You have to save the uv map as a image then import the image into the “TextureID” attribute of the mesh part
no im saying that the uv maps arent there, i importing texture and applying it and it doesnt show anytthing apart from a the main colour of texture
what did you save the uv maps as?
wdym, the object obj file stores the uv data or atleast it should, the texture map i think your talking about
you need to export the uv map as an image separately from the object, then import it into texture id
what? I dont think you understand what im talking about. this is my texture file https://i.gyazo.com/62373bf107aa66fe6dde9ed5383d8490.png and the part that highlighted in orange
https://i.gyazo.com/a6f033b17e1e452fbd12a870331e7470.png is the UV map or islands, what i am saying is is that ive imported the mesh with asset manager into roblox as an obj file, this should keep the uv data so that when i apply the texture it applies it correctly and according to the islands, that hasnt happend in my case i imported the texture and its only show the colour blue when i put the texture into texture id
You need to make it a smart uv project not just click uv unwrap.
what? smart uv unwrap is not the best way to unwrap, doing it manually with seams is but thats besides the point, either way this would still be an issue
You could try exporting as fbx since it stores more data but I’m not sure since this is unusual
yh ill try that and see if it works
I understand you want specific faces to have different parts of the texture but this is simply not how it works and is the reason why your roblox thing isnt working. the proper way for the matter is to bake your materials into their color then save that texture as a smart uv project as smart uv projects are what roblox supports
For whatever reason, Roblox doesn’t include this and you have to manually upload the texture to the Roblox website.
nvm i fixed and u were wrong, i had to remove the pbr set up in blender cause roblox doesnt support that
I’m so glad you said this I’ve had this problem for a while thanks
yh if ur going to use asset manager make sure only imported 1 object at a time without multiple materials, that what worked for me
I’m sorry for bumping this thread but how do I do this? I’m having the same problem right now.
I found out why. If you have multiple UVS and you use the UV map node to input it to a texture, you need to remove the uv your not using and delete the node then it will import the correct uv map