’ve made some changes on our end, and I wanted to check in and make sure that the issue is resolved for you. Are you still seeing the issue?