Awesome guide! Everything looks better already and I just started playing around with it.
One thing though, is that I tried a few PNG textures and it wouldn’t work. Perhaps they were too big, but it gave me an error and said to make sure the file was an image. The JPEG version worked fine though.
Any recommendations on which size to use specifically for Roblox?
2K JPG gives me the best results.
PBR Textures aren’t worse than normal materials, they’re the same, for example roblox uses PBR for their materials, and you’re using PBR materials as well.
Yeah, but the main point of this post is custom textures.
I just saw comments in this post saying PBR Textures are worse for performance.
You can also use PolyHaven, it’s basically the same thing as the website you’re showing
Very true, default Roblox textures are also PBR and it shows when you go to Lighting and put the TimeOfDay at around 18:00 - 19:00.
Yes, they are bad for performance if you are going to overuse them, but for a small realistic showcase game it doesn’t really matter. Also SurfaceApperance is kinda bad because it just works on meshes.
The textures look great, thanks for making this tutorial. Do you have any tips or tricks for scaling or tiling the textures? When you create a part and texture with this method, the part doesn’t tile the texture the way Roblox native materials do on regular parts. For example in my screenshot, you can see, if the meshpart is not an exact cube the texture gets squished:
This would be tricky to try and use for a thin wall unless you are able to hide the edges with something else. Also, when you stretch the part, the texture only stretches with it, it does not tile the way Roblox materials will tile. So to get the texture size you want you may have to manually stack parts side by side to get the same effect, and they will have to be square or the texture gets distorted.
Yeah that’s a bug that’s been here for a while with the PBR textures, you can’t really fix it since Roblox didn’t add a feature where you can control certain faces. My solution currently is to cover them up.
Yes, it would be nice if there were options with surfaceappearance like with a texture where you can stretch or tile and set the pixels per stud scaling, maybe one day they’ll add that!
There is a bug fix: UV unwrap your mesh in blender. There are many tutorials for this, search it up. Now you’ll be able to apply your textures without stretching if you did it correctly
Omg this will help me so much! Thank you so much!
a lot of textures ive uploaded have player textures (alpha channel?) overlayed on the thumbnails like that
its been a bug for quite a while now, but ive never had the permissions to report it
Wow, I just found this strange method of tiling PBR in Studio referenced in another thread, then I found this YT vid which demonstrates how to use it:
I haven’t tried it yet, and I don’t know how future proof it would be to use this method but it looks awesome! It pretty much makes tiled PBR textures work the way Roblox materials do.
Seriously? Do you have any idea how little PBR actually impacts performance? There’s a reason why it is recommended to bake details into PBR textures.
That comment is very old, I have learnt from that, I am sorry.
I didn’t check the date that you sent it, sorry for bringing it back up.
I am forever in your dept, wise man. Alex please mark this as a solution or somethiing
i am having a problem , i cannot see the “add image” popup , so i tried to put the manual location of the while and i get this
do i have to upload all to roblox now?
The “add image” popup only appears if the place is published! Otherwise you’ll need to publish the image as an asset id to roblox (by right clicking a decal → save to roblox) and use that id.