How do you build like this?


(game: Nostalgic Homestore)

I searched far and wide for any guides on how to mimic this specific, stud-like classic style and found nothing.
I’m guessing you have to use some brush plugin because hand placing every stud would be high impossible.
Does anyone have some tips and experience with this style?

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I think most people who make those types of builds do it manually.

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It’s not impossible. It’s been done by placing individual Parts since Roblox began.
I actually saw a post last week about this same question.

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Yeah it’s quite literally just manually placing each part, very tedious.

Alternatively, you could also create said terrain in Blender, and use the Remesh modifier to make the build blocky, then applying the studs texture in Studio. Much simpler but less artistic control.

Hey, it’s pretty simple if you use blender or another 3D modelling tool. I’m not sure what the official terminology is but I have my own methods and toolkits so here you go:

  1. You create something I call “MeshMaps” which essentially make kitbashing in Roblox studio easier. Basically, when you’re using that many parts you’ll inevitably lag the game so much it’ll become unplayable so you want to ensure the style is kitbashing as much as possible (or reusing meshes, textures and colours in creative ways with similar orientations and no decimal positioning or sizes to reduce lag and make rendering easier on low-end CPU’s). MeshMaps take this to the next level. Effectively, you create a cluster of seemingly random faces - let’s say that brown cliff face there. It’s really only one mesh with 10-15 faces that have been extruded outwards. Now, you delete the faces the player wouldn’t see on the back side of that mesh and import it back into studio with pivot set to origin and the “mesh merged” option checked.

Note: If you’d like, you can create 2-3 slightly different variations of the MeshMap but it’s definitely not necessary, players won’t notice anyways - not with this style.

  1. Now, duplicate the MeshMap and recolour it to slightly different browns (again, not too many you don’t want to maximise CPU usage I’d say a max of 3, anything more is asking for trouble). Then position those mesh maps together so that they overlap and you should get the effect in the image you sent me.

  2. Now it’s time for “baking”. You’ll export the 3 meshmap layers (3 different brown colours) back into blender and repeat step 1 by removing unnecessary faces (keeping in mind the colours you set in studio) and export it back into roblox studio once again now as 1 merged mesh. Here, you can either re-colour once again or use something like substancepainter with the data file to remember the colours. If you don’t know how to do this, simply import the 3 meshes and re-colour them in studio ordinarily then group the meshes under one model.

Steps 1-3 can be repeated for any and all of the models in your picture. If you have LOTS of time, you can do that entire build in blender with many faces and repeat steps 1-3. A word of warning though, you need to constantly decide on CPU usage (check the performance handler in view) and test how much space precision collision is taking up. Obviously the more efficiency you pursue by baking and importing singular meshes, the more likely you are to mess up either the shadows, or the collision so you really have to make trade offs and compromises here and there.

I would not recommend placing each part individually as others recommended, it’s just not going to produce a playable game and it’ll take far too long.

The only other option I can recommend (I have not tried this method) is to use a terrain-to-voxel plugin with terrain buttes. Essentially, you form a bunch of square/blocky terrain with the usual terrain editor, then convert all of it into voxels (which should produce square parts). From there, you select all of the parts and insert a terrain texture that is a low poly or flat colour. There are additional steps which this article explains better than I do Creating Buttes in Roblox Studio using MaterialVariant and TerrainDetails - #16 by Lord_BradyRocks. For more info on some of the terminology like “baking” and “kitbashing” see this: Real world building and scripting optimization for Roblox.

If you need further help, feel free to message me.

There are many ways of doing that. The best of which is to use roblox terrain. Yes! You heard me right! Use roblox terrain then use a simple script to convert it all into parts. I am saying this because are you REALLY going to spend all your time just placing parts?

Or, use blender! Just make a height map and a place and then you need to basically use the remesh modifier to turn everything into blocks and edit some stuff according to your needs.

Here’s what I got from using a few basic modifiers:

You would have to edit some stuff manually as it is TOO resource intensive!

You’re gonna have to place it by hand, pretty sure there is a certain plugin that generates said terrain but nothing that would give you the style your mainly lookin for.

A few classic (Brick Builders) I now all do it manually including myself. It is definitely time consuming but it’s fun when the end results start to show.

Picture

After a few days of work and research I managed to make a method to make studdy/pixelated looking terrain that sort of combines all of the solutions given in this thread. It isn’t the exact style shown in the picture, but having the terrain already built for you will be a lot easier

  1. make a checkered circle in blender

  2. scale up faces to prepare the terrain

  3. add displace modifier, add a texture to it, choose stucci or voronoi

  4. add remesh modifier and set octree depth to 5-7, the higher it is means more quality, but a ton of more parts, work, and lag. play around with all of the settings of displace mod, displace’s texture, and remesh mod until you get a good result. apply all modifiers

  5. show scene statistics in blender, your resulting terrain is very likely >10k triangles, above roblox’s import limit

  6. use decimate modifier to lower the count (without reducing quality)

  7. use bisect tool to cut your terrain into small pieces and import each into roblox. do not check auto resize mesh option

  8. set your move tool to 0 and carefully align all of the meshes to the best of your ability

  9. spawn a 1x1x1 part, carefully scale your terrain so that a 1x1x1 fits, try to be as exact as possible for this
    studsize2

  10. spend several hours hand placing each block. it will take a long time, but with the terrain already outlined for you, it should be a lot easier. make sure EVERY part is divisible by a 1x1x1 block, aka all parts have whole numbers for their X, Y, and Z axis in terms of size.

  11. now you can put foilage, trees, grass etc. on your terrain

  12. your island is most likely too small for gameplay, so use myModel:ScaleTo(X) to accurately scale the terrain. trying to scale it normally will result in the parts becoming uneven and breaking the alignment of the stud textuere

i am happy with this result, i dont know if there is a way to do this more efficiently, placing 2500+ blocks wasnt fun, but i think it was worth it in the end. thanks to everyone who helped

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