again what do you got with plastic lol, you say it looks good but it looks like a freaking toddler’s paradise
Then change them? I don’t see the big issue here with updating a game.
Last thing: It’s going to be virtually impossible to readjust our old builds. We no longer have the older materials which we were so used to, which wrapped perfectly around cylinders, spheres, wedges, meshes and parts. Even if we make them custom textures, roblox has no support for accurately working out custom textures. The main reason I’m upset is that roblox expects us to just deal with such a sudden change. Many of us have months and even years’ worth of experience with the old textures, and for many, it will be nearly impossible to adjust. Even disregarding the fact that we have to change our old builds, our new builds will be extremely difficult to create.
Okay then! You spend over an hour going through every part and adding textures to each side? tell me how big of an issue it is after that! Plus, Fun fact! Textures will not work like roblox studio textures on meshes!
To you, and maybe 5% of the other people in the thread.
Everyone,
Thank you for the tremendous amount of feedback and interest in this topic. Looking through the feedback (and I mean looking through every piece of feedback) the team and I understand the need to keep your choices alive while we explore how to provide better materials and update Roblox look & feel for the future.
As such I am announcing that the plan of proceeding to force update the materials is on hold in favor of trying to figure out a way to give you the optionality to receive the new materials. Exact details on how we will make this possible is to be decided, but I will reach out to you directly when we are ready to share.
Please continue to provide feedback here and give us examples to improve the new material look & feel while we figure out the release plan.
Textures still look really good. Things like Wood and Wooden Planks were aced. Compared to the old textures, it’s very easy to make a showcase now…
In principle, it is still the same. New materials replace the old. Unfortunately, you’ve failed to grapple with the fact that you don’t need to fix what isn’t broken, ESPECIALLY in reference to what people want to convey and how they want to present it.
Here’s a visual example:
This is a build I work on from time to time. The whole premise is to convey a sense of high detail and some degree of architectural system that reveals itself to be intricate to some capacity. One of the ways I do this is by using a suitable, rugged material to provide some nuance of additional intricacy and “detail” when none actually exist.
Here is what the new update does:
Now, all of a sudden, despite the additional “clarity” that comes from the new slate material, a certain nuance of intricacy and detail no longer exists to the capacity once there! Now you may ask yourself, “Why don’t you just switch it? It’s easy, should be no problem!” To that, I say it actually is! You’re right! Let’s switch it over to a material that substitutes this intended nuance I had once set for this particular design of mine.
Here is the change made with the new materials:
Uh oh! That’s a little too rugged for me! With the use of materials, I have made the visual clarity of some particular details and lines somewhat more difficult to see. It certainly isn’t blinding, but it isn’t eye candy either. What I have now from this apparent issue of options in reference to materials are two things, really:
- A: Deal with it.
or - B: Deal with it, but give some “feedback”
Wait a minute, I thought I had two options, these two are basically the same! Unfortunately, with the general idea that these don’t really need any criticism beyond “feedback” and the potential for “more additional materials! ©”, there really is no room for anything else! For someone, like me, who likes to create certain builds and models for artistic, decorative, and architectural purposes, this doesn’t work so well for me!
As a result, what I am left with is the convenience of having both old materials and new materials being completely absent beyond updated replacements and “don’t worry bro more is coming but they’ll probably be the same in terms of quality lol.”
Thank you so much. I didn’t mean to come off as harsh; I just found it frustrating that it seemed like we didn’t have much of an influence at all on this decision.
LET’S GOOOOO
Thank you SO much for listening to us. I will remember this decision for the rest of the time I am on this platform.
Okay. So maybe they take our feedback into consideration. I’m happy.
Wood and WoodPlanks were definitely aced, now they need to apply the same effort to the other materials!
Awesome update, the lack of material diversity has always been a big problem. I always have to work with custom uploaded textures in tandem with the materials because the game looks too samey if I rely on them exclusively.
I agree with you, but metal and other things are still very nice. Grass needs a complete redo, and corroded metal is, um… questionable along with Leafy Grass but it’s still very nice for what it is.
Roblox is no longer forcing this update, my post is now rectified.
Simple, most people will probably have the answer to this:
Let us keep the old materials while we can use the new materials for convenience and for different tonal purposes in relation to materials.
lol
So given that there’s now no reason to panic, I can give some proper critique on how I think things could best be implemented.
I think first and foremost, every new material should be usable along side every old material. It’s gonna be a lot of materials, but it will be well worth it. If there’s a difference in the material quality or inconsistency visually, that can be boiled down to the fault of the developer. Roblox has no reason to take the blame for that, because it’s the developer’s choice what their game looks like and how they make it. This would allow for practically double the options and really expand upon the possibilities. Old sand could be used for sheets, snow, and clothing, and new sand could be used for just that - sand.
Secondly, I think it’d be great if the new materials got changes made to fix the tiling issues, or other problems like sand having an almost “dithered” effect on darker partcolors. Getting rid of the white specks on it would be a big help too.
Lastly, while I think this is unlikely, it’d be helpful to classify the newer materials under different enums rather than changing the old ones. This would prevent any scripts from breaking and leave games whose developers have abandoned them relatively in-tact. This isn’t too big of a problem if it’s not done, however.
Thanks again for listening to our feedback. It is really appreciated by us and we’re all really looking forward to what the future holds for this update now.
By Builderman’s Beard, I thank Roblox for listening to our prayers.
Instead of having to completely replace and eradicate the old textures, why not make two classifications of textures people can choose from? i.e. “Legacy Textures” and “Future Textures” that way, you are giving developers new combinations to mess with, PLUS, preserving the already existing aesthetics of all games. If ROBLOX has managed to implement this on the dynamic shadows before, why can’t it be implemented to the textures?
There are some solutions so you don’t have to manually do so! Some talented devs have made plugins that allow you to easily apply textures and materials. @Crazedbrick1 already linked one plugin in a reply to someone else with the same question. There is also another plugin for textures that they linked as well: