New Studio Template - Baseplate 2021

It appears that as of now they are starting to force it on users

The thing is, we only do that for the main game. And the lighting for the main game is nowhere near as foggy and blurry as the lighting on the new baseplate. For me I prefer having my workshop baseplates with no added lighting effects gets in the way.

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Today we made a change so the new baseplate is now used in the new project flow as the default. The older baseplate was renamed to “Classic Baseplate” as many of you stated this is still valuable to you.

If you have a specific template you like to use that has some unique settings that you always use, suggest you save this as a project, and then you can publish to a new project whenever you want to start something new.

Thanks to everyone who gave us feedback here, we enjoy reading your notes and always find it useful.

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This is evidence that Roblox is stepping in the right direction. This is a simple, beginner friendly canvas. I love the grid part, It helps soooo much.

It would be nice if we could choose which one opens when you hit the open new tab in studio.

I’ve already seen the baseplate soon as you released it into studio and you did not make a announcement but now you are.

Can the rendering team take a look at this? I dislike this flickering from the baseplate Texture, it’s distracting and hurts my eyes lol

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If you put the part in another part and the surface is the same height or length or width you will see that. Its called z fighting. Theres no fix for it and occurs in any game engine. Just dont put a part in a part with the same size or height or length.

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The part is a moderately thick part on top of the baseplate. (i.e. not 0.2 thickness or below) Not inside it. The camera isn’t even that high, just a couple storeys up. The rendering team can probably change something in the depth buffer, or the baseplate could be a MeshPart with a TextureId (that won’t axis-fight) - I don’t know, we aren’t roblox engineers.

The reply was directed to the people who work at roblox btw; I’m looking for a fix - not a workaround (that doesn’t happen to be relevant)

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Oh I’m guessing your using the force field material. Since putting a flat surface on another flat surface causes that. I doubt it would be fixed because it’s been like that for years and there has been no fix and could be due to how the outline effect works but who knows I’m probably wrong. If you want a workaround put the part just slightly up or just put the part inside it. And if you’re not using the force field material you should provide the .rblxm file where this occurs or give reproduction steps. Dont give anything you dont want to be shown just whatever causes it. I understand you dont want a workaround but its best to provide one to use for now if it ever gets fixed.

Yes, but I shouldn’t have to - is it really that hard to open up the two baseplates to check yourself? This is not a hard to see thing.
Give me a minute.
These two images both have the same colored baseplate and spawn position. Being too hazy is the least of this new template’s concerns - it’s pleasing on the eyes but I’d rather the default template not be so odd looking in color reproduction.


I’m not even sure what’s causing it. Is it the Specular/Diffuse scale? I’m not sure why anybody would want those turned that high, if it makes everything look this washed out constantly and all the colors tinted so distortedly. Epecially combined with the thick atmospheric haze that it is.

I know, I know, it looks pretty. But it just doesn’t feel Neutral - it imposes a very specific feeling that turns me away as compared to the classic baseplate, which is certainly not as “cool” looking, but lets the environment not get in the way of anything I make in it - IMO especially good for those first few steps of building anything. Starting with such biased lighting in such an empty world just makes me sure I’m going to get the colors wrong right from the start and forces me to either wait until an entire scene has come together to get a sense of color, or turn all the settings in lighting back off - defeating it’s point as a template to begin with.

Maybe that sounds like a weird nitpick. But there is something to be said for your blank canvas template truly beeing an unbiased, accurately blank canvas to start with.

I would LOVE to have this beautiful baseplate texture on something with all these effects cut in half - from the diffuse to the atmosphere. At the very least, atmosphere. It seems to have the biggest effect, adding a hazy look to pretty much anything.

Here’s a gif of the most classic of buildings - You can see as I toggle the Atmosphere it goes from looking washed out and odd to more accurate. I’d want a baseplate to represent what i’m starting building on it well, yes? Especially in the shadowed back parts, it just looks… Hazy is the only word I can think of.

https://i.gyazo.com/0f93927a29af92f4a5825d7ec2ca664e.mp4


As for surface appearance, I’m not sure what that has to do with anything or why I you are asking me about that? I’ve not said anything about them here.

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Can we have a feature to set what File > New opens up? It slows down workflow to have to fish out the classic baseplate instead of having it automatically load up like it used to.

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I love the skybox of this template, it fits perfectly with the clouds!

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The new baseplate looks cool and modern but i prefer the old classic one.

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It does look pretty cool, though.

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Could be great for people who build on the baseplate only. Size, design, atmosphere… this update was cool.
I will use both of these templates - depends on types of game a bit.

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I will continue to be saddened that file > new opens up this “pretty” yet blinding baseplate. I agree with a prior post here - The ability to set what template gets opened up with “New”, and straight up adding your own templates for said purpose, would go a long way to fixing my troubles with this.

For now, I will painstakingly turn off all of these ““pretty”” features upon pressing the new button in order to get a more neutral template that won’t tint my creations before I’ve even got a sense of what they are.

I really do think my prior post on making it less biased, even slightly, should be taken into consideration. I personally find 0.8 for Diffuse/Specular looks nice, and a bit less atmosphere.
Really, the issue is likely to do with the bright clear blue backdrop and how the lighting effects the empty baseplate - But, that’s what makes the original baseplate better IMO - Everybody starts off with nothing and slowly build up from there. It’s nice when the default baseplate represents creations well in a vacuum - I suspect this template would look great after it’s filled with various buildings and extra light sources, but is that really what we’re trying to represent in a baseplate? At that point you’d have likely already added your lighting effect tweaks personalized in anyways.

Maybe I’m nitpicking.
I’m good at that.

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Old Baseplate Vs New Baseplate
  • New Baseplate
  • Classic Baseplate

0 voters

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Where can I get the PBR Demonstration Mesh? (The mesh in the image)

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In my opinion, this update makes the baseplate almost useless to me.

When I open up a new place I open it for a clean slate kind of place, not something filled with stuff to make it look “good” (, which also in my opinion is an overstatement considering it’s bland).

If this was meant to encourage newcomers to find out about certain assets in studio, you might as well have made another template and called it a tutorial of sorts.

TLDR: The new baseplate isn’t a good replacement for the old one since it isn’t an actual clean slate but a showmodel now.

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