Totally agree with you on the Plastic issue. I think the reason its appearance changed in the first place, is because of the introduction of the PBR renderer.
I still don’t quite understand what was wrong with the previous specular/diffuse renderer as it seemed to be less complicated and would actually have been easier to link into a MaterialService/Variant type system than the current PBR system (Roblox files still use the old names)
EDIT: Images added for reference, first image of how it used to look, second of how it is today:
Hear me out: instead of default materials using the ugly skybox lighting, they should use the specific thing they made reflections with cubemaps at least that would make them look better.
using a normalmap in the completely wrong channel order won’t work,
i’m assuming it expects the same format surfaceappearance normals to be in so to convert roblox DDS normalmaps to the format roblox expects from user uploads:
copy red channel to a new image’s blue channel
copy alpha channel to a new image’s red channel
copy green channel to a new image’s green channel
example below
Well, I guess so. Sorry about that. I have a tendency to slowly repeat myself because my life is busy and dramatic, meaning I tend to forget what I do quickly.