I’m starting to see some really not great arguments being made by the people defending this update who don’t seem to have read some of the critiques. They really seem to lack some empathy for the creators who have spent a long time using these materials and building things around them for years.
Yes the update is great for new projects being built around these new materials, but some games including my own will not be able to adapt well at all because of how we use the built in materials. I also don’t think too many devs outright hate the idea of having these materials but more so the idea that they will replace the current materials we have. I personally would like to use some of the new materials myself.
However, some games here are going to have to go through hundreds of assets to either retexture them in another program or change the materials and adjust colors and hope it works out. There are hours upon hours of possible work in store for some people here. I find this unacceptable and unreasonable.
I see personally, as I stated in my first post on this thread, the best solution is to still allow usage of the old materials alongside the new ones. It would solve the problem of peoples builds being broken by a forced update, and allow for much more creative freedom to mix and match uses of the new and old together. You want the fancy new sand for terrain but also want to use the old sand texture for bed sheets? Well if we just had a material library that contained both types you could do it.
Don’t force this update as a replacement for the current materials, make it an addition to the material list.
hmm. I have very mixed opions.
I was so excited but let down two day ago. Colors are way to dark.
Metal is a good example. also what is with the scratches on the metal, it looks like hair! I Do like how shiny the metal is now, I do like that. Before:
Thing is though, i would like to keep the original non reflective metal as well, both types would be helpful, the rust doesn’t look right to me actually, needs work.
Wood and planks texture are perfection other then how much the color is darkened.
see the road on the picture with the car? the bricks are to blended together, harden it up a bit.
took a lot of repainting to get that locomotive looking the way it should, but looks great!
You could turn off the specular and diffuse scale if you dont want the reflectiveness. Though it makes everything dark with the ambient all the way down but it is also how the og metal works just not as much if im correct.
I might need to recolor and change the materials of some buildings, but overall, this is a good change for me
But i feel kinda sad for other’s buildings becoming unintentionally realistic
I think this materials shouldn’t be overlapped, and they shuld be a separated type of materials
Also @RBLXImagineer I found some lightning glitches on the beta build, like the skybox turning black when i entered to edit the place (to solve this i siply deleted the skybox that the place had)
The new foil material literally looks like a current metal texture material. I do NOT want this new foil texture. This looks so bad to me like I use Foil material(the current one that is not in Beta) for my gem torches tank because It looks more like a gemstone in the current lighting. Now… The new foil looks so BAD to me.
This is among my biggest concerns as well, I’ve used foil to imitate jewels since FiB3’s release. I like the new materials, but I have very specific uses for the old ones that can’t be substituted. Why do the old textures even need be replaced entirely? Can the new ones not just be implemented alongside the classic materials simply as additions? It just seems like such an obvious compromise that they’re ignoring for whatever reason. Why are the old and new materials being treated as mutually exclusive? Why does it have to be all-or-nothing?
I’m especially disappointed in how the new cobblestone terrain is looking. I was very fond of the old one’s realism and natural specular, it fit seamlessly in my medieval game, very easy to blend with patches of grass and dirt for a well-worn aesthetic. The new one has very little specular and resembles cartoonish brick more than semirealistic cobbles.
Seriously, why can’t the new ones just be implemented alongside the old ones instead of replacing them? What on earth is the reasoning behind this? I’m sure every developer would find this much more agreeable, simply adding new, optional features instead of removing classic ones altogether.
It should not be forced, nobody wants that. It should be a toggle in lighting or workspace. They should not be put alongside the old ones, as that would be VERY confusing.
The new cobblestone works well as a path material, but the pattern and shape of it is completely unsuitable for things like walls or anything non-path related.
How exactly would that be confusing? The old ones could remain as, for instance, “Foil”, and its new counterpart could simply be “Foil2”. That’s pretty standard for texture packs and other resources of this ilk.
Just imagine how many materials there would be in the material lists, it would be a nightmare. The current list already confuses me a bunch, and I always get mixed up.
Please make this optional, there’s some games that look god awful with these new textures.
It would be pretty cool to separate the old ones from the new ones and mix them somehow to have some materials be the new ones and some be the old ones.
Either way, this update is absolutely astonishing and I can’t wait to see the realism this will bring to games.
Yeah, it isn’t that bad, I could see it working for some paths. For my game, however, I rely on the aesthetic and blending capabilities of the old one, and I’d bet there’s other developers out there who do, too. It’s a shame it seems the old and new materials may turn out to be mutually exclusive, because I’d like to utilize the new ones, too, but some aspects of my buildings just can’t be substituted.
BETTER IDEA: Add texture packs! Allow developers to change the texture packs on a per place basis! Imagine the creativity that would bring! That would most likely satisfy a lot of developers and their complaints.
There could be built in packs and developer made packs! There could be a menu for switching between packs! It would probably be a bit difficult to make at first, but once that’s done, updating the materials might not be necessary!
or y’all could just let us import node materials and tile those (other engines let you do that). either would be great.
It would also be nice if they allowed us to select parts by material.
Edit: Looks like this might be the way it’s going!
The only materials I find to be similar to the old ones are: Concrete (has a tint of some sort), Diamond Plate (Looks a bit like plastic since the current looks more realistic), Granite, Marble (The texture change doesn’t seem too bad for me but it’s heavily noticable), Metal (The new one seems darker), Pebble (The rocks look better but perfer the old texture actually), Wood (If it weren’t for it’s forced color), and Woodplanks (same reason with Wood)
I didn’t want to include Plastic, Neon, Glass, SmoothPlastic, And Forcefield as all of them look the same as the old ones. Even tho they act differently than the rest.