How do I export a coloured model from blender?

You have to bake the texture.

Check out this post that can definitely help you with your problem!!

EDIT: linked the wrong response, look at the solution post.

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Export as an fbx. file. Although it’s slightly more complex than an obj., it supports textures while obj. does not.

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Hi, thank you all for your help but I think I’m just going to leave this and come back to it later when I know more about blender. I tried everything but I just can’t get it to work.

I exported as an fbx and I got an error about multiple meshes and it came out grey, I tried following the video that was linked to the post but I think its outdated and the controls on my blender were different to on their blender, then I noticed you were all talking about textures whereas I had coloured mine with materials(I don’t know if theres a difference) so then I tried using textures to colour it but I had no idea how to get it to work.

I’m just glad I know how to at least get the model there.

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Alternatives


Separate Meshes
This is the best method I could think, if you’re looking for the kind of trees with customization options to change the color of, for instance, the foliage. After you separate the mesh do this in order:

  • Open Studio
  • Open Game Explorer
  • Import the mesh through GE
  • Insert the meshes into the workspace by right-clicking the imported meshes under “Meshes”

Color each mesh to according RGB from Blender. I guess you have to use Color3.new() because Blender reads the RGB between value of 0 to 1.

Limitation of this method is, of course, variety. If you’re looking for more textures and realistic aspects, consider using textures.

Indirect or Direct Texturing
Another method is to actually export the colored mesh. You should UV map it first and then use paint brushes(or mesh painting tools) in order to create the right colors for it. If you’re using an image manipulation software, consider exporting the UV map and using it as a “template”.

After that, the texture is on with the colors and paint you used. OR use an image manipulation software for editing the texture using the UV map exported from Blender.

Unfortunately, this solution in my opinion is quite cumbersome, unless you know what you’re doing. I recommend using the method of separate meshes.

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Select the model and press Tab on your keyboard, then press P and then click separate by texture. Now press Tab to exit edit mode, Now click one part of the tree, i.e green. Now export as you normally would but go to the lower left corner and click export selected only. Do this for both parts of the tree. When importing to studio it will ask for location data, press yes. Then color the mesh accordingly. If this doesn’t work for you send me the .blend and I can export it for you.

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Aaaa thank you!! This was really confusing but and I didn’t know where export selected only was but I eventually found it :') My tree is finally coloured!

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I recently found out that .fbx files can hold colors in the files data. You should export it as an .fbx file format for what you want.

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I usually UV Wrap my models with solid colors that way I can just export with one whole mesh instead of several different meshes I wouldn’t have to align them inside studio.

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Most of the replies here suggesting to export it as an .fbx is saying so for the wrong reasons.

  • .Obj files support textures just as well as .fbx, there are some pros and cons to both file types but doing some research can inform you on which to use (and which features Roblox actually supports) - for general background assets, .objs are typically better.
  • Baking isn’t “my texture uploads with my mesh,” it’s a process in rendering shadow info to make render times quicker in scenes. Do not use the word “baking” when referring to Roblox, it’ll confuse people as much as “low poly” being a style.
  • .fbx holding colour data is redundant if you use a texture. If you aren’t using a texture, use BrickColor properties since that’s less destructive to the mesh itself and saves memory use if applied correctly.

Pros of fbx:

  • Rigging animations to armatures/bones (which is not compatible to Roblox anyways it’s now possible to import armatures to Roblox)
  • Vertex painting (probably the only benefit, if necessary)
  • Specular support when that’s eventually a feature?

Pros of obj:

  • Smaller file size (you should just be sold on this alone) See Edit below
  • Universally recognized

Basically there isn’t an “always use [x] file type” just know when to use which. Maybe later this year, depending on how the material/specular/normal map update works, this info will favor .fbx as more broadly useful, but as it stands for how Roblox currently is, there’s hardly a reason.


Edit: Lately .Fbx has been having a slightly smaller file size overall in comparison to .obj (we’re talking a few mb difference). Except for larger situations, both are fine (still see above for context). I don’t know what caused this change, but either way that’s a new thing.

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That doesn’t seem to be working as of today. It just imports it as if it was a obj file without the colours. I’m trying to import something and its really frustrating me.

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Maybe this vid will help you
https://www.google.com/url?sa=t&source=web&rct=j&url=https://m.youtube.com/watch%3Fv%3DgoRa9-EIjiQ&ved=2ahUKEwiouqbS_ZPjAhWSAWMBHQfbBRgQFjABegQIDRAK&usg=AOvVaw1h7GBmy8RdjqKp6P1d51oh

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Importing with an OBJ requires you to individually separate the meshes into different colors. You then have to export each color as a individual OBJ file and then import each OBJ one by one, and then color them accordingly in studio

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This is a late reply, sorry. When I press tab and press P on my keyboard I don’t see separate by texture. I see material but I don’t know if that is it.

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That should work. Are you on Blender 2.8? That might be why it’s different.

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What if there were too many parts to color?

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I do not think FBX file works, I recently tried it and it didn’t come in with texture nor color

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Vertex paint comes with .fbx, you need to make an UV map or a wrap texture for other ones.

But if you import as fbx, you can change the material and color in studio.

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You don’t need to export your mesh in parts. When you save a mesh in blender, it doesn’t save the uvmap along with it, so when you export your mesh it doesn’t export it along with the uvmap assigned.

What I do is save the uv map assigned to the mesh before exporting the mesh in fbx.

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hey, ive used this for small objects like trees, rocks etc. But how would i got about whole buildings and houses, because i believe this method would take way too long. Is there no way that i can just save my model from blender and import it into roblox how it is?

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It’s been a couple years, I know. Pardon me asking, but when I export it as an .fbx and hit the Import 3D it doesn’t seem to have saved the color data. I’m not sure what’s wrong.

It’s just giving me a warning that says it can’t find the data.

I can still manually use the TextureId but I would rather find a shorter way.

Nevermind found an answer.